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Thanks for the great feedback and questions, @Asher! Those are two awesome points to consider: Dedicated Diplomatic Building (Town Phase): To keep it balanced and prevent early-game stalling, both sheltering and restoring an ally could require a special building (like an Embassy or Consulate) unlocked only in the Town Phase: Requirement: You can only build an Embassy if you currently have at least one active ally. Capacity & Fortification Upgrades: Each Embassy can shelter up to 5 refugees by default, and you can pay resources to research upgrades that increase both its shelter capacity and the building's durability (health/armor) to help protect the refugees under siege. Strategic target: Having a dedicated building gives enemies a clear target to destroy if they want to stop the rescue! Betrayal / Breaking the Alliance: If the alliance is broken by either side, the Embassy is immediately destroyed: If the sheltered ally betrays you: Their garrisoned units perish in the collapse (self-destruct), preventing them from acting as a Trojan Horse inside your base. If you (the host) break the alliance: Their sheltered units escape from the ruins (perhaps with a short speed boost or brief truce timer), so you can't just lure an ally in for a cheap execution. Reviving an Eliminated Ally ("Sponsor a Colony"): I really love your idea! Having a "Restore Fallen Ally" option at the Embassy (for a hefty resource cost, e.g., 500 wood, 500 stone, 500 metal + food) that spawns 4–5 citizens to rebuild would be amazing: Sheltering a survivor = Cheaper/safer way to keep them in the game if you have an Embassy ready and act fast enough. Reviving a defeated ally = A more expensive late-game comeback mechanic if you couldn't save them in time. Thanks again for adding to the idea!
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Good idea @Alber 0A.D! I think that would enhance the game some, and allyship would have another benefit. What would happen if you become enemies with an ally when they have a unit in your civic center? do they get a free walk back? I wonder, if you had an ally that was completely taken out, could you revive them with some of your resources, and they get like 5 units at one of your civic centers?
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Hello Wildfire Games team and community, I would like to suggest a new diplomatic feature (or mod idea) for 0 A.D.: Diplomatic Asylum / Sheltering an Allied Citizen. The Problem: In games against the AI (such as 1v1v2 or free-for-all with shifting alliances), when an allied AI is overwhelmed by stronger enemies, it gets completely wiped out before we can help. Currently, players have to use creative workarounds (like trapping an allied citizen-soldier inside walled enclosures) just to keep that faction alive until the main threat is defeated. The Idea: Add a new diplomatic option next to Alliance and Tribute called "Offer Asylum / Shelter a Citizen": Trigger: When an allied player is losing badly (e.g., loses their last Civic Center or drops below 10% strength), you can offer them asylum. Protection: One of their surviving women or citizen-soldiers can garrison inside your Civic Center or Fortress for safety. As long as this citizen is sheltered inside your building, that faction is not officially defeated. Restoration: Once you push back the enemy, you can click a "Release & Restore" button to let the sheltered citizen exit with a small resource tribute so the AI can rebuild a Civic Center and re-enter the game as your loyal ally. Balance: To keep competitive multiplayer fast-paced, this feature could be an optional toggle in the pre-game lobby settings, and if the building sheltering the refugee is destroyed, the faction is eliminated as usual. This fits the historical theme of ancient diplomacy (exiled rulers and allied colonies) and would add awesome emergent storytelling to single-player and team games! Thank you for making such a great game! Idée Diplomatie / Mod : Asile diplomatique (sauvegarder un colon allié pour rebâtir sa cité) Bonjour à l'équipe et à la communauté, Je propose une nouvelle option diplomatique dans 0 A.D. : l'Asile diplomatique. Lorsqu'un allié est sur le point d'être anéanti, on pourrait lui proposer d'abriter l'un de ses citoyens-soldats ou ouvrières en garnison dans notre Centre Civique ou notre Forteresse. Tant que ce colon est protégé chez nous, la faction alliée n'est pas éliminée. Une fois l'ennemi repoussé, on pourrait libérer ce colon avec un envoi de ressources pour qu'il reconstruise un Centre Civique et revienne dans la partie. Option activable avant la partie pour préserver l'équilibrage multijoueur.
