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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. 597
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  • Topics

  • Posts

    • Hello Wildfire Games team and community, I would like to suggest a new diplomatic feature (or mod idea) for 0 A.D.: Diplomatic Asylum / Sheltering an Allied Citizen. The Problem: In games against the AI (such as 1v1v2 or free-for-all with shifting alliances), when an allied AI is overwhelmed by stronger enemies, it gets completely wiped out before we can help. Currently, players have to use creative workarounds (like trapping an allied citizen-soldier inside walled enclosures) just to keep that faction alive until the main threat is defeated. The Idea: Add a new diplomatic option next to Alliance and Tribute called "Offer Asylum / Shelter a Citizen": Trigger: When an allied player is losing badly (e.g., loses their last Civic Center or drops below 10% strength), you can offer them asylum. Protection: One of their surviving women or citizen-soldiers can garrison inside your Civic Center or Fortress for safety. As long as this citizen is sheltered inside your building, that faction is not officially defeated. Restoration: Once you push back the enemy, you can click a "Release & Restore" button to let the sheltered citizen exit with a small resource tribute so the AI can rebuild a Civic Center and re-enter the game as your loyal ally. Balance: To keep competitive multiplayer fast-paced, this feature could be an optional toggle in the pre-game lobby settings, and if the building sheltering the refugee is destroyed, the faction is eliminated as usual. This fits the historical theme of ancient diplomacy (exiled rulers and allied colonies) and would add awesome emergent storytelling to single-player and team games! Thank you for making such a great game! Idée Diplomatie / Mod : Asile diplomatique (sauvegarder un colon allié pour rebâtir sa cité) Bonjour à l'équipe et à la communauté, Je propose une nouvelle option diplomatique dans 0 A.D. : l'Asile diplomatique. Lorsqu'un allié est sur le point d'être anéanti, on pourrait lui proposer d'abriter l'un de ses citoyens-soldats ou ouvrières en garnison dans notre Centre Civique ou notre Forteresse. Tant que ce colon est protégé chez nous, la faction alliée n'est pas éliminée. Une fois l'ennemi repoussé, on pourrait libérer ce colon avec un envoi de ressources pour qu'il reconstruise un Centre Civique et revienne dans la partie. Option activable avant la partie pour préserver l'équilibrage multijoueur.
    • What if we keep the past as is for a while, but provide the new structure for new maps, new blender models etc. ? (Mods are already hosted on mod.io so they are managed elsewhere.) Many maps and models of the past are either already part of the current release version, some are part of a mod (community maps, delenda est etc.), and a third group is abandoned. I believe we could put up a map repository thread underneath the Game Modification | ScenarioDesign/MapMaking . We could subsequently copy (or link) converted old maps there.
    • I suppose, it needs a PR
    • Apologies, had to fix one important thing and update to Mercator 0.17.0 . It holds everything of 0.16.0 (the lock on the versions of a map, The whole map refused when it would mix two versions, the tidied code) and one thing more: each Edit in Mercator started another Mercator, and each Check or convert in post-Atlas another post-Atlas. The new version is available from the initial post ofd this thread in  https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/ New The tools switch between their running windows. If the other tool is open, the map is sent to it and its window comes forward; a new copy is started only when none runs. Keep both open for the whole project. A tool that is open when the other saves the map reads it again when you come back to it. With nothing unsaved in the window it simply follows the files and says so in the status bar; with unsaved work it asks which side wins, once for each change. (Not while the map is with Atlas: the hand-over follows its return.) What to try Open a map in Mercator, choose Check or convert in post-Atlas... on the Summary tab, fix something there, and switch back: Mercator should show the map as post-Atlas left it. Then Edit in Mercator in post-Atlas again - it should bring the open Mercator forward, not start another. Try it with unsaved changes in the window you come back to. The windows are not locked against each other yet: if you edit the same map in both at once, the one you come back to asks - please say what you saw. Needs atlas-common 1.19.0 (included). post-Atlas 1.19.0 goes with it.
    • Had to fix and update to post-Atlas 1.19.0, with atlas-common 1.19.0 (Mercator 0.17.0 goes with it). It holds everything of 1.18.0 and one thing more, from testing: each Edit in Mercator started another Mercator instance (and vice versa).  New The tools switch between their running windows. Convert > Edit in Mercator sends the map to the Mercator that is open and brings it forward; a new Mercator is started only when none runs. Mercator's Check or convert in post-Atlas... does the same the other way. post-Atlas checks the map again when you come back to it after Mercator saved it (not while a job runs or the map is with Atlas). It writes at once, so there is nothing to ask. What to try Keep both tools open on one map, save in Mercator, switch to post-Atlas, and check that the findings are those of the saved map; fix something, switch back, and check that Mercator shows it. If something differs from 1.18.0, please say what you did and what you saw. post-atlas-1.19.0.zip README.md CHANGELOG.md
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