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0 A.D. Social Media Accounts (We need you!)
Perzival12 replied to Sundiata's topic in Announcements / News
Nothing wrong with having both the forums and a Discord, and people can stick to the one they prefer (after all, there is an IRC that I'm not sure anyone born past 2005 even knows how to use). The Discord could be for the average player, and the developers who have it (I know you do, as well as vladislavbelov), while the forums are for more technical discussions, and for contacting the other devs. -
¿Puede desarrollar más esa idea? por favor ,me ha dado curiosidad .
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-Si , esas mismas armas, en forma de triángulo, pensé que como se usaban en el periodo anterior , las habría en el siguiente pero hechas de hierro. ¿Qué es un "Picks"? el traductor dice una cosa muy extraña jajaja. Disculpen las molestias*
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0 A.D. Social Media Accounts (We need you!)
Essential Strategy replied to Sundiata's topic in Announcements / News
What I meant with that, is that short content can be recycled that way between those social networks, not between YouTube and Instagram. They should have different technical and creative formats, because target is completely different. Reels are practically the same as YT Shorts and TikToks, they have vertical resolution and work way better than posts in terms of reach and retention, which leads to account growth. TikTok and YT Shorts are a possibility that can be considered furtherly, with a well-based YT channel and Instagram account. I do not think that developers are targeting a smaller fan base if they are opening Instagram accounts of the game. It would be even better to have a news section in-game, in starting menu. I detected bigger issues, YT channel has not SEO neither. In a few words, videos are not optmized to be watched by a target public. They do not even have a mianiature, descriptions are too vague: I am gonna give you an example of an attractive game update video: Interesting title, advances the most important aspect of the update. Has a dedicated miniature and describes well what is the video about. This video currently has 2 views per hour, outperforms other videos in the channel by 3.6 times and was published a year ago, it is a success. On the other hand, the 0 A.D. one has a generic title, does not give details about the update nor generate interest. Has no description, with a generic miniature. Has 3 views per hour. The only good thing is that views are proportional to the previous video, which means it wil reach around the same amount of views in the same time. But players are missing it, it is the most important update to day and it looks like any other forgettable news. Interaction is precisely the point. Having a text conversation with devs on a Discord channel feels closer and more responsive than posting a forum topic and hoping someone read it one day. In my opinion, this is a critical issue for game popularity, and if devs want not to move to newer spaces, they will struggle to find donators to make the game better, as I have read it is not published on Steam because playerbase must be kept small due to multiplayer server capacities. So community size and managing is probably limiting game potential. -
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-Muchísimas gracias, voy a implementarlo lo antes posible. Muy buenas ,¡Muchas gracias!
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¡Que líndo todo! Cuantas cosas encontradas en pantanos, seguro que un día encuentran hasta un carruaje y con los papeles del seguro y el carnet de conducir en la guantera jajajaja - @Genava55 ¿Tiene alguna idea para el símbolo? Disculpen las molestias*
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BoredRusher started following [MOD] Rules - Disable a class of units at match setup
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Hi everyone, I hadn't played much of 0.28 when I came back, so when hosts typed NCC, NF, NI in the lobby I had no idea what those letters meant and cheerfully kept training those units. Nothing in the game tells you a class is off limits. So I made a mod that moves the rule to the Match Setup: the host picks Champion Cavalry, Fanatics or Immortals and the class is gone for the whole match. The researches that unlock or improve them go too - but only when every unit they concern is disabled, so `unlock_champion_infantry` always stays. It is brand new and nobody has played with it yet, so feedback is very welcome. It is compatible with feldmap and autociv. Install: https://github.com/Atepir/0ad-rules/releases/latest Limits: only these three classes, a class is global (not per civilization), and units already on the map stay. If your group bans something else, tell me which class you would like next.
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Ive seen one blog even arguing monks copied chariot battles from Homer. Although if it was foreign addition by monks, i think we'd see more chariot battles in medieval literature outside Ireland; I think chariots are possible at least for heroes and champions (potentially able to fight on foot too).
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Yes I think it is better.
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Buenos días o tardes: -Había puesto el nombre en español , no se como diferenciarlos fonéticamente de los íberos y con la H también al escribir. Pero claro , en inglés y otros idiomas no aplica. -Genial entonces. ¿"Leyes orales de Brehon"? Disculpen las molestias*
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Hello everyone! I’m back with a few more updates on World Rising. Lately, I’ve been spending a lot of time improving the game’s flora, adjusting the textures and colors to make the vegetation look more consistent, natural, and realistic. The goal is to give the entire biome a stronger visual identity while still preserving variety between trees, plants, and bushes. There are still a few adjustments to make, but the overall result is already looking much more cohesive. I hope you like the changes! Let me know what you think, and keep following the development of World Rising.
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There is no consensus. Experts have been debating this subject for a long time without reaching a consensus. The problem is that it is difficult in any case to explain the presence of chariots in early medieval Irish myths if we assume that they did not exist during the Iron Age. Experts are sometimes disingenuous, going so far as to claim that the chariots never existed and that the myths were fabricated from scratch by Christians, drawing on Roman writings. Objectively speaking, that’s complete rubbish, but I don’t feel like debating the issue.
