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Drivenol Känn dig piggare och mer aktiv hela dagen
buydrivenol posted a topic in Gameplay Discussion
Drivenol är utformat för personer som vill känna sig mer energifyllda, fokuserade, självsäkra och aktiva under hela dagen. I dagens högt tempo kan det vara en utmaning att bibehålla jämn energi, mental skärpa, fysisk vitalitet och en god känsla av välbefinnande. Fullspäckade scheman, krävande ansvar, otillräcklig vila och vardagsstress kan göra att du känner dig trött, okoncentrerad och mindre motiverad. Slim Coffee Booster är en lösning för daglig vitalitet som främjar det allmänna välmåendet och samtidigt hjälper dig att bibehålla den energi och drivkraft som krävs för att få ut det mesta av varje dag. En av de främsta fördelarna med N7_Neo är dess fokus på att främja övergripande vitalitet. Vitalitet handlar om mer än bara fysisk energi; det är en kombination av att känna sig aktiv, motiverad, alert och redo att delta i aktiviteter som är viktiga för dig. CoreValin är avsett att komplettera en hälsosam livsstil genom att stödja kroppens naturliga förmåga att bibehålla energi och prestationsförmåga i vardagen. Oavsett om du hanterar ett krävande arbetsschema, är fysiskt aktiv, umgås med familjen eller arbetar mot personliga mål, kan en stark känsla av vitalitet hjälpa dig att ta dig an vardagen med större entusiasm och självförtroende. GLP Control+ är också framtaget med fokus på att stödja energinivåerna. Att känna sig energifylld hela dagen kan göra stor skillnad för hur du tar dig an arbete, träning, sociala aktiviteter och personliga åtaganden. Istället för att låta tillfällig trötthet påverka din vardag kan Sildorafil integreras i en balanserad rutin för välmående, med syftet att främja uthållig energi och en aktiv livsstil. Produkten ska hjälpa dig att känna dig redo för dagen och samtidigt uppmuntra vanor som bidrar till långsiktigt välbefinnande. Idén bakom Nanopolix handlar om att stödja flera aspekter av vardagligt välmående samtidigt, snarare än att bara fokusera på en enskild fördel. Energi, vitalitet, mental skärpa och libido kan alla påverkas av livsstilsfaktorer och det allmänna välbefinnandet. När du känner dig fysiskt energifylld kan det vara lättare att hålla dig aktiv. När du känner dig mentalt alert är du bättre rustad att fokusera på dina åtaganden. När din allmänna vitalitet främjas kan du känna dig tryggare och mer motiverad att delta i aktiviteter du tycker om. Vitalix Prime är därför utformat som ett helhetsinriktat komplement till en balanserad rutin för välmående. MedicGLP kan vara särskilt relevant för vuxna som vill upprätthålla en aktiv och produktiv livsstil. Istället för att låta tillfällig trötthet eller en krävande vardag styra hur du mår, kan en konsekvent rutin för välmående hjälpa dig att bättre tillgodose kroppens behov. Rätt kost, regelbunden fysisk aktivitet, tillräcklig sömn, vätskeintag, stresshantering och hälsosamma dagliga vanor utgör fortsatt viktiga grunder för den allmänna hälsan. Breezo kan ses som ett komplement till dessa vanor och som en del av ett bredare förhållningssätt för att främja vardaglig vitalitet. Med fokus på vitalitet, energi, libido och mental skärpa är Breezo ett smidigt alternativ för vuxna som vill stödja sina mål för vardagligt välmående. Genom att kombinera ett kosttillskott som främjar vitalitet med näringsrik mat, regelbunden fysisk aktivitet, tillräcklig vila, vätskeintag och effektiv stresshantering kan du skapa en livsstil präglad av aktivitet och engagemang. LifeGauge är avsett att komplettera denna resa och hjälpa dig att bibehålla den energi, det självförtroende och den skärpa som krävs för att ta dig an vardagens aktiviteter och göra varje dag mer produktiv och givande. Besök våra officiella webbplatser: – https://drivenol.se https://slimcoffeebooster.fi https://n7-neo.se https://corevalin.se/ https://glpcontrol.se https://sildorafil.com.se https://nanopolix.com.se https://vitalix-prime.se https://medic-glp.se https://breezo.it/ https://breezo.es/ -
buydrivenol joined the community
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Please make a PR for the base game. lol You're in luck too! The next Release will fix rain particle orientations.
