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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • So to be clear opengl stopped working ?
    • @Grautvornix @Thalatta Since this is the largest dedicated Slavery thread, lemme just list the options presented here (at least that are viable, if there are ones I missed lemme know) 1: Train Slave Units at Market/Dock/Storehouse - This would mean a custom slave unit, who would probably just cost metal, be easy to train, but might have some other problem (such as a limited amount that can be trained/limited lifespan) 2: Convert % of Slain Units to Slaves - This is viable, it adds little micro, though there might be problems with phenotypes (turning a male soldier into a female slave), OP usecases (snowballing is increased, since winning battles helps your eco), and actual usefulness (slain units would transform on the spot, meaning they would be slain by formerly allied soldiers quickly). 3: Unique "Slavemaster" Unit - This idea is that a unique unit would be trained at the Market/Dock who can capture other units, turning them into slaves. The micro required for this might balance it's relative bonuses of free workers. 4: Capturing Units - Similar to 3, this feature would have any soldier have the option to "enslave" an enemy unit below 20% health. This is probably OP (could result in capture rushes, where captured slaves are used to weaken uncaptured units) and is A LOT of micro.
    • Thank you xD The no violence mod sounds great except a lot of units become useless . Can you still capture buildings ? It’ll be a while before I can look at changing the other icons. Do mods have a special git repo ? How does one push a change ?
    • As I mentioned, maybe try your luck with the sources listed at the end of Chapter 12 (Palmyra and the Military, From the Roman Period to the Islamic Conquest) of The Oxford Handbook of Palmyra (if not illustrations, maybe descriptions). Possibly even the military roles I described before are more fleshed out in some of those.
    • That person did start a thread (different username, but same day):    Other threads dealing with the same thing (just by looking at the first two pages of a search, I think both duplicated issues and threads should be closed as soon as they appear, or ideally merged, but it seems that's not possible). And mentioned in the more recent:   I'd say, choose the most complete one and continue from there
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