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Showing content with the highest reputation on 2026-03-24 in Posts
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Screencast+from+2026-03-24+01-51-27.webm Would be nice along with some charging mechanics.5 points
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It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override2 points
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My biggest satisfaction will be to see at least one of these maps in MP lobby. There is no problem to maintain them, I'll do it with pleasure. I only ask to admins to accept the mod on mod.io, so it can reach more players. Thanks in advance. I really really appreciate that. And now an update on the latest project: Asia 1024x1024. All textures are done. Now I'll add entities and resources.2 points
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Anything that can prevent an update from running needs to go; if there's a question along the way that's fine, but the dialog should point out the potential downsides. Right now I don't think the game is very good at that. If a user agrees to keep the settings/config that's nice, but I believe our default approach at uninstalling should be "Thanks for trying us out, we will now delete anything without a trace". Wouldn't want all kinds of apps leaving dead files behind.2 points
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Thanks, I knew it! And sorry for the change in topic..... There was a lot of discussion in the past if walls protect at all except against direct access, i.e. they block movement but nothing else.As a consequence, you should ideally build your walls around your buidings/troops at a distance that exceeds enemy firing range (might cost a lot of stone). Would it be possible to provide walls with an aura that reduces firing range by some margin? (from any side, except if positioned on that wall)2 points
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Yeah I've updated the scripts and ported that mod to test. I need to publish 28.1 on mod.io2 points
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Git is trolling me again. Wanted to PR this fix for rally points errors. rally.diff @Stan` thanks for the port.2 points
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That long Sorry for the delay, should be fixed now (thx for the report) glad people are using it.2 points
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Some of you might remember my previous posts about the North and Central America, South America and World maps. I've now bundled all three of my continental maps into a single mod and submitted it to mod.io (currently pending approval) The mod includes: North and Central America: four biomes (polar, temperate, desertic, tropical), with special landmarks like buildable zones in Yucatan and Cuba. South America: the main South American rivers (including the Amazon), four biomes, and access to the Pacific through Chile. A full world map using a sinusoidal projection to preserve continent areas, with biomes as faithful to reality as the engine allows. Designed for epic, resource-rich battles. All maps are also available on GitHub if you want to take a look at the files or contribute: https://github.com/Baelish03/0ad-maps I'll update this thread once the mod is live on mod.io. Feedback and suggestions are always welcome — hope you enjoy them! P.s. For further details the thread for each project can be found on this forum. On those threads there were some suggestion, I will implement it! I want to remake better all these maps and to expand to all continents, so I will appreciate your help earth_maps.zip1 point
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I used chrome browser (instead of brave) to download the version 28 executable. I installed version 28 over version 27.1, without uninstalling version 27.1, now version 28 works. I don't understand why, but now it works. LOOOL Thank you very much ALL. Let's play !!1 point
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The last sentence is very funny! It's implemented as what's the easiest to do currently. When the unit is on a wall, he has a state of being "turreted", this is what boost his defenses. When not, it doesn't have any bonuses, regardless of if he is behind a wall or whatever. The projectiles make their lives without ever acknowledging walls. For sure would be nice to have this enhanced. You are right that bridges might have similarities with potential bridges (entities, not terrain as currently is) about how we could build them. But there aren't anything supporting walking across them currently. Units don't walk on fields, they just don't get any obstruction from them, so they actually walk on the ground. So yes, not really a simple task to get this into the game.1 point
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About formations, I almost never use them because when you order your soldiers to attack the formation automatically disbands, no matter how far away the enemy is. It would be nice to either: A: make it so that formations must be manually disbanded, otherwise they fight in formation (at least some formations should work like this, like the Phalanx) B: units stay in formation until an enemy is in sight, then they disband (not historically accurate for most formations, like the Phalanx).1 point
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They shouldn't be deleted automatically. The uninstaller needs to ask the user if he/she wants to remove the config and data files. Maybe the user will want to install the game later, so preserving config is beneficial.1 point
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I know you have OCD for formations,I just can't prove it that aside, this is a very smooth very nice movement of formations. I have a stigma against using formations mainly because of (obviously) that "dumb troops keep going ahead and die" bit also because the formations are feel so,so SO un-smooth this is also historically accurate,as one of the main points of wedge formation is that the one ahead will be the captain, and the ones behind simply need to follow his lead and move exactly as he does, therefore being almost instantaneous "command orders" of that era1 point
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The prospect of bridges is great, but the prospect of walls you can walk on is awesome.1 point
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Dacians, Nok: Interesting facts:Based on my internet research, horses in sub-Saharan (Except for the Sahel and Nile regions) Africa only became widespread several centuries after our time, the other African civilizations either possessed scouts, heroes, and merchants with oxen, or they would be like those of America, with runners. ----If anyone has different evidence, please send it to me along with references. , Lusitanos.1 point
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darn AI, I love it as much as I hate it lolIt was supposed to be a Portuguese creature; I got the reference from @Duileoga. And yes, it has the skin of a feline from the Iberian Peninsula.1 point
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building phases already are a technology. So what you can do is add a technology field to the requirements list: "requirements": { "all": [ { "tech": "my_technology" }, {"entity": { "class": "Town", "number": 3 }} ] },1 point
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I love your emblems/shields - but this one has some sort of ivy plants growing on it? Looks very nice, but there is one thing puzzling me: This is typically indicating the civ is long gone and the jungle ist starting reclaiming its grounds. At the time we are putting the game Maya were still thriving I thought?1 point
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Screencast from 2025-12-20 22-10-37.webm Screencast from 2025-12-20 21-52-26.webm More organic formation movements for 0AD!1 point
