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Fixed a few minor issues and updated the docs, and uploaded both modiomod versions to mod.io. they will be available once they are signed. modiomod-tools-1.4.7.zip modiomod-r28.zip modiomod-r29.zip
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[Task] Iberian, Lusitan, Celto-Iberian symbology
Genava55 replied to Lion.Kanzen's topic in Official tasks
A bunch of videos on the topic -
So, I have a github repo for the mod. https://github.com/Jeff-web-sketch/Boats If anybody wants to help, I can add you as a collaborator, or if you just want to test and report any bugs or things, that's fine too
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[Request] Third Century Roman Shields Imagery
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Art dev
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Suggestions for 0 A.D.
Freddy Anderson Castillo Yanez replied to Wijitmaker's topic in Gameplay Discussion
I totally agree with you, and yes, the idea is for it to be a mod. I think I got a little carried away when talking about adding the context of family, upbringing, and so on. Unfortunately, I have no idea how to make a mod, but I'm sure I can learn to create one. I posted that in case someone with modding knowledge might randomly like the idea. It's just that since Black and White, no one else wanted to replicate the mechanic. -
Suggestions for 0 A.D.
Freddy Anderson Castillo Yanez replied to Wijitmaker's topic in Gameplay Discussion
Are you the Game Developer? -
Unusual graphics behaviour on intel arc, Linux
blarp123 replied to blarp123's topic in General Discussion
Sorry for the long reply. Issue is the same regardless of which shadow quality I start with. Adding the line you gave fixed it completely. I attached the log with it fixed. Thanks! mainlog.html -
I think it could be an interesting alternative, if simplified. No one wants to mow down pregnant women unnecessarily. The game that comes to mind is Populous: The Beginning. People are produced by garrisoning existing people in houses, giving an additional dimension to economy management. This would be quite realistic, and not that much overcomplicated. One could have small villages without a Civic Center. The Civic Center would be a later centre of government (historically, when enough organisation was reached), with certain techs, and taking them would still be a common victory condition. The following thing Populous does is that these people are then garrisoned in different buildings (Barracks, Temple) to become the different units. This might seem extra micro, but with the proper automation it should be fine. I had lots of fun playing that game like 25 years ago, it made an impression. I think Caesar III had a similar mechanism for growing the population (if it was not just immigration/emigration). Sadly most people think the way AoE did it is the only valid way. Still, this won't be implemented in vanilla just because, maybe make a mod as a proof of concept, and good luck.
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Ok, I was using "turreted" because that is what I used in the code. I added <TurretHolder> to the boat xml files. But I'll start saying "on deck" instead. Ok, I'll just start it out as a mod then, and then maybe make a PR
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What's this post even supposed to be? It doesn't use the actual name of the building it criticizes, misrepresents its supposed exclusivity, postulates that such a building is a historical reality... I'm fine with our current abstractions, at least I wouldn't change them for more hassle with a part of the workforce or have some pregnant women running around "just because".
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What I need is for details of the art to be visible. I need examples to decorate those hot animal and humanoid figures (gods).
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Suggestions for 0 A.D.
Freddy Anderson Castillo Yanez replied to Wijitmaker's topic in Gameplay Discussion
Suggested mechanic: Procreation and Civil Shelter (Replace the Urban Center to train villagers) Hello everyone. I've been thinking for a while about how to improve the immersion and strategic gameplay of 0 A.D., especially in the aspect of civil management and demographics, moving a bit away from the classic system of "creating units out of nothing" in a giant administrative building. I want to propose a new mechanic for population growth and villager management inspired by classic simulation and strategy games: linking the creation of new villagers to housing/shelter units and removing the exclusive need for the Civic Centre for this purpose. The Villager Woman as the central focus (The concept of family/home): Instead of the Urban Center producing villagers in an abstract way, the mechanic would require pairing or assigning a female unit (villager woman) to a residential structure (Houses, Cabins, or Huts depending on the civilization). Goodbye to the Urban Center bottleneck: By removing the ability to train villagers from the Urban Center, this building would regain its real historical role: an administrative hub, a place for researching advanced technologies, and for collecting taxes or trade, but no longer a 'people factory.' This decentralizes the economy: if your Urban Center gets destroyed, your civilization doesn’t grind to a halt, as long as your houses and villagers are still standing. How would it work in the game? Pregnancy State (3D Model and Gameplay): When you order a villager to "settle home" in a house, their 3D model would temporarily change to reflect the state of pregnancy (a subtle change in the character's mesh, similar to how units change when they collect resources or equip weapons). Tactical Restriction: During this period, the unit would move a little slower and wouldn't be able to do heavy work (like mining or chopping wood), but could still do light tasks or take shelter. Random Birth (Villager or Soldier): After the gestation timer ends, the unit would give birth. The new inhabitant would randomly be: Villager (male or female): To maintain the economy. Basic Soldier (militia/light infantry): Representing the new generation recruited from childhood to defend the settlement. "Seeing pregnant villagers walking around the settlement would give 0 A.D. an unprecedented level of life and realism in historical RTS games." Black and White 2... -
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Freddy Anderson Castillo Yanez joined the community
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Is that what your religion says? It's not the first time I've seen someone from your religion saying that something needs to change.
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Well, from my perspective (single player only) I would answer "yes and no": - Yes: it would have quite some historical references. The resources would go back to gaia. - No: - This would leave no choice to the besieged player wiht a single CC to recover eventually and counter attack. Also, resources are with the player and not with the building. So, if the besieged player has multiple CC and only one is under siege should he also loose resources? I believe no. We do have a gradual change of ownership of any building that is under siege (surrounded by troops if you tell them to capture instead of destroying it). I believe this models more or less what you had in mind, but nothing happens to the besieged player's resources though. So - again - from my personal perspective, I regret, but would not be in favour of that proposal.
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Indeed, the community is too MP oriented (many times at its own peril) for something like this to fly, and in this case, it's actually understandable. The only way I see this working is for people not to care about wining but ranking, and getting more points when wining with weaker civs, but I just don't see it happening.
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Not true. I (and most here are surely better than me) have no problems beating an Aggressive Very Hard AI, and I almost always do it only with infantry, which shows the harder levels need to be even harder. The only problem I've seen is that the easy levels are too hard for newbies.
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I guess the best comedy just writes itself!
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I think people will understand you because people use misnomers. I'm just saying I think it's confusing to say "turreted" when the ship has no "turrets" (the ship towers), or when troops can only be "turreted" in the part of the wall that has no turrets, and not "turreted" in the actual turrets. The problem is that, as with many other things in this game, the person that called that action "turret" had no idea what that actually meant. But a small one, ship towers were not really meant to increase range, but to be in a better position to rain missiles on enemy decks (usually they were the same height, with the exception of the quadrireme, which commonly had two levels of oars instead of three). That is different from the question of your poll. You asked "should being able to put units on the deck of the ship be just a mod, or part of vanilla 0 A.D.?", and my answer is obviously yes, for many reasons, but eventually, not necessarily right now, this has not been properly tested, nor is being yet done with what should be the main purpose in mind: boarding. So these things should start as a mod, and only after quite some fine-tuning, be implemented in vanilla.
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