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  2. @ObélixI don’t think this will resolve every situation, but in my view, it can at least provide a framework for the discussion. I experienced many consequences and lost valuable contributions...
  3. @Stan` You can shed some light on this for us and find the right balance. THANKS
  4. Today
  5. This s a thread for Chinese (Taiwan) translation discussion. 各位 0 A.D. 的中文 (台灣) zh_TW 譯者你們好,非常感謝各位的翻譯貢獻! 此討論串是為了討論翻譯的「一致性」問題。 由於 0 A.D. 的翻譯是由不同譯者在不同時間共同完成的,每個人的用語習慣有所不同,導致玩家在閱讀遊戲文本時,偶爾會發覺語句習慣不一致,進而影響遊戲體驗。 為了讓大家的翻譯風格更加統一,我在 Wiki 統整了基本的翻譯原則。然而,由於文本量龐大,無法一次將所有原則完整列出,因此我開啟了這個討論串,供大家提出疑問或建議。 另外,如果您對 Wiki 目前已列出的準則有任何意見,也歡迎在此討論是否需要修改。 由於 Gitea Wiki 的權限限制,需要官方授權者才能編輯,因此我會彙整大家的討論結果,代為編入 Wiki 中。 請大家將相關討論留在這個討論串,請勿直接在 Transifex 上開啟議題,以便集中討論。
  6. Thanks @Obelix - but please get me right: the high value of historical accuracy is undisputed. We need that in both SP and MP. And I do not suggest to create branches that split the game community. The art will now be to find a way to address both player communities' needs within the same game, possibly by configuration of game parameters.
  7. Thank you for sharing your inspiring ideas lilypoppy and also to @Grautvornix! If I understand you correctly, you endorse three subforums to "Gameplay Discussion": "Historical gameplay", "Single player" and "Multiplayer". I would vote for it!
  8. https://arabthought.org/en/arab-fashion-heritage/15/roman-palmyra-a-gateway-to-understanding-eastern-fashions-in-the-roman-era Other ideas for desert combat. Unfortunately, the clothing on Loss Reliefs was like Instagram, so you could see your luxury clothes and not your military service clothes. This is from a fantasy project inspired by Roman times. The idea of a helmet plus a turban and something to cover your face from the dust.
  9. These concepts with conical and Spenhelm-type helmets. https://en.wikipedia.org/wiki/Camp_of_Diocletian After the Palmyra rebellion, things changed in the empire. Before the Palmyrene crisis, Rome relied overwhelmingly on traditional heavy infantry, treating specialized heavy cavalry largely as auxiliary units. Introduction of Blunt Force Weaponry: At the Battle of Emesa, the Romans encountered heavily armored Palmyrene armor that traditional swords and spears could not easily pierce. Aurelian deployed specialized Palestinian clubmen equipped with clubs and staves. The blunt force of the clubs bypassed the iron and brass coats of mail by fracturing bones and causing internal trauma through the armor. This exact counter-tactic against cataphracts was so effective that later emperors, including Constantine, integrated club-wielding units into subsequent Roman civil wars and campaigns against Persia., Ridge Helmets (The "Late Roman" Style): The classic Imperial Gallic helmets were phased out. Instead, Rome adopted "ridge helmets," constructed by joining two halves of iron with a central ridge. This design was much easier to mass-produce in state factories (fabricae) and provided excellent structural resistance against heavy overhead mace or sword blows. Aventails and Coifs: Helmets were heavily upgraded with attached mail curtains (aventails) or scale cheek-pieces that completely guarded the neck, throat, and jaw from lateral cuts. All these details give me an idea of how Palmyra and the armed Persians were. The Notitia Dignitatum (Late 4th/Early 5th Century AD): This Roman military register proves the lasting legacy of these troops. After defeating Palmyra, Rome absorbed them entirely, creating elite specialized units like the Equites Sagittarii Indigenae Petronenses (Native Palmyrene Horse Archers) to defend the empire's borders. • No Cheek-Pieces or Facial Plates: Unlike the heavy Roman ridge helmets or the intimidating, full-face metal masks of the Palmyrene cavalry, foot archers’ helmets entirely omitted facial plating and wide cheek-pieces. This open-faced layout was a crucial requirement so they could pull a bowstring back completely against their cheek or jawline to anchor their aim. • Fabric and Leather Coifs: To prevent the metal helmet from overheating in the scorching Syrian desert and to provide basic neck defense, they wore thick fabric, felt, or linen coifs beneath the helmet
  10. New news today I updated my version of Artcraft for Linux. I discovered that they updated it; there are even new programs for making 3D and 2D art. A Figma clone. Build tileable PBR materials from noises, patterns and filters in a node graph, watch them update live in 2D and on a 3D model, and export the maps for any engine. Open source, offline, and yours. Paint PBR materials straight onto your models in layers with masks, bake mesh maps, drive smart materials from them and export textures for any engine. Open source, offline, and yours. This other one is a clone of Substance Painter.
