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Наркологическая помощь особенно важна, когда запой повторяется не первый раз, употребление спиртного носит систематический характер, а человек уже пытался бросить пить, но снова срывался. В таких случаях капельница и детоксикация облегчают ломку, но не вылечивают алкогольную зависимость полностью. Поэтому профессиональный центр предлагает не только срочный вывод из запоя, но и лечение алкоголизма, кодирование, психотерапию, реабилитационный курс, мотивационную беседу, поддержку родственников и восстановительную терапию после интоксикации. Получить дополнительные сведения - врач вывод из запоя
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Вывод из запоя — это не бытовое вытрезвление и не попытка просто «перетерпеть» похмельный синдром, а полноценная медицинская помощь, которая проводится для безопасной стабилизации состояния пациента, снятия алкогольной интоксикации и восстановления работы жизненно важных систем организма. Длительное употребление алкоголя разрушает нервную систему, нарушает сон, ухудшает функции печени, почек, сердца, сосудов, желудочно-кишечного тракта и головного мозга. При продолжительном запое человек часто уже не способен адекватно оценивать опасность, поэтому попытки выйти самостоятельно могут закончиться срывом, делирием, белой горячкой, инфарктом, инсультом, тяжелым отравлением или необходимостью экстренной госпитализации. Ознакомиться с деталями - вывод из запоя капельница
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Вывод из запоя на дому в клинике Частный медик 24
Claytonoscip posted a topic in Gameplay Discussion
С пациентом работают профильные специалисты, которые оценивают состояние и подбирают безопасный план помощи. Изучить вопрос глубже - вывод из запоя капельница в новороссийске -
August 2, 2006 - Anniversary of the Battle of Cannae
Genava55 replied to Paal_101's topic in General Discussion
The battle of Cannae is 2241 years old! The anniversary passed three days ago on August 2, 2026. To mark the occasion, I wanted to share an excellent recent documentary on the battle by the channel Invicta, featuring the brilliant Dr. Adrian Goldsworthy as a guest. - Today
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There is also https://gitea.wildfiregames.com/0ad/0ad/issues/8964
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Something like this is planned iirc, but the Atlas is built off of some very hardcoded software, and needs a complete redesign in order to add new features. Both things are in the works though! https://gitea.wildfiregames.com/0ad/0ad/pulls/7803 Objectives and events should be in the next release https://gitea.wildfiregames.com/0ad/0ad/pulls/7785/files, dialogues as well https://gitea.wildfiregames.com/0ad/0ad/pulls/8614, and as for the others, those are just trigger scripts (like your first point). This is technically planned, though it probably won't be in the game until R30. However, if more players push for it, then maybe it can be in R29, that's up to the WFG team (of which I am not yet a member). You're 100% right about these, and as you can see, they should be in the game soon-ish. Until then, I hope to see you around the Forums more often, and maybe even creating a few scenarios (triggers really aren't hard once you learn how they work).
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Hello, since I haven't been using this account in quite a long time and don't want my personal information to be out there, I would like to know how I can permanently delete this account
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Lewisclinc joined the community
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Should the Health of Units influence their Speed?
wraitii replied to Obelix's topic in Gameplay Discussion
I think lowering the attack of damaged units is possibly more worthwhile. Still allows retreating, but might smooth the snowbally Lanchester effect. Needs thorough testing, and possibly comparisons with other existing games. -
anikoto joined the community
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I believe 0 A.D. has enormous potential – not just as a game, but as a platform for storytelling and community-created content. As someone who has created many scenarios in Age of Empires II, I see a key opportunity for 0 A.D.: Make the power of the engine easier to use. Right now, creating interesting scenarios often requires programming knowledge. This excludes a huge part of the potential creator community. My suggestion in 3 points: 1. Unify Triggers and Scripts A visual trigger system for beginners using simple Conditions → Actions. JavaScript remains available for advanced users. The two should become different levels of the same system rather than feeling like separate tools. 2. Upgrade Atlas Make Atlas a true scenario creation environment – with objectives, events, dialogues, reinforcements, ambushes, and dynamic gameplay. The creator should be able to focus on story and gameplay, not constantly think about the code required to make an idea work. 3. A Small Official Campaign – 3 Scenarios It doesn't need to be a huge campaign. Three well-designed scenarios could be enough to demonstrate what 0 A.D. can do. But there is an even bigger opportunity: Make the campaign editable and use it as documentation. Players could open the scenarios in Atlas, study how they work, modify them, experiment, and learn by doing. The official campaign would become more than content. It would become a living tutorial for scenario creation. The Vision Play → Discover → Learn → Create → Share → Contribute A player finishes an official scenario. They think: "I want to make something like this." They open Atlas. They experiment. They create their own scenario. They share it with the community. And eventually, that player may become a contributor. Why This Matters to Me I have experience with Age of Empires II scenario design, and I would genuinely love to contribute to 0 A.D. However, due to health limitations, I can't code or work on complex systems for long periods. That's exactly why I care about this problem. I know how technical complexity can prevent a great idea from becoming a playable experience. My suggestion comes from both sides – as a player, and as someone who wants to create. The Opportunity Much of the foundation is already there. The potential is already there. The community is already there. The opportunity is to make that potential easier for everyone to use. 0 A.D. doesn't necessarily need to become more complicated. It needs to make its existing power more accessible. Give players the tools to become creators.
