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  2. Not erroneous. They all had theaters, even the Greco-Bactrians! It's one of the surefire archaeological evidences of Greek or Greek-inspired habitation. The most definitive physical evidence comes from the archaeological excavations of Ai-Khanoum (likely ancient Alexandria on the Oxus), located in northeastern Afghanistan. Archaeologists unearthed a massive traditional Greek theater built directly into the side of the city's acropolis capable of seating between 5,000 and 6,000 spectators. It featured rows of seating surrounding a circular performance area, built in the exact architectural tradition of mainland Greece. It's even recognized as the easternmost permanent Greek theater discovered from the ancient world. Ai-Khanoum (Greco-Bactrians): https://rsisinternational.org/journals/ijriss/articles/alexandria-on-the-oxus-ai-khanoum-and-the-greco-bactrian-synthesis-in-ancient-central-asia/ https://greekreporter.com/2026/04/29/afghanistan-ancient-greek-city-mystery-demise/ https://www.academia.edu/38141997/Amphitheaters_19_01_02_pdf https://www.wikiwand.com/en/Ai-Khanoum#Other_buildings
  3. One month has passed and what progress has been made? ...nothing..
  4. There was a variant called musical chairs. This system eliminated 1 by 1 (low score) until only one remained standing. https://riseofnations.fandom.com/wiki/Musical_Chairs
  5. Today
  6. 0 AD is mentioned as a model of inspiration and emancipation of software. Inspiration for an Opensource Total War.
  7. Buenos días o tardes: -En el mod Endovelico tenemos varias facciones griegas/helenas como Epiro, Siracusa, Cirene , Reino del Bósforo , Greco-bactrianos ... que poseen teatro de piedra ¿Es un error histórico también? Disculpe me las moletias*
  8. Yesterday
  9. Firstly the bride should decide it unless she has no clue - it is her wedding after all. Secondly the colour should go well with the outfit. I assume you are wearing a white wedding dress so I think nothing to dark - not much darker than the current shade. Furthermore no fancy colours like blue red green etc Thirdly you can have a mix where some strands are lighter colour and others are darker. Finally the hairstyle shape is also important and plays a bigger role on the look than just the colour. Images for inspiration: mixed colour
  10. My sister and I tested hair shades after dinner because she wants a modest update before her wedding. She is currently dark blonde, and she does not want guests to notice a sudden or theatrical change. The difficulty is that one sample looks much darker in phone photographs, so everyone reaches a different conclusion. One relative prefers a brighter blonde, while the photographer advised keeping the overall contrast familiar. We decided to stop voting from separate screenshots and compare the same references on the same phone display. Her dress is muted cream, and the ceremony includes both a dim room and outdoor portraits. That combination makes consistency across lighting more important than chasing a fashionable label. We used soft summer hair color as a shared reference. Next we will photograph three hair swatches in late-afternoon light. The stylist can then judge whether subtle lowlights is the safest choice. We also plan to keep the dress fabric nearby during the test. How can we keep family opinions from outweighing the stylist's evidence?
  11. When a wall is being attacked, the units positioned on it would defend it of course. They will be eventually killed by the attacker and replacing them feels a bit fiddly (to me at last). Would it be possible to move units laterally along a wall towards the actual attack replacing fallen units? (this could happen from segment to segment, we could e.g. even replenish from the barracks to auto-replace a fallen defender using some auto-queue mechanism). Not sure it would work as between wall segments there are turrets that have a different garrisoning scheme. Would "teleporting from wall segment to segment be a solution (using the rally point mechanism) ? Such a feature might strenghten defense and actual use of walls, but not in an unfair fashion- siege engines would still be much more powerful and eventually break the walling. This would be more a slightly better defense against infantry/cavalry troops attacking. A side note: the same pathfinding mechanism might be useful some time later when it comes to discussing (short) bridges again
  12. Another thing I mentioned could be considered is the temple of Athena Chalkioikos (mentioned by Pausanias in https://www.perseus.tufts.edu/hopper/text?doc=Perseus%3Atext%3A1999.04.0064%3Aentry%3Dsparta-geo), which was their most important temple. Chalkioikos means copper or bronze house, apparently it was internally decorated with bronze sheets, while there's "Euripides' mention of χαλκόπνλος, 'she of the Bronze Gates'" (from The Importance of Bronze in Early Greek Religion, by S. Constantinidou), so I wonder if a temple with shiny opened bronze gates revealing a shiny interior could be a possibility. Sadly, it's quite hard to reconstruct, since there's almost nothing to work with, but I've considered "an exterior peristyle, characteristic of Doric architecture. The temple's construction utilized local limestone, and evidence suggests that it was adorned with bronze sculptures and offerings" (https://madainproject.com/sparta#sanctuary-of-athena-chalkioikos), "the marble upper body of a hoplite (480–470 BC), which is now on display in the Museum of Sparta and has been identified with Leonidas was found around the temple. According to some archaeologists it was probably part of the sculptural complex of the temple" (https://realsparta.gr/en-us/What-to-do/Archaelogical-Sites-Monuments/Sparta-Acropolis), and "the volume of bronze objects at Athena Chalkioikos, including weapons, tools and votive artifacts, suggests that this Spartan sanctuary held a special place in local production, where religious devotion intertwined with economic activity" (from The Historical Review of Sparta, edited by G. Piras and R. Sassu R), among other things.
  13. 2GB per job is usually a good value, not enough for some packages, Webkit being notorious for needing about 4GB per job. Anyway dmesg will tell you if oom happened.
