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      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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  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

    • @guerringuerrin of course it's hurtful to have the (many times unnecessarily extensively researched) whole body of one's input completely denigrated just for saying what many others have already said (and with a couple to "Like" such attack). But what is even more hurtful is when that comes from someone that seemed amongst the most reasonable people in the forum. My tag was just a reference to the campaign author, I could have omitted the @. What seems to me like a lack of humility is the apparent blindness towards non-competitive players, it's unfortunate that you put that on me when I'm only reacting with annoyance to the attitude "shorten timings and git gud", one doesn't even need any time in a forum, but with RTS, to find that mentality alarming (as happened in that thread). And there is a spectrum of it, many think the game is already leaning towards that extreme, and that a more centred presentation would benefit the growth of the game, and the less it affects the lobby players the better, but if some get jumpy even with techs that are there just for SP (as I think I mentioned in the only discussion I remember we had), then it's hard to say they even care about their experience (same with a couple of nice but held back recent proposals, not made by me). I don't even blame the whole lobby, or would go as far as to say people are pointing fingers, because you would leave no room to even address the issue.
    • Ah.. Well I guess you are right on campaign map, right click should just garrison the army. Basically here the city is just like your classical 0A.D. building. So to garrison you need to hold Ctrl+RightClick, as you would do to garrison a CC or any building in a game.  It's true that because the campaign was built from ground, It didn't came to my mind that maybe some things could simplified with the hotkeys.
    • I tried station my army but I couldn't. Right click in the city wouldnt work
    • Mercator 0.12.0 is out (see start of this thread). Since the last release 0.11.3 quite a bit has happened  (in fact so much that it could almost have been called 1.0) It stays a 0.x beta because it has been used by few people and almost only on Windows, and 1.0 should wait until it has been really used on Linux and macOS too. A great many of the ideas, and much of the testing, came from @lilypoppy - thank you! The starting positions, the heat map and the accessibility check were his ideas, the Q / W / E keys his suggestion, and his report from Ubuntu is why Atlas is found on Linux now.  Mercator sets up a map's settings and players, forms the terrain's large structures, places walls and entities as the game does, checks the whole map, and hands it to Atlas (and takes it back) for the fine work Atlas is good at. post-Atlas comes afterwards checks maps and converts them for other game releases. And here below is a lot of text illustrating new features, but you might be wanting to test yourself and look at the documentation instead: Download from the first post of  https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/  I hope you can have fun creating maps!   Changes in mercator 0.120: The big things         A Terrain tab - the terrain formed before Atlas gets the map, shown as relief with its own 3D view. Start from flat ground, the map's own terrain, a greyscale picture or real elevation data (GeoTIFF, SRTM, DTED, ESRI grids - or a place chosen on a world map: its elevation is fetched once and kept). Then form it: a lasso that changes, copies or exports a piece of the terrain, and a low-pass filter that rounds off the terraces a heightmap leaves. areas raised, lowered or set to a height, and lakes: poured with a click, shown, or sunk to the water height - which is how you get a lake in the mountains with the map's one water height; rivers, roads (road, track or path), ridges and coasts, drawn and kept as objects you can change; a coast closed into a ring is an island, and the outer sea goes outside it. A river has two banks are the south / east and the north / west one, and Natural bends gives it steeper banks outside a bend and flatter ones inside; textures by rules (height, slope, distance from the shore, with presets for temperate, Mediterranean, alpine, desert and tropical land), with softened edges (the blocks you see in Atlas are the game's 4 m texture tiles) - and textures of their own for roads and rivers; Apply bakes it into the map's terrain; every earlier terrain file is kept under a dated name, and everything stays an object, so it can be changed again. And since the manual could not explain every parameter in words, each tool has a drawing of what it does to the ground - a profile of the road (across and along it), river, ridge, coast, area, lake and outer sea, with the parameters