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  2. The Cebu Pacific Contact Number Pasay serves as a key customer service hub, strategically located at the Cebu Pacific Building, 8006 Metro Manila, Domestic Road, Pasay City, 1301, near Ninoy Aquino International Airport. This office provides comprehensive travel support, including flight bookings, ticket modifications, baggage inquiries, and assistance with the GetGo loyalty program. Catering to both domestic and international travelers, it handles everything from individual itineraries to group bookings and corporate travel solutions. While walk-in services are available for immediate concerns like refund processing or special assistance requests, appointments are recommended for detailed consultations to ensure personalized attention. The Pasay office is integral to Cebu Pacific's operations, reflecting the airline's commitment to accessibility and customer care in the Philippines. For convenience, many services can also be managed online via Cebu Pacific’s website or mobile app. Travelers are advised to verify current operating hours and services before visiting.
  3. Today
  4. Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies.
  5. Yesterday
  6. I’ve noticed that many players — even some pros — send their gatherers straight into battle still carrying resources like wood, stone, or metal. There’s a great option called “Call to Arms”, which makes units drop their resources at the nearest building before joining the fight. It saves time and keeps your troops lighter and faster when responding to attacks. I really recommend using it — it’s one of those small settings that can make a big difference in real games.
  7. While you are right with respect to the current game, a roundtrip could even deliver more profit, as the total distance travelled could even be longer (profit relates to distance in game). Tried to establish such a roundtrip scheme but is does not seem to work. What appears to work (at least using trader ships) is to define a specific path to follow. I did that to avoid being attacked in that route, but it might be possible to maximize trade income by defining a longer detour. Did anyone check this can work? Or is the distance travelled just measured "as the crow flies" i.e. shortest connection between origin and destination?
  8. I think it'd be nice from a roleplaying perspective, but practically I'd just establish separate trade routes for each ally. (From the furthest points possible so they're as lucrative as possible.)
  9. Hi All, I was playing a game on a large map with multiple allies and established trade routes between my market and theirs. It occured to me that it'd be nice if I could select multiple markets for my traders and have them cycle between them. In other words, set up a market, establish an 'origin' (my market) and 'destination' (one of my allies) market but also have my traders stop in at my 3rd ally's market making a circuit so we would all benefit from the trade. I don't know what all would be involved in coding this 'feature' but I wonder if there's any appetite for something like this in the gameplay dynamics? What do folks think? kev.
  10. It is possible to quickly inflate the trading yield when selling one good for another. Here is the link:
  11. You might be curious, others might use it. One can generate resources and it is still used in games and ruins the time spend from 7 other people. I'd like to not bring that topic up so often and go in further detail. In the next alpha it is fixed.
  12. I'm watching the video and there is some shape that I can't decipher on the minimap even at the beginning of the game, on parts that haven't yet been explored. How come ?
  13. Last week
  14. Strong second to OP's post: I went looking for the 0 AD forum just to post about this topic! This AI behavior makes the bot mode unplayable, because the game never gets past a couple minutes. It's just like OP said: the AI will send an attack including their hero. The hero retreats when they get lower health, but somehow their aggro keeps getting triggered so they keep walking back toward your troops then walking away. The AI enemy hero always ends up dying. Interestingly, I only remember this happening within the last couple months (sorry for vague time range). This summer, the AI enemy hero used to retreat properly.
  15. Yeah is strange, I also have Tahoe and have no problem.
  16. I would say @Vantha's PR for campaign UI would have to be merged so we could have some form of narrative, then if the mod author is willing this may be a good first campaign to work on polishing.
  17. Hi, benmorzi quit against HebrewHammercommands.txt Thx
  18. Snapping walls are nothing new. These things are called gates.
  19. It's a mod. There is no update for more than a year. It hasn't been included in the base game yet.
  20. This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) SnappingWalls.zip
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