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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

    • Moved prop_apron (the cloth) from tropaion_post.xml to tropaion.xml, which means that tropaion_post can be a small tropaion without a stone base. Also added a different bronze base to the post and gave the shields around the base more geometry, so they look less polygonal, as requested by @Thalatta tropaion_0.28.3.zip
    • For me, in SP games, I sometimes have to move the storehouse closer to the next forest and I'd like to remove older storehouses and gain a little bit back. Same for fishing boats that I build but fish have been depleted or I don't find any (on some maps). I do agree that the default of 50% of resources is a bit too much and I propose to reduce it to 30%. Frankly, I have not yet seen any scorched earth move by a human player, e.g. deleting a large group of his buildings, but it would be nothing new and already be possible now, I believe. The mod does not endorse that particularly, except that you get a bit back when deleting your stuff. I do agree, though, that deletion should not be an instantaneous process as it is currently, but might take while. I'll investigate how this could be implemented. Requesting a unit to be nearby or inside the to-be-destructed building might add a bit too much of micromanagement (in my personal view), so I'd prefer not to require that. For a siege engine, this might be a good idea , resembling the near-a-dock requirement for ships. let me see what is possible.  
    • That's adding rewards to something that's already too automatic   My proposal for Salvage was the simple rule of just doing things "in reverse": I mean, if you are already near the Dock/Arsenal, you might as well be inside it (it's not that a siege tower is literally inside an Arsenal, but surely when Demetrius' Helepolis was being disassembled by the Rhodians they set up some temporal depot right there, with people that actually knew what they were doing involved, represented by the "engineers" an Arsenal is supposed to have). Regarding the "fraction" mentioned for the salvageable resources:   Independently, and personally, to avoid the ugly simultaneous collapse of everything, I'd require one nearby (or better, garrisoned) unit for Self-Destroy to work. I'd rename that then "Set on Fire" or something, it would work only on one's buildings (supposedly being done also from inside), and once triggered the building can be left alone and gets destroyed fast. No time invested in getting the resources back, then no resource reward, but useful for quickly clearing up stuff and scorched earth policy.
    • If we change the buy-back price to 10% it would be much less rewarding. For ships this would work anyhow only near the dock. Should we add similar things to siege engines, e.g. near their depot/workshop?  Or at the CC ? And whatr do we do for buildings? I would - personally like to have a little benefit, e.g. when destroying a storehouse I don't need anymore. 
    • Hey everyone, I’m here to share some more news about World Rising! The Yayoi culture is already well into development, with approximately 60% completed. We have also started working on the Kofun culture, which will represent the final Era of the Japanese cultural progression in the game. By the end of this week, I plan to share more images of the new structures and also show some of the new units currently being developed. Another feature I’m currently finishing is the weather system, and I’m really enjoying how it’s turning out! This map will feature three different types of rain: drizzle, heavy rain, and thunderstorms. One of the most interesting aspects of this system is that weather events will not necessarily affect the entire map at the same time. Rain will appear randomly in different regions of the map. This means that your city could be enjoying calm, clear weather while, on the other side of the map, an enemy city could be dealing with a powerful thunderstorm. The goal is to make the world feel more dynamic, with different regions experiencing different weather conditions throughout the match. I’m also working on the skeletons, rigging, and animations for the animals I created to implement in the game. I have to admit, this part has been quite a lot of work, but little by little these animals are starting to come to life inside World Rising. Finally, I plan to create one more tree model and two new types of plants to expand the Japanese biome and make the environment feel even richer and more diverse. Development continues to move forward, and there is still a lot more to come. I’ll be sharing more updates and development images soon. Thank you to everyone who continues to follow and support World Rising!
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