on it - small beside the tool buttons, enlarged by a click, and all in the manual. Starting positions (lilypoppy's idea). Choose a player, a civic centre or nomads, the starting units (the civ's own to begin with) and what goes round the start - biome, distance, trees, mines, berries, chickens - and click on the map: it is laid out as the game's random maps do it, as ordinary planned entities you can edit afterwards. The land each start begins with is outlined on the 2D map and in 3D by the game's own territory rules - far over open ground, short across deep water or a cliff, a border where the next player's start is stronger. Drawing tools in the Entity Placer: free curve, line, rectangle, polygon, ellipse. A shape can be moved, turned, edited by its points (a rectangle or ellipse by handles) and filled - the inside at a density, or along the outline every x metres, with a mix of kinds by weight, keeping clear of roads, rivers, lakes, the sea and cliffs. Clear inside deletes what stands in a closed shape; Check vegetation lists the trees on a road, in water or on a cliff, so you can delete them. A lasso selects what stands inside a free line, Q / W / E are the arrow, Move and Turn, and the selection can be made - and acted on - in 3D too. The same tools draw the Terrain tab's curves. A heat map of where units can go and an accessibility check (lilypoppy's asks): the ground coloured by the game's own passability classes - where a building can stand, where units walk, fords, deep water, cliffs, land nobody can reach - and a check in the Summary for players who cannot reach one another, resources nobody can get to, passages too narrow for siege engines, and a player with little room to build. A colour key explains every map view. Clearing that is part of the Entity Placer: Clear round the selection takes the trees, bushes and rocks out of the way of the buildings, walls, fields and shapes you select - and along the Terrain tab's roads and rivers, lakes and the sea - with a ragged, soft edge instead of a ruled one. Map packages: File > Open... takes a zip, a .pyromod, a tar or a folder of maps, asks which map when there are several, and never changes the package. More Draw walls has the rectangle and polygon icons: a closed wall of the set and player you choose. The Summary compares what each player's island holds (Balancing by Island) and what each starts with to fight, and checks for trigger scripts nobody has. The minimap is the map's preview, drawn from the terrain by itself and written with every save (unless you chose a picture). AI behaviour (random, balanced, defensive, aggressive) in Edit player; Help > Forum page...; Ctrl+S saves into the game; a map with no players is said when you leave Map Management; Undo goes back 50 steps. The little help (?) over a map says only what applies to the mode or tool you are in; tooltips are wrapped; the 2D maps are lit from the north-west so slopes can be seen. Fixed A large map showed as only its lower left corner in Atlas. The game reads a map's size from the XML, not from the terrain file; applying the terrain now tells the XML its size and the water's height. (Sizes beyond the game's largest, 512 tiles, are said to be untried.) "This install has no Atlas" on Linux (lilypoppy, Ubuntu 24.04): the launcher is nowhere near Atlas's library. Mercator now looks where packages keep it and, where it cannot tell, starts Atlas. The Entity Placer stayed empty after a crashed Atlas - it shows the map again as soon as the game lets go of its files. Thousands of trees were slow: with 10,000 trees an edit took 7 s, now 0.7 s. The Terrain tab's 3D window drawing nothing, an Adjust window taller than a laptop screen, cut-off buttons, and a help text that was too dim
    • Hello. I have built a web-based observer for live 0ad matches https://map.veredus.io It uses client-server architecture, so simulation does not happen in the browser. Browser only renders what server sends as a compressed stream. Right now it randomly runs 1v1 or 4v4 match with all players being AIs to demonstrate capabilities. I specifically asking @Dunedan and @Stan for permission/API to get live matches IPs/ports from lobby so that they can be broadcasted instead of soulless AI playing with themselves. I believe such a webpage is a good landing to attract more (potential) players. Some features(in random order): - desktop and mobile view - ~30MB of stream data per hour - assets served via CDN (2.4 GB full game, but only what is shown is downloaded, saved to local storage via Cache API) - translations from original game - WebGPU and WebGL fallback - playback control: pause, seek, rewind. - delay to live match to prevent scouting via observation - sharing with current time offset "I" key or four finger tap on mobile cycles through debug panels. Settings allow changing the visual enhancements. Please also share your ideas at to how this can be used. Any feedback is welcome.
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