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    • @Asher  Here is a bit of feedback on dependencies on entities in other mods: post-Atlas already reads dependencies and shows them on the Analyse tab. What it does not do is connect them to the entities a map places — which is your actual request A maps mod.json provides Dependencies as a real key: "dependencies": ["0ad>=0.28.0", "millenniumad>=1.0"]. Operators are <=, >=, =, <, >. A dependency with no operator is not checked at all. CheckForIncompatibleMods only compares when it finds an operator in the string, so "dependencies": ["millenniumad"] is documentation, nothing more. Write millenniumad>=0 if you want it enforced. CAVEAT: It requires the other mod to be enabled, not merely installed — the version table is built only from the mods in that launch list.  It names the mod's name key, not its folder. The base game is 0ad, though its folder is public. Proposed solution:  Today a template that isn't in public or the map's own mod produces entity-template-missing, a FAIL, while another mod might have it. Four steps: When templates are missing, search the other mods in the selected install — its own binaries/data/mods and the user's Documents\My Games\0ad\mods, both of which Session already knows — for simulation/templates/<name>.xml, and for actors under art/actors/. Only when something is missing, so nothing slows down. Report what was found by name: "structures/mil/tower is in mod millenniumad (Millennium A.D. 1.2)" — the finding turns from "broken map" into "enable this mod". Where nothing is found: say plainly that these are probably from a mod not installed here, and name the count. Check the map's own mod.json against that: entities from mod X with X not in dependencies → WARN, with an automatic fix that adds X>=<installed version>. write_mod_json already preserves keys it doesn't own, and the converter already writes the file. Conversion and Test in Game: carry the dependency into the converted mod's mod.json, say in the report which mods must also be enabled, and add them to the -mod= list when launching. The other issues, inactive buttons not being visible on dark schem, missing light scheme,  missing tooltips Are also addressed. As usual I'll put the release into the top message of this thread. Let me know if something is missing or failing!
    • Dang, I really should start tryharding 1v1s 
    • the one big potential i can also see in 0ad is that you can write an entire js code and then use it in your maps. This opens a new horizon to many new opportunities of making new and innovative maps.
    • > 2. Upgrade Atlas Make Atlas a true scenario creation environment – with objectives, events, dialogues, reinforcements, ambushes, and dynamic gameplay. The creator should be able to focus on story and gameplay, not constantly think about the code required to make an idea work.   THere are a lot of problems with the scenario maker, 1. It feels outdated 2. It is outdated 3. Has some Bugs 4. The js code required is too much complicated
    • Our first Release 28 community mod is up on the 0ad mod downloader. you can also get it straight from the 0ad community mod gitea page (https://gitea.wildfiregames.com/0ad/0ad-community-mod) With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand.  Fanatics HP, hack damage, and hack armor reduced. Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced. Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units. Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced. This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions. Cavalry speed was reduced by 15%. Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w. Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks). Capture balance: Civic center capture points increased from 2500 to 3500. Fortress increased from 4000 to 8000. "Sentries" tower upgrade now also increases tower capture points by 50%. "Professional garrisons" fortress upgrade now also doubles fortress capture points. Scipio's Capture attack aura removed. See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more. Germans buffs: Champion axeman unit metal cost reduced from 100 to 80. Seeress damage aura range increased from 15 to 20. Seeress armor increased from 2->3 hack armor and 4->6 pierce armor they remain unaffected by blacksmith techs. Wagon encampment price reduced from 350w, 150s to 275w, 100s. Feel free to see the full changelog in game thanks to @guerringuerrin. As always, please give us some feedback about how these balance changes go.
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