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Linux Flatpak: ModernGUI folder capitalization causes multiplayer compatibility failure Environment Both had 0 A.D. 0.28.0 I had Linux, Flatpak installation. The other player had Windows version. I have also tried 0ad AppImage and Lutris installation, so the problem is not related to Flatpak. ModernGUI R28, alongside Community Mod and Community Maps 2 Problem After downloading and enabling ModernGUI through the in-game mod manager, two directories appeared in the mods folder: ModernGUI — contained the mod files (mod.json and mod.zip) moderngui — empty Both players had the same mods and versions, but the multiplayer lobby reported incompatible mods, despite the installed and required mod lists matching. The tooltip was saying we have identical mods, their versions, and their order. The mod.json contains: { "name": "ModernGUI", "version": "0.28.78", "ignoreInCompatibilityChecks": true, "dependencies": ["0ad=0.28.0"] } Workaround that fixed it Since the other player in their in-game mod manager had ModernGUI entry look like "moderngui"(lowercase) in their folder column, I copied the contents of ModernGUI into moderngui, selected the lowercase moderngui entry in the in-game mod manager, and the multiplayer compatibility check passed. We were then able to play together. Question Why does the game create both uppercase and lowercase directories for this mod? Is this a ModernGUI packaging/installation issue or a 0 A.D. Linux/Flatpak mod-discovery issue? Could the folder-name mismatch cause the game to load or compare the wrong mod entry, despite ignoreInCompatibilityChecks: true? I can provide further details if needed.
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!! I'm so glad! You've been pushing for battalion system, I've been hoping you'll take a look at this! Yes, I'm not entirely sure of the direction I would take from here. The battalions are using, as you might have guessed, barely modified UnitAI and Formation code as normal battles/vanilla 0A.D. So currently, the way you could do it is simply to have units in stand-ground stance. While playing the campaign, I had opportunities where it made sense : for example ranged units on high ground defending the acropolis, phalanx formation to defend a choke-point.. Example reproduction of the scene : Here I switched units into stand-ground so the melee block the choke-point and ranged units stay behind. The battalion cohesion (blue bar above the formation) gives extra bonus : The phalanx gives ~+5 armor but -50% speed at full cohesion. The ranged units get +20% attack range due to staying at high cohesion, and even more from terrain. So now I'm wondering : Is it worth rewriting all UnitAI and Formation code, (more work; diverging too much from base 0A.D.; unknown difficulties)? OR Keep it, and try to embrace the gameplay impact. But of course, it's not going to play exactly like TotalWar games. I tend to want the second more (also because I'm lazy) but it's possible I'll come to realize it's going to have too much cons.
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Does it look like this https://gitea.wildfiregames.com/0ad/0ad/issues/7572 ?
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