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Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
@Thalatta, I'm glad you built, tested, even more so dug a bit into the code. For your proposed change, I'm pretty sure I can make yourself disagree with it. You might have noticed collisions already take into account relative speed, by scaling the magnitude by it. The part you changed is the soft push, which only depends on how much the units overlap. That's on purpose: it's what gets overlapping units apart. With your check it's set to 0 whenever the units move apart, or stand still since you used >=. That doesn't make physical sense, and would now allow overlapping: two idle units on top of each other, or two units walking side by side at the same speed, would never be separated. Yes, some small wiggles are expected in any case. But they shouldn't look like units are bouncing. And they should settle very fast. Is your tests using the updated code (after i replying to @guerringuerrin)? I cannot reproduce such sever bouncing with it. Part of my last tweaks, for "solids" the soft push that extend beyond the actual unit footprint (used to try to have them spacing out more naturally) have very dimmed effect on spin. This help individuals in herds keep their facing direction under control. -
Hello, I currently running 0A.D. R28 and DE R28, great work! If I play with Cimbri and if I recruit the clubman raiders in the Civic center they slowly die (about 1 minute after recruiting). The only way I found to make them stay alive is to garrison a temple... Is a bug or a feature? Thanks
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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
@Atrik, bouncing is expected since you are using linear pushing, and that's how springs work. A simple "fix" (or at least to show where I think the problem comes from) I just tried is not to keep pushing when the object is already moving away. In these test videos, I split all elephants in two groups and make them move against each other, press abort, make them go through a narrow path to attack a structure, and when they are concentrating on top of where that was, press abort. Notice the lack of bouncing in the second video (the one with my change) after pressing abort: Recording 2026-09-30 104423.mp4 Recording 2026-09-30 104650.mp4 The code I added to UnitCollision.cpp before the last line shown: const CFixedVector2D relativeVelocity = a.velocity - b.velocity; const fixed separatingVelocity = relativeVelocity.Dot(offset); if (separatingVelocity >= fixed::Zero()) distanceFactor = entity_pos_t::Zero(); CFixedVector2D pushingDir = offset.Multiply(distanceFactor); The fix doesn't have to be exactly like this, it could be a function depending on the relative velocity vector for example (to better handle any unwanted increased overlapping), but I think that's a simple way to add non-linearity, besides being realistic: a push is a force applied in a certain time interval (impulse), and this process is usually more inefficient if during this time the object moves away, because what's pushing falls behind of what's pushed. This is related to mechanical impedance, and that's why springs react more when pushed at their resonance frequency, since that timing doesn't fall behind, nor gets past, the points of most efficient energy transfer. I didn't notice a big difference when they went through the narrow path, but the unit's rotation when pushed seems to be quite a problem. I'd make torque effects more inefficient by, quite obviously, either making them more spherical or changing their moment of inertia, if that's how things are implemented (I haven't checked that). -
niazdarold joined the community
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Flavius Stilicho joined the community
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Gameplay Feature: Battalions and Formations
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
Create something similar for my mod using AI—it might be interesting: In this new combat mode, it's possible to play using area control or head-on battles like in *Total War*; for my futuristic mod, I intend to focus primarily on area control, though nothing stops me from removing the control points and reverting to classic *Total War*—if one can even call it that. -
https://www.danielkirkpatrick.co.uk/irish-history/irish-iron-age-chariot/ https://www.researchgate.net/publication/246543302_Iron_Age_chariots_and_medieval_texts_a_step_too_far_in_breaking_down_boundaries I've found some articles arguing for chariots at least. Although i dont know if there is a consensus.
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Maybe based on bronze age weapons? But they are outdated for this period (and more like axes, or picks than medieval halberds) https://www.mooregroup.ie/2012/05/galway-bronze-age-halberd/ https://www.academia.edu/6095439/The_Early_Bronze_Age_Halberd_in_Ireland_Function_and_Context
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0 A.D. Social Media Accounts (We need you!)
Stan` replied to Sundiata's topic in Announcements / News
Main issue is that the video is done post release bundles, so the url isn't known. You could point to release video playlist though. It should probably be the no cookie variant as well. Well the issue (being on most if not all of the 0 A.D. discords) is that most developers won't be there. So if I say this discord is official (one of them kinda is, as it's in the linktr.ee) then you will have 50 people there maybe, but no one from the team to talk to. This might be alright, but my feeling was people wanted to interact with us more than they wanted just a discord -
0 A.D. Social Media Accounts (We need you!)
Asher replied to Sundiata's topic in Announcements / News
Maybe we could have a link to the video when you download a new version of 0ad. Just made a PR for this #9266 -
0 A.D. Social Media Accounts (We need you!)
Perzival12 replied to Sundiata's topic in Announcements / News
This is true NGL, I absolutely despise TikTok and YT Shorts, I would rather a smaller more wholesome fan base than the type of people that such things would draw in. The last update did have a promotional video, not sure why only a few people seem to have seen it: -
The difference between the Persian women in the game & in the reality
saeb replied to shiraz's topic in Help & Feedback
A Zoroastrian (left) and Muslim woman from Persia in the late 19th century. during that time Hijab was not forced. so Zoroastrian were covered. still they wear most covered in India or others. the clothes in public related to many factors and the people in society chosen up to their living places. as i see covering or wearing like Hijab(not chador, cover body and head) does not only related to Iranians too. even in Russia, to India existed. Zoroastrian in India you see, they wear mostly covered. we can say by that Zoroastrian was a common religion that time, so this kind of suit was a heritage. Chador before used for both men and women but most women for security in traveling or not be seen unwanted with some reason. it could be not being visible a rich man for poor people. as i see almost women putting something on head, like hat or a cloth, it existed in many ethnic historical.
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