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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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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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    7. 599
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  • Topics

  • Posts

    • Buenos días o tardes @AlexHerbert -En este mod intentamos representar lo más posible las culturas y civilizaciones de aquella época. Ahora mismo estoy terminando la primera fase del continente africano (21 facciones) siendo Cartago una de ellas. Si tiene sugerencias, críticas, correcciones, referencias etc... sería de gran ayuda para el desarrollo y el equipo creativo.  -¿Qué le parece nuestra propuesta?   Unidades:   Unidades ya existentes en el juego   -Cartago no siempre usó masivamente soldados mercenarios. Originalmente usaban sus propios ciudadanos, corríjame si me equivoco @AlexHerbert pero creo que es a partir de las "Guerras sicilianas" contra los griegos (480-307 a.C), las "Reformas de Magón" y el auge de la "Dinastía Bárcida" que Cartago empezó a usar muchos extranjeros entre sus filas. -Por eso creo que estaría bien que sus tropas fueran étnicamente púnicas en origen y con una tecnología cultural o bonificación especial, hacer que tus tropas tuvieran un aspecto mercenario de las diferentes culturas auxiliares y con un costo en metal por su condición de mercenarios.   Edificios: -A diferencia del juego , en este el catálogo de edificios no hay Embajadas ni el Gran puerto , creo que sería mejor preservarlos en el "Editor de Escenarios" y las he sustituido por edificios culturales que representan la autoridad política(Consejo y Senado), aristocrática (Palacio y Asamblea) y religiosa (Tophet) de la Ciudad. -¿Ustedes que opinan ?     Disculpen las molestias*
    • We use one trigonometric function to determine the hit angle and deduct the amount transferred as angular velocity and add the force to right direction.   It's a really nice suggestion that I like, I don't know how animating "choppy oceanic water", it would require to implement a terrain-dependent bonus or effects, then adding the force would be easy now. However i like it, not sure about what would be the timeline to even have the features enabling this.
    • That effect is really well done, did you use a trigonometric function to obtain its positioning, or am I just, as usual, overthinking? I was thinking, if the game has some choppy oceanic waters at some point, that could become handy. Besides, that could give different advantages to ships, since Mediterranean ships weren’t ocean-going, unlike northern Celtic ones.
    • When I saw this, it raised a real question for me! 
    • What I would like to say is that I think the Warring States would fit the campaign mode for China at that time (they have different general leaders and units, but basically follow the Han structures), since apart from special units, leaders, etc., I don't think there would be many differences from the Han for a separate civ with new structures and units, though of course I could be wrong.
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