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Alber 0A.D joined the community
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What if we keep the past as is for a while, but provide the new structure for new maps, new blender models etc. ? (Mods are already hosted on mod.io so they are managed elsewhere.) Many maps and models of the past are either already part of the current release version, some are part of a mod (community maps, delenda est etc.), and a third group is abandoned. I believe we could put up a map repository thread underneath the Game Modification | ScenarioDesign/MapMaking . We could subsequently copy (or link) converted old maps there.
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I suppose, it needs a PR
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Apologies, had to fix one important thing and update to Mercator 0.17.0 . It holds everything of 0.16.0 (the lock on the versions of a map, The whole map refused when it would mix two versions, the tidied code) and one thing more: each Edit in Mercator started another Mercator, and each Check or convert in post-Atlas another post-Atlas. The new version is available from the initial post ofd this thread in https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/ New The tools switch between their running windows. If the other tool is open, the map is sent to it and its window comes forward; a new copy is started only when none runs. Keep both open for the whole project. A tool that is open when the other saves the map reads it again when you come back to it. With nothing unsaved in the window it simply follows the files and says so in the status bar; with unsaved work it asks which side wins, once for each change. (Not while the map is with Atlas: the hand-over follows its return.) What to try Open a map in Mercator, choose Check or convert in post-Atlas... on the Summary tab, fix something there, and switch back: Mercator should show the map as post-Atlas left it. Then Edit in Mercator in post-Atlas again - it should bring the open Mercator forward, not start another. Try it with unsaved changes in the window you come back to. The windows are not locked against each other yet: if you edit the same map in both at once, the one you come back to asks - please say what you saw. Needs atlas-common 1.19.0 (included). post-Atlas 1.19.0 goes with it. -
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Had to fix and update to post-Atlas 1.19.0, with atlas-common 1.19.0 (Mercator 0.17.0 goes with it). It holds everything of 1.18.0 and one thing more, from testing: each Edit in Mercator started another Mercator instance (and vice versa). New The tools switch between their running windows. Convert > Edit in Mercator sends the map to the Mercator that is open and brings it forward; a new Mercator is started only when none runs. Mercator's Check or convert in post-Atlas... does the same the other way. post-Atlas checks the map again when you come back to it after Mercator saved it (not while a job runs or the map is with Atlas). It writes at once, so there is nothing to ask. What to try Keep both tools open on one map, save in Mercator, switch to post-Atlas, and check that the findings are those of the saved map; fix something, switch back, and check that Mercator shows it. If something differs from 1.18.0, please say what you did and what you saw. post-atlas-1.19.0.zip README.md CHANGELOG.md -
Can we include this in R29?
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gugutv joined the community
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Then it's gonna be hundreds of posts
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
And if we start dividing the Iberians into separate factions? That's it, what about that? That's what you did with the Celts and the Greeks in the past.- 34 replies
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
lilypoppy replied to lilypoppy's topic in General Discussion
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
lilypoppy replied to lilypoppy's topic in General Discussion
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Well it would hopefully be ~5 threads: Images (png, jpg, dds) Models (blend, dae, obj) Zips (zip) Text Files (txt, xml, js) Or you could sort by file type, with an individual PNG thread, an individual Blend thread, etc.