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Spoiler Alerts! lol
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Aristides the Just in my current writing project. (Ostracized^) (Storming Psyttaleia before Salamis) (Ready to march the army to Plataea)
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Specific Name Review: Units
Ultimate Aurelian replied to Doktoreus's topic in Game Development & Technical Discussion
I had not heard of the Celts using this term; i assumed it was something from the Greco-Roman sphere only. According to wiktionary Rammaz means strong (only coming to mean ram in proto-west germanic); now Bukaz does mean buck already so it is kind of plausible. Maybe something like Hand ram: Bagmawaldōz (beam wielders),Gataslahanōz (gate smashers) Covered ram: Rammabukkaz That could work. Or something with those verbs? https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/wihslōną https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/saljaną Also the axeman champion is called Slōgijanōz, maybe could be renamed to Slōgijanaz (my understanding is -az is singular and -ōz is plural). -
Fantastic image!
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Salvage then, as has been just discussed: returning something (a ship) to a store (the Dock) and getting store credit (salvageable fraction).
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Maybe you guys already decided on something, but what if you could like convert a ship. It is like selling or returning something to a store and getting store credit. You sell you ship back, and some of the wood can be used for another one
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No new actors are needed for anything, it's just the present units doing or getting stuff done when garrisoned (unseen). Simplest would be that it can only be attacked (but the process should be fast enough for this to have no relevant use case). It shouldn't be capturable or salvageable, unless there's a method to stop its ongoing destruction (implying complicating things).
- Yesterday
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Where do we get an arsonist actor with appropriate animation and a burning building animation? Same question regarding dismantling of siege engines. Which actor should we use to illustrate someone working on the siege engine? Frankly, I'd rather park these for a moment and instead generate a new mod version that provides the reduced amoutn of recovered resources and the slightly slower destruction. QUESTION: if destruction is not instantaneous but a process taking a bit of time, how would we deal woth an attack onto that object during that time? Is it not attackable while being destructed, or, probably better, could an attacking enemy grab part of the resources of the destructed building ? (sounds complicated but is probably an interesting gameplay aspect)
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Excellent work @nifa!!
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Sure, it'd be all contemplated, just takes more time. That "while" would only make the "ugly simultaneous collapse of everything" happen a bit later . That's the main reason to require an arsonist. To reduce micro to just one extra action no matter the case, Set on Fire could work like this: select (all) building(s) and (all) arsonist(s), and just press the Set on Fire button/hotkey. This should make the arsonist(s) move to the closest building(s), garrison, "start the fire" and ungarrison (and automatically repeat the process until all buildings in that initial selection are set on fire). The only difference with Self-Destruct would then be the addition of arsonist(s) to the building selection to be destroyed. Self-Destruct for organic units is ok as it is now.
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Moved prop_apron (the cloth) from tropaion_post.xml to tropaion.xml, which means that tropaion_post can be a small tropaion without a stone base. Also added a different bronze base to the post and gave the shields around the base more geometry, so they look less polygonal, as requested by @Thalatta tropaion_0.28.3.zip
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For me, in SP games, I sometimes have to move the storehouse closer to the next forest and I'd like to remove older storehouses and gain a little bit back. Same for fishing boats that I build but fish have been depleted or I don't find any (on some maps). I do agree that the default of 50% of resources is a bit too much and I propose to reduce it to 30%. Frankly, I have not yet seen any scorched earth move by a human player, e.g. deleting a large group of his buildings, but it would be nothing new and already be possible now, I believe. The mod does not endorse that particularly, except that you get a bit back when deleting your stuff. I do agree, though, that deletion should not be an instantaneous process as it is currently, but might take while. I'll investigate how this could be implemented. Requesting a unit to be nearby or inside the to-be-destructed building might add a bit too much of micromanagement (in my personal view), so I'd prefer not to require that. For a siege engine, this might be a good idea , resembling the near-a-dock requirement for ships. let me see what is possible.
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That's adding rewards to something that's already too automatic My proposal for Salvage was the simple rule of just doing things "in reverse": I mean, if you are already near the Dock/Arsenal, you might as well be inside it (it's not that a siege tower is literally inside an Arsenal, but surely when Demetrius' Helepolis was being disassembled by the Rhodians they set up some temporal depot right there, with people that actually knew what they were doing involved, represented by the "engineers" an Arsenal is supposed to have). Regarding the "fraction" mentioned for the salvageable resources: Independently, and personally, to avoid the ugly simultaneous collapse of everything, I'd require one nearby (or better, garrisoned) unit for Self-Destroy to work. I'd rename that then "Set on Fire" or something, it would work only on one's buildings (supposedly being done also from inside), and once triggered the building can be left alone and gets destroyed fast. No time invested in getting the resources back, then no resource reward, but useful for quickly clearing up stuff and scorched earth policy.
