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Showing content with the highest reputation on 2026-03-17 in Posts
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3 points
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Call of Duty Mobile. Zelda. Mario. Mortal Kombat Basically anything retro tbh.2 points
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I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.2 points
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None. 0 A.D. is peak gaming. (Except for the occasional War Thunder and some Chess.)1 point
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I don't have much to play since I get bored easily nowadays but I'm currently playing Mindustry. Its pretty fun to think whats a good efficient schematic that can solve my Siligone situation. Now then, 230 more worlds to conquer as well as another planet I guess..1 point
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In July 2009, 0 A.D. became free, open-source software (FOSS), where "free" means both gratis and, more importantly, "free" as in software and cultural freedom. (Specifically, we, the developers of 0 A.D., have made the code and data of the game available under the GPL license, version 2 or later, and released the art, sound and documentation under CC-BY-SA, version 3.0.) Briefly, this means that we allowed anyone to reuse components of 0 A.D. for any purpose, redistribute them and remix them without having to ask us for permission. They are free to make new games using the 0 A.D. engine, they may create remixes of 0 A.D. music, you name it. We did this, among other reasons, because we believe free, open-source software like 0 A.D. encourages sharing, learning and creativity, and we want to encourage people to remix, mod and tinker with 0 A.D. in the future. --- But there's an important condition that comes with these licenses. The main condition we ask from anyone who wants to make their own works derived from 0 A.D. (or parts of it) is that they release those derivative works only under the same licenses we did, or under similar ones. In other words, let's say you want to take a 3d elephant from 0 A.D. and you want to add a funny hat on its head and show everyone on the internet that you made a funny elephant with a hat. If you do this using an elephant from 0 A.D., you must allow other people to reuse the "elephant with the hat" image as much as they want, to redistribute and to remix it, etc., and even print it on posters and sell them if they want to. If you remix an elephant image from 0 A.D., you cannot legally tell people, "you can't use this 'elephant with hat' image without my permission", or require money for the permission to print it, etc. In this way, the creator of the "elephant" image makes sure that the "elephant and hat" work, the "elephant in a dress" work etc. all remain free cultural works. Nobody can legally rip off 0 A.D. works to make their own proprietary art. Rather, the 0 A.D. artwork and all its derivatives will remain forever free for everyone to share and enjoy. --- For many reasons, it is important that we make sure that everything that is bundled as a part of 0 A.D. is released freely. From the codebase and development tools, through the unit statistics, the artwork, the music score and the sound effects, to the stories of the scenarios and campaigns - Everything must be free (as in "freedom"). We must be very strict about this, or we risk disappointing some people who really want to make sure everything they use is free and trust us to keep tabs on these matters. This helps us maintain effective ways for 0 A.D.'s distribution and our public image. So, if you want us to bundle your art contributions with 0 A.D., we ask you to post in this thread to release your artwork under CC BY-SA 3.0. To do this, please copy-paste the following sentence and post in this thread: Please remember this action is irrevocable - Once you release a work under this license, you can never take it back and say, "I don't allow you to remix this 3d giraffe without asking for my permission". --- Thanks in advance from all of us. Feel free to post in this thread if you have any questions. And may your contribution to free software and culture be everlasting.1 point
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Early access for players testing versions R28 or R29 of the game. It's basically Petra, but with customization options and for game >= R28. Some features from Petra_Expert have been added. Added the ability to customize the bot before starting the game. Values are not saved when exiting the game or returning to the previous menu. More detailed description of parameters: Added the ability to recruit support units from houses. The number of barracks has been increased to 5. The Research Manager has been slightly redesigned (instead of searching for technologies in a cycle, all technologies are stored in the cache and selected by a direct key: name or modifier by 1 step, the cache is updated when moving to the next phase or after the construction of a building is completed). Technologies from the Storehouse, Forge, and Champions remain in place, while the rest are currently disabled. With certain settings, the bot can reach up to 200 units in 11-12 minutes of play. Mod support: r28-bot.zip1 point
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Hi! A new bot (R28-Bot) has already been released for game version 0.28. Forum Page: https://wildfiregames.com/forum/topic/140620-mod-r28-bot-bot-for-the-release-version-of-the-game-with-advanced-settings/1 point
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0 A.D. takes the main output that exists when it starts. So the device needs to be connected and set up before starting the game.1 point
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Ok, the bad censoring wasnt intended. I guess image got compressed when uploading and revelead. that was my bad. I do not know who he is but it's actually pretty obvious he is smurf anyways. Yeah, maybe I wouldn’t change the balance. Balance depends on several factors. But I’ve seen the advantages your mod provides in critical moments. I’ve seen regular players substantially improve their unit production and become very competent cavalry raiders. I’ve seen players being attacked and defending themselves while the trainer keeps producing units for them, even in moments when it would be humanly impossible for anyone to assign perfectly calculated batches while having to defend on the battlefront or raid the enemy’s base. For me, the facts are clear: in critical moments where every second counts, where good battle micro makes the difference, and where fast repop is crucial, your mod maintains unit production almost perfectly without moving a single finger.1 point
