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Showing content with the highest reputation on 2024-11-13 in all areas
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I'd like to share some updates on the project. Here are some of the features we aim to include: Expandability through mods, without a strict dependency on the "public mod" (though compatibility with it will be maintained). Support for backend devices, both current and future. Independence from wxWidgets—no need for it to function. The project is still in its alpha stage, so a lot of code refactoring, UI polish, and additional features are still needed. Currently, I'm working on integrating the features available in AtlasUI. Some concepts REPO: https://gitea.wildfiregames.com/trompetin17/0ad-atlas-in-game/src/branch/main/source in case you wanna try the workflow5 points
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I honestly thought this was just bots talking because the community is never this nice. Then I realized this thread is over 20 years old, and kitegirl's son is already an adult. I stumbled across it by clicking on what a random Guest User was viewing, so I didn’t expect it to be a wormhole into the past, back when I barely even had a computer. I hope some of you are still around and doing fine.3 points
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Hello random map players, There are new some random maps in the works, but we want to avoid cluttering the random maps menu with too many maps. So the idea is we should add good maps but also remove some of the very worst maps. I think we should have pretty substantial agreement to fully remove a random map. Lastly, I'd like to float the idea of adding a new random map category where players can find some of the more crazy random maps that are overlooked but loved by few. I think an example of this would be snowflake sea rocks. Perhaps the name could be "Random Map Experiences", or something like that. So, please comment a random map or two, maybe with a screenshot and a couple arguments why you don't like it.2 points
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Maybe it would be an idea to catagorize random maps and employ that to avoid a messy menu.2 points
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Just opened the PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/72042 points
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The only criticism i have of schwerpunkt is that he is not the best way to get into hellenic warfare.1 point
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Although the elite italians, ie: etruscans and the oscan speakers, used the hoplite panoply we know that hoplitic tactics were never used in italy. Schwerpunkt illustrated this perfectly in the following 2 videos: The fact is that italic warfare is born out a feudalistic reality and therefore was much more individualistic and tribalistic. As such romewhile wealthy for most of it's archaic period wasmore barbarian than people think and only become extremely Hellenised in very late republic. Individualistic to the point that even the stereotypical triplex acies formation is under scrutiny. Again see schwerpunkt's content were he adresses various author's commentaries:1 point
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# City-Building Game Proposal Hi everyone, I hope I’m not out of place here, but I’d like to share an idea that I’ve been thinking about for some time. For the past few years, I’ve been playing **Akhenaten**, **Caesaria**, and **0 AD**, and I’ve come to appreciate the strengths of each of these games. But more importantly, I’ve also noticed that there are features in each one that could complement each other in interesting ways. I’d love to propose a concept where we could combine elements from all three games to create a new city-building experience that integrates the best aspects of each. I should clarify that this is just an idea at the moment—there aren’t any repositories or official plans to implement this yet—but I think it’s a direction worth considering, especially given the dedication of the communities behind each of these titles. ## The Core Idea At the heart of this idea is using **0 AD** as the base for the game engine. 0 AD already provides a solid foundation with its extensible graphics and mechanics, such as resource gathering, building construction, unit recruitment, research, and expansion. These are core aspects of any good city-building game, and 0 AD does them well. However, I believe we could enhance it by integrating some key elements from **Caesar** and **Pharaoh**, particularly their more complex city-building mechanics. For example, we could add new parameters like hunger, employment, happiness, diseases, and the arrangement of buildings into city zones and work zones. These dynamics would make the player’s role as a ruler even more engaging, as they would have to balance not only economic growth but also the well-being of their citizens. ## Borrowing Elements from Caesar and Pharaoh The idea would be to incorporate the economic and administrative systems found in **Caesar** and **Pharaoh**—two games that really shine when it comes to the intricate dynamics of managing a city. In **Caesar**, you have key factors like Prosperity, Culture, Benevolence, and Peace. Each of these factors could be used to create a system of checks and balances in the new game. For example, if a city becomes too poor, the people might riot; if the culture is neglected, happiness might decrease; and if peace is threatened, the city