  11. Yes, and I add more animals create by @Duileoga.
  12. Yesterday
  13. Here is an intermediate release of mercator, now being updated to version 0.14.0. There are a lot of changes "in the engine room" increasing processing speed and (hopefully) making map editing and manipulation a bit easier. There are also a large number of bugfixes (please have a look at the changelog). The tool and its documentation and changelog is available at the initial post of this thread in https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/
  14. Here is an intermediate bugfix version of post-atlas: Version 1.16.0 with a few new items, like a check that items placed are where the game would alow them to be placed, warning if they are not. Exampels are trees or builidngs on a steep slope, in water or the like. Note that this is not a fail but only a warning to make the user aware. 3D view mouse movement mechanics aligned woith what is implemented in mercator, the companion tool for map editing, available from this thread: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator) and a large number of bugfixes and accelerations. Please let me know your observations, comments, any issues or suggestions! post-atlas-1.16.0.zip README.md CHANGELOG.md
  15. I second that! For gameplay: casual single player vs competitive multiplayer versions are indeed two variants that equally need attention. If we have contradicting requirements, shoudl we consider making that configurable options (i.e. if single player is selected then the game behaves like this, and if multipleyer is activated, that the game is has particular other features). In this way we can avoid changing somthething back and forth, depending on the current status of discussion. As for the history discussions - these are absolutely fascinating! I guess everyone is learning a lot - even we learn that many things can be disputed as the historical sources are contradictory, biased, scarce or even missing completely. This is the nature of the beast i would say naively. So, while I do appreciate a lot(indeed!) the engageed and excited fascinating discussions of historical details that are certainly not undisputed, I 'd also appreciate if personal statements can be avoided. Lets try keeping a gentleman style.
  16. Hi everyone, I want to share a feeling and look for solutions. I follow many projects that are in development at various levels, and 0 A.D. is rich and alive. The only thing is that the history-focused and gameplay-focused communities create tensions, which in my view should come together around this beautiful project. Right now it only creates tensions, which I find sad. I'd also like to point out that there is no sub-forum dedicated to solo/history. I think it would be good to find solutions so that both communities can coexist together. Thank you !
  17. Yes, I did that in my mod. The map shown in the photos is nearly twice the size of the "giant" map; I also had to tweak the engine to improve performance and ensure the AI can correctly account for all objects in the scene. I’m putting a lot of work into performance to keep the gameplay fluid, which has been a major challenge—I’ve been repeatedly reworking many of the objects to make them as lightweight as possible. Currently, the biggest strain on the map comes from the constant logging used to verify that the enemy AI is functioning correctly; once that process is complete, I’ll focus even more on performance optimization.
  18. Hello my friend, I’m glad you left a comment. I haven’t worked on the water section yet; the only thing I’ve added so far is the sound of the sea and the waves. I still have a lot of work ahead of me—there’s so much more I want to add to the game. As for some advice on creating the splash particle effect when the helicopter hits the water: you should modify the engine so that the particles don’t follow the camera, keeping them fixed along a specific axis instead. You can then set up a point beneath the helicopter, and whenever that point touches the water, it triggers the splash particle effect. I believe this approach will work for you. Good luck!
  19. Ok just realised. Native AA is an FSR 3 feature XD. Yeah I was wondering why I couldn't turn it on while rendering native.
  20. Thank you so much for the information, for now the workflow is blocked due to personal lack of time caused by the university lessons.
  21. Buenos días o tardes: -Me gusta mucho su iniciativa, espero que le vaya bien.En el mod Endovélico también tenemos un proyecto similar. -Para el continente de Oceanía por el rato no tenemos nada de FAUNA y para FLORA nueva no hay mucho tampoco en general, pero para Asia, América y Europa ya hay mucha FAUNA y cada vez más. -Para evitar eso le paso una foto y un listado del actual catálogo de fauna del mod Endovélico @Baelish : ¿Qué opinan? Disculpen las molestias*
  22. Does it only work on windows and linux? because I am not seeing it on macos
  23. I’m currently looking for ways to create larger maps, both in terms of actual scale and perceived scale without significantly impacting performance. That’s where the camera adjustments I’ve implemented really come into play. When I say "larger," I mean much larger, hundreds of square kilometers. I’m curious if you’ve considered this at all. Given that my mod includes long-range weaponry, this is a major priority for me, though I suppose it might not be as critical for your mod.
  24. Excellent! Incorporating more physics-based elements into the game is something I’ve always wanted to see, though I know it comes with many challenges. You’ve done a great job with the lighting, but to be honest, the water surface isn’t quite as visually impressive as it could be. I’m actually facing a similar issue myself, I’m trying to implement water spray effects for a helicopter. I’m really looking forward to your future updates!
  25. I wasn't satisfied having just said "regarding something in particular": I mentioned Kroonen before because he gives þurpa meaning as "crowd", "which anyway blatantly contradicts your “singular first” interpretation". Then I ended up finding quite some interesting stuff: In the 2023 dissertation "Unde vēnistī? The Prehistory of Italic through its Loanword Lexicon", by A. M. Wigman, one of Kroonen's PhD students, one can find: It doesn't seem Kroonen disagreed much with his own student for that to end in the PhD thesis… not that we didn't know what "crowd" seemed to support already. Later on, it's stated that: And the relevant row compares Proto-Germanic *þurpa- with Proto-Celtic *treb- (a footnote states that "a note of caution is that it cannot be ruled out that reconstructions involving the operation of Verner’s Law might be misinterpretations", showing that, although a possibility, this is not a mainstream view, unlike what's in the main text). Finally, it's stated that many things there come "as no surprise if Grimm's Law operated in the mid-first millennium BCE", which shows this is already considered, and bears no major problem towards the reconstructions provided, making evident that this is not an issue: Here, why are you only considering one change? There are more as part of Grimm's Law, as From Proto-Indo-European to Proto-Germanic, by D. Ringe, states: "by the second change subsumed under Grimm's Law PIE voiced stops became PGmc voiceless stops". This turns *b into *p, as expected, and the third example in that very same page is in fact: Which also includes village as one of the meanings of *þurpą.
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