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@seregadushka, it’s nice of you to come and suggest an idea for the game, and I do agree with you that it would be nice to not have to turn auto queue on everytime you run out of resources. However, the others are right, why does it need to be more automated? The point of playing a game is to actually play it, not just sit back and let the game play for you. If you really want this feature, make a mod for it. Otherwise: A: Deal with it. B: Learn how to get enough resources that it doesn’t disable. Pretty simple bro.1 point
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Fun fact. StarCraft: Brood War is one of the most successful RTS games in history. That game defined the word E-sport. I've been playing that game for 20 years now, and I'm nowhere near being good at it. My average APM is ~105, when I'm being serious, which puts me at high D to low C rank. Good players have ~250 APM, while pros can go up to 400 when microing their units. The best part is, Brood War has no auto-queue. You can't even hotkey more than one building at a time. Still, I'm still playing that game, after all this time.1 point
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That is no argument. The whole game is a artificial problem. If you want to relax, there is no problem in setting the starting resources to high. Your production won't turn of. You can also use proGUI which changes 0a.d. more to your liking, just as DOTA changed Warcraft 3 with a shift of the focus to the heros. The Idea of these "artificial problems" is that the player has tasks in his base even while raiding that may get neglected. The key is for the player to prioritize on the more beneficial: Is the raid good or doing more damage to your economy. In depth also discussed here: The community is heavy divided because players automate their game with mods, don't disclaim it and compete with players that like to compete solving these "artificial problems" better than their enemy. See other threads like: It's also not just that the problems just gets removed, they get removed in a way that no human player can. So besides that they have to deal with less, they have a benefit.1 point
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I bet you had to specify the clothing color, else it would be red1 point
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edit: This mod is currently on hold until it is decided how this issue should be tackled: Template structure for "Citizen Soldier" and "Champion" / "Hero" is different #8832 As I threatened here I created a small mod to test some balance changes. Attempt at a git repository: https://codeberg.org/DesertRose/0ad-balance-mod So far it only affect Citizen soldiers that deal Hack and / or Pierce damage. Short Changelog: - (Cavalry) Swordsmen became better against Spearmen, Pikemen and ranged units - (Cavalry) Javelineer became better against melee cavalry, worse against ranged infantry - Ranged Cavalry is faster than melee Cavalry Full Changelog: 0ad-balance-mod.zip1 point
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Dev Repo has moved on to R29, which has some incompatibilities with R28 (minimap/type element in templates, for example).1 point
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Fire Emblem: Three Houses Zelda Total War (so far Shogun 2 is my favorite) Smash Bros basically a lot of Nintendo games.1 point
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Yeah, their maps are really rough... They clearly don't consider geographic accuracy a relevant concern for their video's. A missed opportunity for a channel trying to bring lesser known histories to the fore. Their topics are definitely interesting and I enjoy watching their vids, but yeah, they could be better... I love Osprey, but yeah, it's not exactly academic literature in the narrow sense. Yep... Here's a very critical look at pre-Islamic North African trade with West Africa, from an archaeological perspective. It's definitely somewhat outdated, and completely ignores the written histories, but it's still interesting: https://journals.openedition.org/afriques/1145 This article is not very detailed, but still interesting: https://www.caitlingreen.org/2017/10/saharan-and-trans-saharan-contacts.html Contains a nice map depicting the locations of Roman and Byzantine finds in Saharan and Sub Saharan sites: This article is short and brief, but informative: https://www.ancient.eu/article/1199/the-roman-empire-in-west-africa/ (The Nok did NOT establish Djenne though, that's a huge fart on the writers part) One thing that isn't explored enough is the trade in West African gold, which I believe may have been substantial since at least Carthaginian times. The gold fields were usually kept secret, so you wouldn't expect many detailed written histories on the subject. They really need to get those chemical analysis done ASAP... Angus McBride's interpretation of Carthaginian traders in the Tichitt region of the South Western Sahara (they are ancestral to the Serer/Bafour/Mande peoples): The other thing that is constantly ignored, and this really grinds my gears, is the important role that the Kingdom of Kush played as an intermediary between Ancient, Greek and Roman Egypt and Sub Saharan Africa. They were by far the most powerful, wealthy and advanced civilization that stretched well into Sub-Saharan Africa, and their North-South trade was very strongly established since pre-Dynastic times, and continued on a large scale even after the fall of Meroë, up until the Islamic conquest of North Africa. Whatever volumes were traded across the Western Sahara during Antiquity, I am very confident that they paled in comparison to the volumes and variety of goods traded along the length of the Nile river. Kushite/Upper Nile Valley trade relations with more Western regions along the Sudanic belt, passing through Darfur are almost completely ignored in academia, but an important part of the puzzle in my opinion. In addition, there is a very large corpus of detailed depictions of Sub Saharan Africans in a Hellenic and Hellenistic context, of people with explicit Nilo-Saharan features (I'll make a separate post about this, because it's even more substantial than I originally realized) as well as a large amount of Sub Saharans in Roman art, many with Nilo Saharan features as well. And there is a wealth of not often cited written histories referring to these people as well, but even established researchers tend to get pretty lazy when it comes to Sub Saharan topics. Also the Byzantine relations with Christian Nubia (The Kingdoms of Nobatia, Makuria and Alodia) and with Christian Ethiopia (Aksumite empire) were direct and substantial, to say the least. The video did mention Aksum, but still didn't come close to really exposing the nature of the kingdom at the time. Oh well. I have this gnawing, purely conjectural feeling that Septimius Flaccus expedition to lake Chad may have wrecked some serious havoc in the region and may have even contributed to the terminal decline of the Nok Culture, by disrupting their trade networks to the Lake Chad region. As I said, just conjecture on my part , but I feel that the possibilty needs to be explored, as the dates coincide..1 point
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