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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

    • This would look goofy as hell :P. I think (hopefully) the engine can be modified to deal with these things properly, considering there's the Immortal air-walking exploit around right now, units walking on top of buildings shouldn't be impossible to implement, unless I'm missing something. In any case, and as I've mentioned before: prohibiting the positioning of pillars in deep water should be enough constraint (this allows a very short bridge over deep water). Going a bit chronologically, rafts pulled by a rope would have come quite early (a much later version of this was apparently used by Hannibal to ferry his elephants across the Rhône). Wooden walkways in shallow water were made from at least the Neolithic. In the Bronze Age, stone bridges would be made to deal with uneven terrain (Arkadiko Bridge). Workers should be able to build all these things. To build pillars (from wood, later stone) on medium water, fishing boats would be too small and unrelated for the task, if anything I'd prefer the use of merchantmen, which were (obviously) cargo oriented, and were historically used for a variety of things (even warfare when needed). They could also be used for earlier Pontoon bridges. If a bridge was meant to be permanent, there were ways to allow navigation: either movable (pontoon) parts, or maybe simple enough for the game, enough clearance, since masts were removable and most ships were at most around 3 m above water, not counting later huge cargo ships, but soon enough the Romans would have mastered great arches.
    • But maybe we could start something, we would just have to figure out how to allow building certain structures underwater. Also, is there any structure that units can walk on top of? I can't think of any
    • @Asher darn! You are right! Walls can have gates, so why not have a gate under water for a ship to undercross the bridge? The animation could be challenging though...
    • Good idea! With gates, units can go under, or turret on top. So, something similar could probably work for this
    • I know this is a potential touchy subject most software developers don't like to see - but there are non-developers (like myself) who are not good enough in coding / SW developing to get a more complicated mod done: Now, If I specify and design and test a mod and ask an AI to code it - what does that mean? I'd like to discuss a few questions. Finally, it might be usefull to provide  guidance to others what vibe coding implies in this specific case: The mod might be using some code of 0AD  thus automatically inheriting the GPL v2 license. Do I need to tell which parts this refers to? The mod created by the AI should be checked by a tool like scancode (https://scancode-toolkit.readthedocs.io/en/stable/index.html) to avoid using accidentally, and not knowingly, other IPR. (AIs are typically trained with anything they can get including all kind of code repositories on the internet with various license models.) @Asher kindly provided a useful link for consideration  (https://seisan.com/ai-generated-code-intellectual-property-ownership/) but frankly, this leaves quite a few questions open. If a tool like scancode finds some infringement, what can I do? rewrite the code manually? Only use the "generated" code it for myself but not publish it? If I contributed to writing the mod by creating the ideas, design, specs and test scenarios and finally testing it - just not writing the code - does that justify a partial authorship? What does that do with the "right to use"/"right to publish"? Questions I'd also like to have your opinion on are these: Would such vibe code be acceptable at all as game mod? Under which conditions? (e.g. state how the mod was implemented, state any known dependencies etc.) Would it help offering instead of the actual code only its design documentation and a few screenshots as an inspiration to actual developers should they want to implement such a function? Would it make sense to provide issue reports of game code identified by the AI when implementing the mod ? Sorry for the long text, but I'd really appreciate your input and opinion on these subjects!
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