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  2. I'm not saying it's inaccurate, but early, that's why I proposed to leave both, and wondered if techs should visibly upgrade units. It could well be that Spartans and Athenians wouldn't have this tech (I've mentioned lots of techs in Thoughts on the Spartans that wouldn't apply to them just because currently related ones do), if their focus is only the Classical period (which is a bit funky when also fighting Hellenistic civs, but ok). After all, "the new torsion weapon does not seem to have reached fruition until the middle of the 4th century", and by the 330s BC "the torsion catapult had already appeared elsewhere, and scholars have assumed that its testing ground was Macedon, kingdom of Philip II and his son, Alexander the Great", from Campbell. Good to know the Polybolos has somehow been considered (I just play one civ at a time for months, have gone through Spartans, Athenians, and now with the Macedonians). Still, the torsion spirals seem the most pressing blunder to fix, since that's not only incorrect, but physically impossible (hoplites with rectangular shields would make more sense ).
  3. The tension design is imo not that inaccurate for the Spartans and Athenians, they seem more focused on an earlier time frame. Now for the Hellenistic civs it would be (BTW i just noticed the Seleucids seem to have no bolt shooting artillery). Polybolos is already in game, but only for Ptolemies.
  4. Maybe try clearing the caches folder for 0ad, that might help. Did you restart after upgrading? If that doesn't work, maybe try reinstalling 0ad
  5. I just upgraded my Mac from Sequoia 15.8.1 to 15.8.2 (so not a massive jump), and now 0AD starts with a black screen. It's 0AD 28, and worked fine before that. I can see the arrow pointer (0AD's stylized spearhead), and if I manage to click in the right place, I can hear the click sound. I can also hear the music. I tried clearing the Application Support folder with all the config files, but that didn't help. Any thoughts? Thanks
  6. Today
  7. I have been working on updating the illyrian mod https://github.com/0ADMods/illyrians from a24 to a28, https://github.com/ThePoshBarbarian/illyrians/tree/a24Toa28, though haven't touched it for a bit now, I have at the very least ported it near fully to a28, might still be a few issues though. And still no civ bonuses, unique techs, building, or team bonuses unfortunately.
  8. Where did you find the map? Is it part of the base game scenario maps? Still great work Atrik.
  9. Are you going to use modern warfare? Much of it lately is based on drone warfare. Another thing is that the scout troops use light vehicles. From motorcycles to golf carts. Sometimes drones are deployed from these vehicles.
  10. Yesterday
  11. I wanted to tinker a bit with that, and managed, but maybe not in a clean way (in Win11): Went to AppData\Local\0 A.D. Empires Ascendant\binaries\data\mods\public. Unzipped public.zip, and renamed this one public.zip.old, just in case. Went to art\textures\ui\session\icons\resources. Pasted a lettuce on top of the meat in food.png.cached.dds. Renamed that file food.png (this step took me a while to figure out, and why I think I'm not doing things cleanly). Zipped all contents of \public in a public.zip file, and moved that up alongside public.zip.old. Result (you would need to take care also of other meat icons @NiRa Muso MIOZOTO, like the ones indicating food cost):
  12. I think they should, just like building capture, not to overcomplicate things. It would automatically be just more useful for some than for others, particularly since civs that don't build complex ones would be usually more mobile.
  13. I'm not sure every civ should have the ability. But at least the civs that actually captured them historically could have a technology to unlock siege engines. https://tyche.univie.ac.at/index.php/tyche/article/view/5047 This article at least argues for them being Scorpions but the original source is no that clear in any case.
  14. I see. The issue with real time MP (if you consider to add that at some point) is, obviously, that if some (or many) player(s) are engaged in "battle map", for the rest still in "campaign map" time would need to pass "too slowly" (not to lose sync). If some players abuse this, it could get quite boring for the others, so I thought maybe each could have a "focus" bar, depleted while they are in "battle map", regenerated otherwise (that's a simple explanation, this could actually depend more finely on chosen speeds). Hopefully you can get that from Parts II and III of Thoughts on the Athenians, already sourced from plenty of the most important books and researchers on these issues
  15. It kinda is at the moment actually. It's structured for having one turn where players can play (but armies have movement cap, and everything like training, building is counted in turns), then at the end of a turn, bots do they own moves. Well I haven't got multiplayer as a focus right now so it's missing some piping but nothing is being built that would make it too hard to do. Not yet, I want to put together all the work I've done past year to make it possible to have some "battalions battles", and maybe go on with a good naval system. I'd like it to have good variety of gameplay, for example currently you have the mini-mission for founding a city under waves of brigands attacks. So an economic battle. Then army battles where armies fight in battalions, and hopefully both sieges and naval battles can be unique too. Another goal is to mostly support creation of campaign ideas. The campaign I'm going to create will probably be very basic story that just try to show all the gameplay features.
  16. @NiRa Muso MIOZOTO This is the No Violence Mod. All attack abilities are removed. You can't even kill animals, so it seems perfect for what you're looking for.There's also a link to the version uploaded to mod.io, unfortunately, it's outdated. It will need some work to make it compatible with the current version. You could also take the opportunity to change the icon. mod.io link: https://mod.io/g/0ad/m/noviolence-mod
  17. This excerpt comes from Appian's Roman History (Historia Romana, Book X: The Illyrian Wars, Chapter 19). It describes the Siege of Metulum (35 BC), the capital city of the Iapydes (located in modern-day Croatia), which took place during Octavian's (the future Emperor Augustus) military campaign in Illyricum. Octavian's forces were attempting to capture the heavily fortified city by constructing a large siege mound to reach the top of the ramparts. In response, the Metulians engaged in fierce day-and-night sorties and launched counter-defenses, constructing a second inner wall as their outer fortification began to crumble. The Metulians harassed the Roman legionaries using specialized siege engines (tormenta—primarily ballistae and catapults/scorpions). Remarkably, these were not native weapons, they had been captured or acquired eight years earlier (in 43 BC) following the siege of Mutina (Modena), where Decimus Brutus was besieged by Mark Antony before Octavian’s intervention.
  18. Nah that's the correct one. Note that Atlas doesn't use Vulkan.
  19. Ok, just solved it, it was mods enabled. Weird since that happens even with fresh installations.
  20. I used the script in the source/tools/spirv. I thought that was the script I needed to run, or is it a different one
  21. If you're using the dev version you need to download the shaders.
  22. There is a non violent mod which swaps those icons IIRC
  23. This is amazing, do you have a git set up yet?! I can’t wait to try this out!
  24. I haven’t touched it yet, I’ve been quite busy. If you want you can download what I have and work on it more, I’ve kind of lost interest in it.
  25. Yes, but we continued that discussion in: It's one of the things I'd reconsider, and from what I've read, not everyone saw eye-to-eye with him (although I don't know if for well founded reasons).
  26. Nescio was against giving the abilities to other civs to capture enemy engines, he answered just after. Up to the others.
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