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Sadly not all shortcuts work in atlas but iirc there is either the game console you can use to toggle the dev overlay or something jn the menu that allows you to run js
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https://en.wikipedia.org/wiki/Altar_of_Hieron https://www.siracusaculture.com/en/2021/04/21/the-altar-of-hieron/ Possible wonder?
- Today
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thanks
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playyiyi joined the community
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Abnormal behavior related to immortals and walls
Thalatta replied to Hexereticdoom's topic in Bug reports
And here I was just 3 days ago thinking this was not how the game was supposed to be I can confirm, right now I was having some fun with my flying ranged infantry. You bring them down by, while on ranged mode, posting them again on the walls, and then unposting them. -
@nifa, just in case, the link you are using states that that crane would be from the Theater of Phlius, while for the Theater of Athens it gives this reconstruction (similar as previous things shown): All this comes from evidence at Phlius (which seems quite unique), and from descriptions from Athens. Another detail, in the link simple pulleys are used, while your model uses a triple pulley, which risks being anachronistic if you use it for the early theatre way before the Hellenistic age (at least considering its apparent "earliest secure mention").
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Hello, it's been a while since I logged in here... I thought it appropriate to make the following bug being known, which I recently discovered playing vs CPU. I don't know if it's been reported before, so if it has, I apologize... Well, the thing is, while playing a 3v3 game on the "Fortress" scenario, I had the idea to garrison the walls of my base with several units of immortals, in their 'archer' mode. I defended myself against enemy invasions in that way for some time, until I decided to attack one of the enemy bases... The thing is, I make all the immortals in my base switch to melee mode, while they were still up on the walls, and in the most unexpected way -once ungarrisoned- they remain "floating" in the air, as if they were still perched on an invisible wall... I tried switching them back to their long-range mode, but they were still hovering in the air like dragonflies... Obviously this shouldn't happen, so I imagine the developers should fix the issue accordingly for the next release... That's all for now, and thank you for your attention. In case you need more information, please let me know... See you!
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Asher started following Better Boats Mod
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I started making a mod that is supposed to make boats better. So far, I've increased health for all arrow and siege ships, increased resistance for arrow, siege, and ram ships. And some more stuff. https://github.com/Jeff-web-sketch/BetterBoats. I am thinking turret-able units would be cool on boats, but is that possible? If you have any input on how boats could be made better, I would be glad to have your input.
- Yesterday
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How viable would the Rhine Germans be in this early timeline? I know they had some participation in the Gallic Wars. For a bit later you also have Batavian Revolt (almost contemporary to some Briton heroes).
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udilcynf joined the community
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Atlas simulator switch player
Grautvornix replied to lilypoppy's topic in Applications and Contributions
Not sure, but maybe you have to define another player as non-AI? Just an idea. -
Is that a an option? I didn't know about that
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Hi everyone, I'm using Atlas and I understand how it works, but I'm having one issue: in the simulator, I can't seem to switch to another player. I tried using ALT+D, but nothing happens. The simulator only lets me control player 1. Has anyone else had this problem? Is there another key or setting I'm missing? Thanks for your help!
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@Genava55We are working on the period from 500 BCE to 300 CE for all the civilizations in this mod.
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If you want to stay focused on the period between 500 BC and 1 AD, I suggest to choose the following: - Cimbri (Jutland) - Suevi (Elbe-Germanics) - Lugii (East-Germanics) - Bastarnae (East-Germanics?) The Cimbri could be based on material from Jutland and the events of the Cimbric war. The Suevi could be based on material from Jastorf and Grossromstedt cultures and the events related to Ariovistus: Iron-Age-in-northern-Germany.pdf The Lugii could be based on material of the Przeworsk and Oksywie cultures. The Bastarnae could be based on material of the Poienesti culture and their invasion of the Balkans between 200 and 100 BC:
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For mods you can just use R28 unless you want to make a mod for the dev version. For the PRs you have to be on latest, but the patches are built on the CI (Gitea) too
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Is there an easier way to make a mod or PR than downloading and building (or attempting to) the whole game?
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
Ah sorry, I thought you said the enclosure outside the temple. The enclosure outside the settlement/village is the necropolis I think. -
There are bimonthly bundles, but the last one failed for the same reason yours did. (bad download.)
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Is there a pre-built version for macos?
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Atlas cannot load any file outside its own map directory?
Stan` replied to Grautvornix's topic in Bug reports
Well you can write that script, you just have to edit the map in the game's location for custom maps. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths -
I'm on 25.1 but it should yes. The problem is that the mirrors often fail and apple often break things Libs you have built should be fine
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Civ: Germans (Cimbri, Suebians, Goths)
Duileoga replied to wowgetoffyourcellphone's topic in Delenda Est
-Al principio pensé en crear macro-grupos (Germanos escandinavos , germanos del Elba y germanos del Rin), pero por la dificultad de clasificar las tribus , decidí enfocarme en las tribus más importantes de cada región. -En todo caso , Cimbrios , Suevos y Queruscos coinciden en que fueron capaces de crear grandes confederaciones tribales , en grandes extensiones ,que desafiaron a Roma o la vencieron , lideradas por Boiorix,Ariovisto y Arminio respectivamente... Diculpen las molestias* -
Atlas cannot load any file outside its own map directory?
Grautvornix replied to Grautvornix's topic in Bug reports
Thanks @Stan` ! Too bad, I thought I could write a bit of (simple) python prep code (as a little Python training project for myself) for Atlas and then load that XML file for further map/scenario editing. Will find another playground!
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