  14. Then one would disable the UI for such a screenshot and the build info wouldn't show anyway
  15. Another take at this, considering all kind of notifications I can remember, and all that has been said: My changes (just by clumsily editing images): 1) Tech icons at the same level as group icons. 2) Website moved under logo, and moved version information to the lower right instead (that background should be transparent). 3) Chat moved up and left, not to clash with the group icons*. 4) System messages aligned with chat, moved down to where the panel would appear, and filled upwards. A bit of a weird position since it's not part of the actual game, ideally shouldn't display anything (besides saved game notifications, I guess). 5) Top centre notifications moved to the upper right, mirroring the chat. 6) Notifications like FPS mirroring the system messages. 7) Observer options moved to the left upper bar. This works hand in hand nicely with the following point. 8) Hero icon moved to the centre top and a bit left position. When following a player, enemy Heroes could appear on the centre top and a bit right position. 9) Victory condition icons on the right upper bar (the white numbers could change colours if wanted): -Ceasefire: with time remaining (I'm not sure if any additional info can be added in yellow). -Wonders: with shortest time to someone's victory, and number built in yellow**. -Relics: with number captured, and total in yellow. -Regicide: with number remaining, and total in yellow (not that useful but whatever). -Clock: with match time remaining (if a mode requires so), and time elapsed in yellow***. Notes: *If group icons become more tree-like to accommodate battalions (as I proposed), the chat would still have at least 6 or 7 lines before clashing with them. **Notifications could additionally appear in the upper right for every minute remaining of the last five minutes of anyone to victory, and become a permanent countdown when a minute remains (or whatever times are considered appropriate). There's space for that, and notifications should be ordered according to time remaining. ***A "-" (dash) could be used if a mode is not active (besides, I think someone mentioned it's not possible to remove icons, but if it is, icons for deactivated modes could be removed, and in that case the clock would be optional to have, depending if one wants to still see time elapsed).
  16. It needs to be in the zip but that's it.
  17. Sure, but bad rules have led to bad consequences. That's why palisades and walls are useless: people just cram buildings, and then say that's how tactics are, as if it were the only way to do things (and as if the present way is not resulting in nonsense). As I've said, you could make ranged infantry fly, and have coherent tactics and balanced gameplay, but that's not what's stated as the vision for this game, and the people that stagnate the game because otherwise would get frustrated that their memorised build orders won't work anymore should know better. I've only really played with the Spartans and the Athenians, because my intention is to review each civ and point out interesting historical stuff that could be added, and inaccurate stuff that should be changed (and I like to properly source every sentence, so it takes time going through many books). I've only done this with the Spartans for now, where I've mentioned that a stone theatre was a very late addition (Roman according to some, although it has Greek aesthetics), and it's not something "characteristic" of this civ anyway, maybe except for an early one for military festivals, as mentioned (EDIT: this referring to your link, the one from the game is, as mentioned before, a Roman addition for the Temple of Artemis Orthia). The Athenian is certainly Roman.
  18. I have 32 GB of RAM I used -j28 (usual value for 0ad in the past and building other AUR packages) now i decreased to -j1. the same error occurs. I suspect this is more of a dependency version issue than a RAM issue
  19. I had a similar problem, it looks like building spidermonkey requires huge amount of RAM, and if you don't have enough of it some build process crash. If you are building with -jX (with X which works fine for 0ad and the other libraries), you may want to decrease X when running build-source-libs.sh , so there are less simultaneously build processes and maximum RAM usage decrease.
  20. Could you attach mainlog.html (from the logs folder) with such artifact?
  21. The build failure occured when running /libraries/build-source-libs.sh It is at the checking stage. I am using the latest code from gitea main branch as of 6th September 13:40 UTC ``` 0:03.59 checking for rustc... /usr/bin/rustc 0:03.59 checking for cargo... /usr/bin/cargo 0:03.63 checking rustc version... 1.98.1 0:03.65 checking cargo version... 1.98.1 0:03.67 checking for rust host triplet... 0:03.67 ERROR: Don't know how to translate x86_64-pc-linux-gnu for rustc *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed ``` Host OS: Arch Linux I found some similar discussions about spidermonkey packages on the Gentoo forum https://bugs.gentoo.org/915651 hopefully it can be of help
  22. So, the game does it, I don't have to?
  23. Thanks again! This one is a nice source. It's always gameplay vs historical accuracy/realism vs visuals. People will be frustrated if they can't upgrade because they build their theater too close to another building. From what I learned, all hellenic theaters in the game are somehow not a good historical representation? So maybe now is the point to reconsider the footprint. I'd vote to go for a much larger one, as on ancient city plans the theaters are often one of the buildings taking the most space.
  24. What is the kernel version and mesa version? Asking because the Xe driver is still quite new. Also can you consistently reproduce it or was that a one off? Also is it limited to one of opengl or vulkan?
  25. The same is true for other game settings, be it activated cheats, relics win, last survivor or something else. For everybody unsure there is already the game settings page, which can be opened with a single click in the game. In my opinion that's absolutely sufficient (although the information could be provided in a nicer way on that page). There is no place for that with the smaller resolutions we support. Just have it show up when you take a screenshot. Aside from the mentioned problem that players might take screenshots using other tools, there is also a problem when players want to make screenshots documenting visual bugs where dynamically adding something to the taken screenshot might affect the shown bug. It's also potentially confusing or annoying for players who just want to take a screenshot of what is shown on the screen. The panel can be made wider but you cannot take account of the length of usernames You can dynamically (re)size it, based on its content. No matter what, I believe that'd be a nice improvement in terms of UI consistency. This might be over-engineering the screenshot functionality. Mind that 0ad is a game and not a screenshot taking utility. On the other hand I like the possibilities of that. I kind of like the wonder notifications, so right now I'd vote for showing the ceasefire information there as well.
  26. https://gitea.wildfiregames.com/0ad/0ad/wiki/Mod_Verification_Process The game does copy the mod.json automatically next to the zip for faster access.
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