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@lilypoppyhey there, i have decided that i will be trying my best to make atlas as good as possible. The First Step that I have taken is adding some basic shortcuts like Ctrl+O, Ctrl+S, Ctrl+Shift+S. Well, right now, this may not be much but i am always looking forward to make the atlas even better as a new developer in the 0ad community, because it is the most flawed areas in the game as by now.
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@Duileoga, "escaramucero" no existe en español, alguien que escaramuza es un "escaramuzador". https://www.rae.es/drae2001/escaramucero https://www.rae.es/drae2001/escaramuzador De cualquier manera, si lo que quieres es traducir "skirmisher", el término que se usa es "hostigador".
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Ok, hopefully one of them can be deleted with no trace. But what about the issues I'm having in main? Am I doing something wrong? One thing is realistic graphics, another realistic mechanics, and games like Dwarf Fortress are the proof. I never cared much about realistic graphics (of course, nice ones are nice), but I don't tend to like things that make no sense, and I think pikes going through walls are a bit up there, because that's what a wall is meant to stop (besides movement), so it's not at the same level as the other things you mention. Hopefully there's a computationally economic fix someone can think of, eventually. I don't mind much about ranged attacks, although realistically they should be much less effective in that situation.
- Today
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Le projet de 0ad après l'an 1 est il toujours envisagé ?
El Maker replied to El Maker's topic in 1,000 A.D.
Okay! A few more questions came to mind, so I thought I’d ask… Can we contribute to this project? Is there a playable or downloadable demo available? -
I could use some practice in animation... I improved the Run-animation, if useful I can continue animating. (were should I upload the files?, here?) 0.A.D Body Meshes And Animations.002.zip
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Epic Cinema Discuss.
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Art must not die. It's incredible that they knew Rome was colorful and didn't paint it. The world's largest outdoor set. -
Someone should pick up that patch again.
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"Realism" doesn't make a game better, it's just that maybe the last 10-20 years this was what people were trained to believe, how else can you sell a new hardware every other year . Some of the most legendary games are from the 80' and 90' after all. Anyway correct wall physic is computationally much more expensive, and if you do it with walls why stop there. How about buildings, trees or terrain? You see were this is going. Lag is always much worse then some bending of realism.
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I get the same 500, no worry, Thanks for filing non the less.
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Gauls dont seem to have used bows that much until later in gallic wars. For Cimbrian celtic allies i'd have Volcae Swordsman Tigurini (helvetian) Spearman Maybe also Toygeni (helvetian) slinger if you really want a ranged unit. EB2 Helvetian spearman https://europabarbarorum.fandom.com/wiki/Gaisoualos_(Helvetii_Phalanx)
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- Yesterday
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Is there a 0ad 28 version
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Do you have a mod that adds the car? Maybe you could make a garage structure, and maybe the car could be a one time use battering ram
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Photocraft : The opensource Photoshop
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Art Development
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Mr.Backup993 changed their profile photo
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https://getartcraft.com/apps/photocraft there are several tools for artists. https://app.getartcraft.com/create-object Yesterday, a YouTube video popped up recommending this free tool, which is also available on Linux/Windows/MaC OS and is open source. I get succesful download.
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Mr.Backup993 joined the community
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Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Another minor update for post-Atlas in version 1.11.1 addressing Main changes: Fix: A game's public.zip chosen by name is taken as meaning the folder that holds it, especially on snap distribution Fix: Lighter little pictures in the Replace dialogs, the enlarged picture and the changes window. New: Adding "some" campaign map testing post-atlas-1.11.1.zip CHANGELOG.md -
Did it accidentally twice (https://gitea.wildfiregames.com/0ad/0ad/issues/9305 and https://gitea.wildfiregames.com/0ad/0ad/issues/9306) because when creating them I got a server error. I cannot access them because of that issue ("500 Internal Server Error Gitea Version: 1.26.4+1-g1ac57c9699").
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Well walls can be attacked by arrows normally, I’d just: raise their pierce resistance so that arrows don’t affect them almost at all fix it so that they take attacks by projectiles not aimed at them Neither should be too hard, I feel like the functionality is already in the game
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Wanted to start with this easy part, but after switching to main and building (both Debug and Release), menu issues are still present, and this happens: video.mp4
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Variant civilizations as well.
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Antigonid Kingdom Faction Design Document 1. Faction Overview The Antigonid Kingdom represents the Hellenistic Macedonian state ruled by the Antigonid dynasty from the late 4th century BC to 168 BC. Unlike the Macedonian armies of Philip II and Alexander the Great, the Antigonid military system represents a later stage of Hellenistic warfare. Its core remains the Macedonian phalanx, but it relies more heavily on a combination of Macedonian, Greek and mercenary troops, supported by cavalry, specialist infantry and war elephants. The faction should therefore not feel like a second Macedonian faction. Faction Identity A mature Hellenistic Macedonian army built around the phalanx, supported by specialist troops, mercenaries, cavalry and elephants. The Antigonids should excel at: - Heavy infantry and phalanx warfare - Combined-arms warfare - Specialist and mercenary troops - Elite royal infantry - War elephants - Sustained land warfare The faction should be less dependent on elite cavalry than Macedonia and less centered on elephants than Epirus. Naval Identity The Antigonid Kingdom should have a moderate but important naval capability, reflecting Macedonia's involvement in the Aegean and the importance of controlling maritime routes and coastal positions. The navy should primarily support the land army through: - - Coastal operations - Control of nearby sea routes - Support for military operations in Greece and the Aegean The Antigonids should not be a dedicated naval faction. Their naval strength should complement their powerful land army rather than define it. Land power remains the core of the faction, while naval control provides strategic support.
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I think they could be potrayted through the mod's hero system. Choosing a hero from a later period unlocks Antigonid units.
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I acknowledge that 0AD uses rather 2 D (or 2.5D) hence modelling arrows crossing a wall might be a challenge. This was probably the reason for stopping movement but allow attacking through the wall. Funny enough, this works from both sides of the wall: it is hard to keep my troops inside the wall away from the attacking the enemy and they are fighting back although they shouldn't need to (same reason: enemy is near and in reach of the weapons but cannot move much closer. Wall defense should be left to the troops manning the wall and its turrets (still working on a mod that allows running along a wall towards the actual attack. Currently, the wall segment attacked does not get replenishment or help form adjacent segments)
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