could suffer from external invasions or internal strife. Similarly, **Pharaoh** introduced the idea of complex infrastructure, where certain buildings needed to be placed in specific ways to meet the needs of your citizens. In the proposed game, we could extend that idea by incorporating agricultural systems, like building farms on the fertile banks of the Nile or requiring fields of laborers to support the agricultural economy. But the innovations don’t stop there. **Pharaoh** also required players to build complex monuments, such as obelisks, pyramids, and the Sphinx. These could be important quests or objectives in the new game, pushing players to work toward large-scale goals while managing the day-to-day needs of their city. ## Why This Could Work What’s great about **0 AD** is that its engine and graphics are flexible and extensible. By using a mod or integrating these new features directly into the core code, we could expand 0 AD into a more complex, multi-faceted city-building game without losing the fast-paced, real-time strategy mechanics that make it enjoyable. Since 0 AD already has a system that is quite similar to that of **Pharaoh**, adding some of the city-building mechanics from **Caesar** and **Pharaoh** could feel like a natural progression rather than a radical departure. You could still build your military and fight battles, but now you’d also need to balance the management of a thriving, prosperous city. ## How I’m Approaching This As a young developer, I’m still learning the ropes, but I’m very interested in exploring how to make this vision a reality. I’ve started reading through the source code for 0 AD, Caesaria, and Pharaoh, and I’ve even opened a post on the 0 AD forums to gather feedback and suggestions from the community. Here are some of the resources I’ve been exploring, and I’d love for anyone interested to check them out and possibly collaborate: - [0AD City Builder GitHub](https://github.com/azayrahmad/0AD-City-Builder) - [0AD Economy Simulation Mod - Forum Thread](https://wildfiregames.com/forum/topic/25273-0ad-economy-simulation-mod/) - [City Building Mod (A23/A24) - Forum Thread](https://wildfiregames.com/forum/topic/26701-city-building-mod-a23-a24/) - [Arch-AI (for Petra AI updates)](https://github.com/eserlxl/Arch-AI) - [CityBuilderGame GitHub](https://github.com/PhiGei2000/CityBuilderGame) - [Julius GitHub](https://github.com/bvschaik/julius) - [Augustus GitHub](https://github.com/Keriew/augustus) - [Caesaria Game GitHub](https://github.com/dalerank/caesaria-game) - [akaethan](https://github.com/dalerank/Akhenaten) There’s still a lot to figure out, but I think this concept has a lot of potential. I really respect the work the communities of these games have put in, and I don’t want to distort the core ideas of any of these titles. Instead, I hope this can be seen as a proposal for improvement and collaboration, a way to expand upon what already exists while staying true to the essence of each game. I’m not looking to step on anyone’s toes or reinvent the wheel, but I think that combining these elements could create something really exciting for the city-building genre. If you’re interested in collaborating or just want to share your thoughts, I’d love to hear from you. Thanks for your time, and I look forward to hearing your feedback! this is and updated idea1 point
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This is a very low priority feature, but it would be neat to have a few music player Ui buttons where you can play, pause, or skip to next music track. With a json, we could curate an "Atlas-only" music playlist just for this. We'd choose the quieter, more calming tracks.1 point
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https://gitea.wildfiregames.com/0ad/0ad/commit/8c250568e7cb9e422c7cf6799ea586dcb14b4f14 ScrollPanel get on live, If anyone found something let me know please with step to reproduce.1 point
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We have seen much activity on the new platform since August That makes me happy, proud of the migration, and grateful for the contributions Now the pull requests have accumulated and we need some common rules to be efficient in reviewing. Of course, new PRs get more attention, and it's natural that some big/involved PRs spend more time in the review queue. The situation on Phabricator ended up unmanageable but I believe it had a lot to do with the UI. On Gitea it is immediately obvious how large the review queue is and what needs to be looked at. The only thing I think is missing is an equivalent of the "Changes Planned" status, i.e., the PR is not going to be abandoned, but the author is going to change things, and thus a final review is not wanted for now. This would allow team members to focus on ready-to-commit work that is sitting at the bottom of the pile. I propose to use the WIP: prefix for that situation. The PR is modified to WIP again when the author is still heavily modifying their proposal, or when a decision cannot be made right now. This doesn't prevent the CI to run, checks to pass, etc. On the other hand, at a glance, developers can see which older PRs need some final review. The community can also see where contributions are needed and what is the load status of the review queue. Would that sound good? Pinging the contributors with open PRs. If I start to set some PRs back to WIP, I wouldn't want contributors to think this is a rebuttal, but just some housekeeping. @paczek@Vantha@abian@real_tabasco_sauce1 point
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