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    • @Red Wolf, maybe edit your post to add numbers to your suggestions, so the following is easier to read: I disagree with 2, 11 and 15 (standard practice doesn't mean good practice, I'm strongly against spontaneous combustion). I agree with 1, 12 (also proposed it), maybe 4, 5, 13 and somewhat 6. 14 would be nice, but not a priority, I guess. Regarding 3, the default size should just be bigger, many have complained already, and honestly, I find it offensive to people that have sight problems. I got super used to it, but I remember thinking how unnecessarily dumb it looked. Regarding 7, this is easy to find in Settings > Hotkeys, start writing "mi" and you see "Select military only: Alt", so just use that modifier. Regarding 9, use CTRL modifier. Regarding 16, again, Settings > Hotkeys, start writing "id", the hotkeys are "." and "-". If you literally meant "button", yeah, maybe, or maybe right-clicking on it, or something. Regarding the rest, I'm quite neutral and would like to listen to arguments.
    • Greetings to the 0 A.D. devs and community. It has been many years since I first encountered the game, but only now have I dedicated enough time to it to truly understand it. I hope my observations prove useful to the devs and make as much sense to the community as they did to me while playing. The game is fantastic—a gift from the devs to strategy game fans like myself—and it is a privilege to be able to play it for free!   • When animals attack gatherers, nearby gatherers should automatically defend them. The same applies to gatherers who are also military units when enemies attack them. I have lost entire groups of gatherers to wolves because I didn't notice they were under attack; after all, the units appear small on screen due to their scale relative to the buildings. • Houses should provide a population capacity of 20, not 15. Units are trained very quickly in this game, and the housing capacity falls behind rapidly. • More options for adjusting the UI size need to be added. It is very small at 1920x1080 resolution; unit icons, buttons, names, and text all appear too small. • In the floating info panel (which appears when hovering the mouse over a unit, building, or technology button), the items could be arranged in this order: Unit/building name; Costs; Unit type; Command instructions—all spaced out, with the name and costs in a larger font than the rest of the text. The way the text is currently formatted—all bunched together and uniform in size—makes it difficult to quickly scan for the information a player might be looking for. • Some Formations could be eliminated; "Battle Line" and "Close Order" could be merged into a single formation. • The "YOU ARE BEING ATTACKED BY" message urgently needs to appear larger and flashing—ideally above the bottom UI bar. Placing it there would make it more visible and prevent it from being confused with AI messages requesting resources (as happens to me, since AI requests resources so frequently that sometimes I ignore them altogether). • I missed having an easy drag-and-select option for military units. • Selecting a Corral and right-clicking on it should automatically cause the animals raised there to garrison inside. • When placing a building foundation near existing structures, they could automatically align or "snap" to the side, similar to Age of Empires III. This helps ensure there are no gaps between them. While rare, builders can sometimes get stuck between structures because of this issue. • Wall towers could be upgraded to fire at enemies. • Certain Stone and Metal source models are easily confused; This makes it necessary to hover the mouse over the resources to identify them, rather than simply looking at them. • The feature where you click and hold the right mouse button to choose the direction units will face is very useful in similar games and could be added here as well. • Walls built next to trees, cliffs, or water almost always leave tiny gaps between the wall and the terrain feature. The placement silhouette turns red—blocking construction—even when a gap exists. Players should be allowed to build walls slightly into these elements. • Until more complex building-collapse animations are created, have the buildings tip to one side as they fall, like in Empire Earth. It's a simple animation that looks really cool! • Signs of destruction on buildings as they lose health are barely noticeable. Add flames that grow in intensity as health drops, as is standard practice. • There should be separate buttons for idle villagers and idle military units. • The Gold and Stone icons on the minimap are very helpful! I’m still waiting for those in Age of Empires II.   Please share your thoughts.
    • I think our model should have roughly the same footprint as the existing stone theater model, which means that the shape from the second image from @Genava55 fits much better for our needs. And the Skene would be made of wood and fabric then.
    • @nifa, AC's picture resembles the 2nd that @Genava55 posted, but I'd guess the 1st one he posted is a bit more accurate, being more elongated. Nothing remains from wooden theatres, but one can see the layout of the earliest stone ones, an example being the one at Thorikos, the world's oldest known theatre, from around 500 BC (https://theatreofancientgreece.blogspot.com/2014/08/ancient-theatre-of-thorikos.html): The Euonymon Theatre in Trachones would be another example (for more details, and mention of others: https://www.theatrum.de/382.html). Additionally, the Oxford Classical Dictionary states, regarding the early Theatre of Dionysus in Athens, that "late 19th-cent. excavations suggested a circular orchestra; many now prefer to think of a rectilinear orchestra" (thus hard to say something about its exact shape, considering others just state "possibly in Pi-shaped arrangement around the orchestra"), "the stage and most probably the stage building were wooden at this period; some think that there was no stage building till shortly before the Oresteia in 458 BC", while before "the stage was about a metre high with a flight of steps in the centre communicating with the orchestra". It was rebuilt in stone in 350 BC (although in many cases there are intermediate stages, like the first rows only being made of stone, but this would be too much for the game, for now).
    • bullshit yes my message is useless, but how you know it is a bot? maybe it just someone copy paste a lot of command !  you privacy about multi account is so retarded it is like a religion and religon suck  rules are here for change. Why a bot is not allowed? what the purpose? 
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