- Yesterday
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Should the Health of Units influence their Speed?
Gurken Khan replied to Obelix's topic in Gameplay Discussion
My first thought was "No.", and the discussion didn't convince me otherwise. You know what else would be more realistic? Latrines, STDs, sore feet (inf) & sore butts (cav). -
Should the Health of Units influence their Speed?
real_tabasco_sauce replied to Obelix's topic in Gameplay Discussion
I really do not suggest applying this idea. Modifying unit speed according to their health just implements a huge amount of gameplay inconsistency. It is important that units respond to commands and behave as expected. I suppose there could be niche scenarios in mods where the ability to do this could be useful, or possibly for new unique units, but you have to ask yourself what benefit to gameplay this will realistically bring. To me, the idea is just not well motivated, it seems like throwing in some inconsistency for no reason at all. On the realism argument, I have said this before, but making specific aspects so realistic while leaving other aspects of the game very unrealistic sends mixed signals about what kind of game this is. I think we would be better off just changing those units' base stats to begin with. -
Should the Health of Units influence their Speed?
ffm2 replied to Obelix's topic in Gameplay Discussion
In general, I have a bad feeling about this feature if applied globally. This depreciates formations even more (not that I'm a fan of it) as all will be as slow as the slowest unit. At first thought I could see this for fanatics or camp cav. Or with a general speed floor of the speed of infantry. So infantry won't be affected at all. But on second thought, if you think about the micro battle with a few cavalry at the start, this depreciates retreating. Since when you retreat, you know the few wounded will fall behind and fall prey of the remaining army. I think this will be the biggest effect. That on all spots loose single soldiers can get taken out easy. I also don't think more incentives for healers should be implemented. The ranking and cost saving is already incentive enough. They are a complementary unit for when the game play allows it. But not a necessity. -
Should the Health of Units influence their Speed?
Perzival12 replied to Obelix's topic in Gameplay Discussion
I’m seeing this in a few ways. For the sake of linguistics, I’m just going to presume that this is going implemented. Adding this will make retreating much more costly, meaning that faster units will become even more valuable (because they can retreat faster). Healers will be much more useful, rather than a side unit thats only useful in massive numbers. If this is applied to hunting, it will kind of make hunting overly easy (I have problems with the hunting system in general, but thats another topic) Some units should be immune, such as heroes, siege machines, some champions (Naked Fanatics would make sense lol) This will 100% increase snowballing further, since the more injured an army becomes, the less effective they are at combat, which makes them get injured faster, etc. I don’t think this should effect attack speed; if the idea is to show that wounded units can’t walk as fast because of they’re injuries, then how can they swing a sword at all; also, on the balance side, this just further increases snowballing, which is a major problem. Finally, just a simple request if this is actually implemented: PLEASE make this an optional component rather than a required one, modding is hard enough without going through hundreds of template files to add this to them. -
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Should the Health of Units influence their Speed?
guerringuerrin replied to Obelix's topic in Gameplay Discussion
IMHO, I think applying it to all units would encourage snowballing. I understand it creates an incentive to use healers, but perhaps they could be improved to create the same incentive. I like it for hunting, and it could be fun with certain special units like heroes or mercenaries.
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