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If we change the buy-back price to 10% it would be much less rewarding. For ships this would work anyhow only near the dock. Should we add similar things to siege engines, e.g. near their depot/workshop? Or at the CC ? And whatr do we do for buildings? I would - personally like to have a little benefit, e.g. when destroying a storehouse I don't need anymore.
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Hey everyone, I’m here to share some more news about World Rising! The Yayoi culture is already well into development, with approximately 60% completed. We have also started working on the Kofun culture, which will represent the final Era of the Japanese cultural progression in the game. By the end of this week, I plan to share more images of the new structures and also show some of the new units currently being developed. Another feature I’m currently finishing is the weather system, and I’m really enjoying how it’s turning out! This map will feature three different types of rain: drizzle, heavy rain, and thunderstorms. One of the most interesting aspects of this system is that weather events will not necessarily affect the entire map at the same time. Rain will appear randomly in different regions of the map. This means that your city could be enjoying calm, clear weather while, on the other side of the map, an enemy city could be dealing with a powerful thunderstorm. The goal is to make the world feel more dynamic, with different regions experiencing different weather conditions throughout the match. I’m also working on the skeletons, rigging, and animations for the animals I created to implement in the game. I have to admit, this part has been quite a lot of work, but little by little these animals are starting to come to life inside World Rising. Finally, I plan to create one more tree model and two new types of plants to expand the Japanese biome and make the environment feel even richer and more diverse. Development continues to move forward, and there is still a lot more to come. I’ll be sharing more updates and development images soon. Thank you to everyone who continues to follow and support World Rising!
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Cat units for the Athenians! (There's the crazy story about the Persians releasing cats on the battlefield of Pelusium, knowing the Egyptians wouldn't risk to hurt them with their arrows).
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I think this would promote self-destroying things, which I think is an extremely unsightly exploit (that's why AI makes everything collapse), and as someone mentioned, one would want it "not to be too simple and rewarding". That's why other things were proposed, but maybe are a bit harder to implement
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Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Thanks exellent news! Your are right - the GUI is a bit "fiddly" and appears overloaded will have a careful look and try and imporve. Used it to convert very nice older skirmish and scenario maps already that I was missing -
Tried to implement this as a mod. Activating the recover-resouces mod below, the following applies onto entities you have constructed yourself and that are not under enemy capturing nor were captured by yourself: Whenever you self-destroy your finished buildings Whenever you self-destroy your finished siege engines Whenever you self-destroy your finished ship when it is near your dock (default 30m) you are getting back a fixed percentage of the construction cost (currently defined 50% as a default but the parameter can certainly be tuned . Note: the mod should work for both R0.28 and R.029 SVN. Please try and let me know if it works for you as well and what best parameters (percentage and ship distance to dock) you would recomment! recover-resources.zip README.md
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Map making support and conversion tool: post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
Just ran it on macos, it worked, though I didn't really try anything. The gui is pretty small, could you make it bigger please -
Trying Atlas I found a few things I wasn't able to manage properly (or wasn't careful or patient enough) such as properly connected wall segments and turrets. I finally started to write (with heavy support by Anthropic Claude) a little map analyzer/checker/converter tool, written in python, able to check the maps created with Atlas and offer options to correct issues analyze existing maps , also from older game versions, giving statistics, finding and offering to fix glitches (resource placed underneath a building or wall, trapped units, gaps in wall segments etc.) add a (poor) map preview if not existing or convert the Atlas screenshot into a preview file. converting and fixing older scenario and skirmish maps using the conversion scripts by @Stan` (e.g. renaming persian objects/units to achaemenids) I was only able to test on windows, it should theoretically work on Linux or MacOS as well (Python 3.14, pyQT6 and a pillow needed, see documentation). No real guarantee to always work (definitely NOT on random maps), but I was able to successfully convert a few great maps from past I found in the forum and play them. Note: I only started experimenting with maps so I haven't seen all pitfalls by far. Should you have observed further typical mapping issues, I'd be interested to know and try integrating these into the analyzing and fixing section of the tool if possible. README.md post-atlas-2026.9.18.zip
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