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  2. It's fixed for noobs. You can just hold H and then the cav just makes some jerking movements and stays. But don't tell anyone. In this clip I was able to prevent a group from attacking by placing a foundation under them. This should be fixed imo. foundation_attack.mp4 There is also the possibility via a mod to place a lot of foundations near a fight. Each foundation could tank a arrow and cost nothing if not build. Would be very obvious to see though.
  3. @Asher Thanks! That would be awesome! (plus you would have a look at the code of course as well I hope )
  4. @Grautvornix, I could try implementing it, if you want. I don't think it would be that hard
  5. @wowgetoffyourcellphone wasn't aware that mods have thumbnails, except delenda est which is far more than just a mod Here are screenshots of the download screens as a referncee and to orient where an how we could place the thumbnails: This is the mod.io download screen (on R28) indicating which mods are already installed (green), and which of the installed mods could be updated with a newer version (yellow) And this is when the button "Filter valid mods" is disabled. All mods are shown and thos not compatible and not installed are shown in grey.
  6. Today
  7. I actually wish this page would show the mod's thumbnail.
  8. I think a lot goes against the current gameplay. The diaspora from the market gets shortcut. It is possible with a workaround: The enemy can capture buildings in one players territory. The ally could capture it back and have a small territory to start from. This is a very useful, rare and fun mechanic. I like it in this form as it is. This way, as a team, one can have more dense towers. This may result in the border player placing their fields at the pocket player and the pocket player placing their military buildings at the border player. The current movement mechanic gets disturbed. The civilians wouldn't need to flee back and the military from the pocket would already be at the front. Making attack timing very different (worse). But what I'd like: If you could just place a building foundation at the ally from your cost, it belongs to your ally and (maybe) is of his civilization. Often times a player gets attacked always from one flank and he wouldn't place a tower there. Then one sends them the resources and he could build it. Same for barracks, forts etc..
  9. Not sure, Ill look into it, but probably not easily doable.
  10. Hello Bennett and welcome to the community, those are interesting thoughts! Thank you for sharing them! Indeed, snapping of Walls to other objects e.g. Walls of allied players would be great. This paragraph ignores the Team Bonuses, which would be strategically enhanced by your idea. I think of it as a social problem that shouldn't be limited by technical solutions. I like the idea of having the possibility to build only a small amount of buildings (quality or quantity) in allied territory. To be honest, it would be easier to read, if you would use the 'Numbered list' function for numbered lists as well as paragraph spacing for new paragraphs. But that note from me should not influence my thoughts on your ideas.
  11. Well, using something like Claude code you can provide a local folder with local git and you don't need to upload anything. Claude would work on your folder directly (it is said to save tokens as well ).
  12. Ideally, after placing ladders beside walls, they would let you post (wrongly called "turret") your troops slowly on top of enemy walls. In the meantime, having a tech that gives a wall capture bonus sounds actually reasonable and uncomplicated for the time being. One would then just post troops on them and unpost them on the other side. EDIT: can that actually be done? Give a capture bonus ONLY for walls?
  13. This is indeed just a conceptual study (hence the documentation so devs can understand quickly what was done and why) and it appears to work. I'd be delighted if we could integrate it into the main game at some stage. So far it works ok as a mod, I just don't know how I could push that into the game myself (I do remember the controibutor must be registered and most of all, he needs to understand and be able to explain his code, which I cannot). And frankly, this is such a tiny function that we should not devote too much energy into and instead focus precious development time on more important things. Bottom line: if it s is simple to iuntegrate, go for it, if not, leave it a mod.
  14. I got the A24 version working by following the install instructions carefully. For Atlas, just open the .pmp file from the scenario folder.
  15. That's expected, you need to download the prebuilt shaders for vulkan or build them yourself. There should be a script for it https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/tools/spirv/get-nightly-shaders.sh
  16. There is a theory that the Trojan Horse was a battering ram, and that the works of Homer reflect his time period at times rather than the period the stories take place, so I suppose an Archaic Greek battering ram is not inconceivable.
  17. Whenever I open the in development game, I get this
  18. The description makes it seems as the Greek gate was not that weak. Pure speculation on my part, but i think the boulder might be loosely based on real breaching tactics (in reality with logs or maybe even axes, but in the poem one hero with a huge rock is enough). The descriptions of the rock being narrower on one side, Hector having to gain momentum to strike, part of the Trojan force climbing the wall while the rest walked through the gate. There is also the theory of the Trojan horse being loosely based on some forgotten bronze age siege engine, but i'm not so sure of it.
  19. What was the purpose of the siege ladder, to help "capture" the fortified area? For now could you extrapolate that into a tech that gives them for capture attack?
  20. Hey there, I´ve been thinking about ways to improve the team vs team gameplay and I came up with something probably very obvious but still not implemented in the game. I was thinking, that being able to place certain buildings in your teammates area or at least being able to connect walls could be extremly usefull. Just think about the map "2 seas" wouldn´t it be extremly cool to be able to build a huge wall along your teams territory without being forced to expand your teritory along the whole lenght of the map? Being ablet to connect your own with your teammates walls would also lead to a much more safe defense as when you try to build your walls as close to eachother as possible. And it wouldn´t only benefit if you want to build crazy line defense. It would probably also lead to a greater variety of nations being played in pvp. The reason for this would be that buffs that a certain nation has, e.g. Cushites, which posses the Great Pyramid or the Small Pyramid, can not only be used for oneself, but also for the whole team, which would give the whole team an immense buff in comparison for to what they may lose by picking a weaker nation. And yes even though there are only 3 nations with buildings such as the Small Pyramid (Cushites, Mauryas and Iberians) it would benefit them and allow more interactions between you and your teammate. (Maybe you can add the Romans if you add the building "Via" which gives units walking on them a buff in their speed) Now lets face the problems: 1. Being able to place anything in your mates territory could also mean that you can place a barrack close to his civic center, switch teams and kill him. The solution would be that you can only place buildings in your teams territory when you play fixed teams. 2. How can I make sure, that my mate dosen´t trolls me by blocking of all my space? Here are two solutions either you can disable the function before starting the match or you can disable it in the match at any give time. 3. Wouldn´t it be broken if my team would be able to place e.g. their barracks in my territory, so they can always produce units when I am under attack. As it saves them a lot of time and is way safer then walking to me with their units? (And also it would be basically be the same as one player but with three heads (I think you get what I mean) And I agree, its a valid concern but I think this could be fixed by not allowing every building to be placed in your teams territory (e.g you can place the Great Pyramid or maybe even a tower, but not a barrack or houses) I hope it wasn´t too much of a burden reading my post and let me here your oppinion
  21. Also, all this could be kind of connected to something I mentioned before in https://wildfiregames.com/forum/topic/124829-a-call-for-umbrella-factions/#comment-758892: The Archaic period mentioned (800-480 B.C.) would be the last two phases here, starting with the rise of the city-states (which are actually small regions, by "Athens" in vanilla one should understand the whole Attica) and continuing with important colonies that continue independently (Syracuse in this example). The Mycenaeans would span from around 1700 to 1150 BC, while the Greek Dark Ages would correspond to the second phase. The diagram tries to represent how people identified themselves, and when dialects were first attested (Mycenaean being first), but not how they are related between them (thus, this is an attempt to a civ/tribe/city-state tree, it's certainly not a linguistic tree). The Greeks would keep identifying themselves with their tribes/dialects, but this didn't mean much regarding alliances (although some cultural similarities could be singled out for gameplay purposes).
  22. That's what I was planning on doing, I am just not very familiar with JS, and was hoping someone could help with that
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