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other question, what are the ideas/houghts behind the unreleased minor factions? i got the idea that they are all meant to serve a niche and benefit different factions needs, an had a thought about three in particular. like the volvagians being a heavy unit, fire damage niche, the subrosians maybe good defensives builds or farming stone/metal like the ridge's niche, or the huskus being a budget swarm niche/anti-swarm/gohma niche because of lore? just curious is all
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Kellybrilk joined the community
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That wouldn't have been necessary :P. Certainly they knew about Late Bronze Age armour because of oral traditions, the Iliad was written around 700 BC, yet gets many things right from 1200 BC (like boar's tusk helmets), while also committing anachronisms (funeral pyres). I've also read that these ("Boeotian") shields could have been kept by some families as heirlooms.
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Maybe it is just because I haven't been playing it that much, and maybe I don't have a good strategy, but it seemed hard to defeat what I could kinda easy in the base game. So, I was playing Romans, and the Siege catapult from the army camp, seemed pretty much useless, at 20 crush. Also, I think there should be a cs unit that doesn't cost metal and is not ranged that is in cc and barracks
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New Civ emblem: Did the Theban army carry aspides of this shape in classical times? Debatable to probably not. It's likely a shape based on earlier archaic examples which are lost to us, but what's not debatable is that the Thebans themselves used this design to represent them. I imagine the design is a part of their national identity and founding iconography. It's all over their coinage and even today is a well-known symbol for Thebes. My head canon can imagine a scenario where during some excavations on the Cadmean hill to level it off and build their religious and civic monuments they uncovered evidence of their 'glorious' bronze aged past, which included shields or votives in this shape, so they built their founding myths around these objects and possibly even displayed them in their major Cadmean shrines or temples.
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@lilypoppy I think the 'Persia' biome terrains are going to be closer to the 'rugged iberia' you're going for. Check out the Hindu Kush skirmish map for example, or the Zagros Mountains skirmish map. You can also use the tree types on those maps to approximate what you'd see in the drier parts of Iberia. I'd swap the gazelles for deer and you're probably only going to see palms only on the coasts.
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Never mind. I was using another mod that must be conflicting with CWA
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"No surrender" is an obviously false statement, that's exactly what they did. I'd advise not to use AI too much, there's plenty of things it doesn't consider. But I prefer to discuss these kind of details by PM and not here. Thomson's gazelle is certainly from East Africa, so that's quite wrong. I'm not familiar with all maps, plants and animals from the game, I don't know if it has lynx or ibex, but goats, rabbits, wolves and bears could be used, for example. There should be hard-leaved bushes, semi-evergreen forests, and depending on the exact region, the landscape can be dry-looking. But all these things can be easily found out first (and then check what the game has, and even propose to add what it lacks).
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Hi @Thalatta END - NO TRIUMPH, NO SURRENDER Tantalus lays down his arms. Caepio, for once, is merciful. The Lusitanians are given land — not as conquered slaves, but as a people allowed to live. The war ends. Not with a triumph. With a silence. In eight years of war, his army — drawn from a dozen scattered tribes — never once turned against him. They followed him to the end. And beyond it.
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Top Panel UI Opinion
wowgetoffyourcellphone replied to manowar's topic in Game Development & Technical Discussion
Just have it show up when you take a screenshot. -
@Perzival12Great idea; I’ve tested things like that in the past—it’s really good! @guerringuerrinJust a reminder: all victory conditions in the game are optional. In other words, if a particular victory method doesn't appeal to you, you simply don't have to play with it—and that's perfectly fine.
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So, I'm not quite sure if this is some kind of development bug, or something on my end, but I've been setting up VSCodium so I can work on some mods for 0ad, so far the .rng schema's from the base files (mod and public) have been working quite well and linking them as references for the xml files hasn't been difficult. But when I created and then added the entity.rng as a schema for the entity xmls in the simulation folder, I get a ton of validation errors for nearly all of the entity xmls. I did check that when dumping the entity.rng schema from the game, I did not have any mods enabled apart from the base game. I'm just wondering if this is purely an issue with using the redhat xml extension, or if this is a larger problem with how the entity.rng file is made, if this even is an issue? Mind you, I'm just testing against the base files from public.zip. entity.rng settings.json
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There might be ways to exploit this with markets, corrals and scouting
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As long as it’s optional, I don’t see why it would be a bad thing. Although personally, I doubt I’d ever be interested in using it in an MP game.
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Indeed. Some optional flexibility could be implemented in addition to an absolute score being reached by player A: -Add a timer condition: a timer would start. Player A wins if no one surpasses its score in that time. Otherwise, if player B surpasses A score, the timer resets and same winning condition applies now to player B. -Add a relative score condition: a score difference has to also be achieved between the two highest absolute scores. One can try many combinations from this. Setting these two new conditions to 0 would just be the original case proposed. On the other hand, the absolute score condition could be set to 0, and with the other conditions one can achieve different game modes.
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A absolute score sounds like a nightmare. You have a competitive game going on with armies clashing and suddenly it ends because one team has score X and the other maybe 100 points less. I got a relative score as a announcement in the oddity detector that tells you when it's time to resign. As clear victory condition would be also good. First I had the scores too announced. Some felt it were disclosing information. Although I see no real game play affecting change, I removed the score announcement. Besides it only tells you when it is time to resign. There is rarely a draw but still too many games dragging on unnecessary long because the players refuse or don't understand when it is time to resign.
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Are they include errors? If so, you probably just need to add some specific directories to the "includePaths" of your config.
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The problem I see is that that's only taking Ceasefire into account. What about other events, like the ones you mentioned at the beginning? To solve that (and other issues mentioned), here my take on combining what I liked most of your ideas ("Ceasefire" should be also in green): And objectives without a time limit could follow below.
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The version/build information might then be placed between the ressource information and the emblem.
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Up! Lots of games has been broken because of barrack hack. Players resign at the start of game because they are losing cc. Players are trying to prevent barrack hack by game rules but sometimes somebody dont respect rules or forget to say rules. Fix of this issue with a bug fix update will be best solition.
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Thanks, that is better. Although I like the a attack where one could capture a barrack and place a cc foundation in the decaying territory within a full developed city.
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@Stan`but i dont think i will ever want to touch neovim, i want to stick to vscode. But vscode doesnt even show what functions it has.
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