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Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Here is a bugfix update post-atlas 1.18.0 . Fixed Two programs keeping versions of one map at the same time lose none and reuse no number. The record is changed under a lock that holds between programs. The versions window greys out The whole map and says why when the version cannot give both the text and the terrain (hold the pointer over it); Pin and Delete say so when a version cannot be changed. The list of what a mod replaces in the game is found once the game is closed, not remembered empty while it ran. Changed The Help menu, the civ emblems and the preview buttons are the same code as Mercator's, and the words that still spoke of a .bak copy in the design and the manual say "a version". README.md CHANGELOG.md post-atlas-1.18.0.zip - Yesterday
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Sorry for the flooding - there is another stabilizing release fixing many things and make the entire package a bit easier to maintain and review. As usual, the release is available from the first post of this thread. Fixed Mercator and post-Atlas can keep versions of one map at the same time without losing one or giving two the same number. The record of a map's versions is changed under a lock that holds between two separate programs (tested with four processes at once). Putting a version back as The whole map is refused when it would mix two versions - a version that holds only the text, or only the terrain, while the map has the other file now. File > Versions of this map... greys the choice out and says why when you hold the pointer over it. Pin and Delete in the versions window say so when a version cannot be changed, instead of failing silently. The Summary's list of what the map's mod replaces in the game is no longer empty while the game runs. Keeping a version and Also make a .zip read and write less at once: the record is read once, and the .zip is written to disk as it goes. Changed underneath (nothing should look different) The players, the Map box, the lasso and the dialogs of the Terrain tab, and the Entity Placer's list are parts of their own now; Find and Replace and Convert walls are plain code with tests of their own. One Help menu serves both tools. -
My bad rm /Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc or run make clean
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I'm still not convinced it will not be hundreds of threads with no way to get files.
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Garrison space is measured by population, so an elephant (which is 2-3 pop iirc) takes up as much space as it costs pop.
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My idea (hopefully) wouldn’t require duplicating all of those files, rather each post/thread/whatever would have links to those files for direct download (or if thats not possible, links to the threads the files are in).
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I did that and also ran update-workspaces.sh, still getting the error. Do I need to delete the old dependencies?
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run build-libs-macos again so deps were updated.
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I like the propositions but they seem too brutal. I agree we should nerf cav somehow but -15% speed is too much. About garrissoning elephants. Is there a way to make the elephants take 2 garrison spaces ?
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I just was rebuilding the game, and got this: 1 error generated. make[1]: *** [obj/network_Release/NetFileTransfer.o] Error 1 make[1]: *** Waiting for unfinished jobs.... make: *** [network] Error 2 BinarySerializer.cpp CCmpAIManager.cpp CCmpCinemaManager.cpp fatal error: file '/Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc/../../../libraries/macos/fmt/include/fmt/core.h' has been modified since the precompiled header '/Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc/obj/simulation2_Release/precompiled.h.gch' was built note: size changed from expected 71282 to 107187 note: earlier input file validation has covered only user files fatal error: file '/Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc/../../../libraries/macos/fmt/include/fmt/format.h' has been modified since the precompiled header '/Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc/obj/simulation2_Release/precompiled.h.gch' was built note: size changed from expected 132746 to 113399 note: earlier input file validation has covered only user files fatal error: file '/Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc/../../../libraries/macos/fmt/include/fmt/core.h' has been modified since the precompiled header '/Users/xxx/Documents/GitHub/0ad/build/workspaces/gcc/obj/simulation2_Release/precompiled.h.gch' was built note: size changed from expected 71282 to 107187 note: earlier input file validation has covered only user files 1 error generated. 1 error generated. make[1]: *** [obj/simulation2_Release/BinarySerializer.o] Error 1 make[1]: *** Waiting for unfinished jobs.... make[1]: *** [obj/simulation2_Release/CCmpCinemaManager.o] Error 1 1 error generated. make[1]: *** [obj/simulation2_Release/CCmpAIManager.o] Error 1 make: *** [simulation2] Error 2
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Could there be a script tagging all maps so that we can search for the tag? As an example I remember having seen a very nice, large viking map (by Shkorn?) somewhere in the forum but I don't remember its name. Side note: Some maps from the past were only available for download from a user web repository and the older ones appear to not exist anymore. It would be nice if someone still has a copy of old maps tucked away somewhere . I'd like to test converting them to a current map.
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And I guess if you can turret, that would add defense, so that could even it out some. Is there any way for me to change my vote?
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