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Showing content with the highest reputation on 2026-09-14 in all areas
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3 points
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A number of structures use metal hooped wooden barrels as props and barrels also show up as treasures. However from what i could find in the game's timeframe barrels were only used in Gaul and (towards the end of the timeline post Gallic Wars) in Roman frontier camps. Barrels in this period seem to have used only wooden hoops; metal hoops seem to first show up in the middle ages and only become truly common after the industrial revolution. My suggestion would be to replace these with the existing pottery and basket props; and possibly create new more accurate barrels for the Gauls in the future. https://www.journals.uchicago.edu/doi/10.1086/6770342 points
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ok guys, seriously now. Just ignore them. It's not worth it. The devs aren't putting this thread as the arbitor of what ends up happening with something, WFG do their own research and implement things they want to add in the game how they want to add it. They are most certainly not going to listen to a troll on this or the other forum so you don't need to make a heroic stand, just ignore him.2 points
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1 point
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I know this is a potential touchy subject most software developers don't like to see - but there are non-developers (like myself) who are not good enough in coding / SW developing to get a more complicated mod done: Now, If I specify and design and test a mod and ask an AI to code it - what does that mean? I'd like to discuss a few questions. Finally, it might be usefull to provide guidance to others what vibe coding implies in this specific case: The mod might be using some code of 0AD thus automatically inheriting the GPL v2 license. Do I need to tell which parts this refers to? The mod created by the AI should be checked by a tool like scancode (https://scancode-toolkit.readthedocs.io/en/stable/index.html) to avoid using accidentally, and not knowingly, other IPR. (AIs are typically trained with anything they can get including all kind of code repositories on the internet with various license models.) @Asher kindly provided a useful link for consideration (https://seisan.com/ai-generated-code-intellectual-property-ownership/) but frankly, this leaves quite a few questions open. If a tool like scancode finds some infringement, what can I do? rewrite the code manually? Only use the "generated" code it for myself but not publish it? If I contributed to writing the mod by creating the ideas, design, specs and test scenarios and finally testing it - just not writing the code - does that justify a partial authorship? What does that do with the "right to use"/"right to publish"? Questions I'd also like to have your opinion on are these: Would such vibe code be acceptable at all as game mod? Under which conditions? (e.g. state how the mod was implemented, state any known dependencies etc.) Would it help offering instead of the actual code only its design documentation and a few screenshots as an inspiration to actual developers should they want to implement such a function? Would it make sense to provide issue reports of game code identified by the AI when implementing the mod ? Sorry for the long text, but I'd really appreciate your input and opinion on these subjects!1 point
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@Asher darn! You are right! Walls can have gates, so why not have a gate under water for a ship to undercross the bridge? The animation could be challenging though...1 point
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Good idea! With gates, units can go under, or turret on top. So, something similar could probably work for this1 point
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That would be awesome! My core interest in this it to get a tool running for myself, and if it works, I am happy to share it. I do hope this issue can be solved. I have more tools in the pipe (a simple keyboard visualisation mod, finished, showing to dudes like myself where the game hotkeys are on my particular keyboard also as a reference in-game), and I also have created a python-based map validator/converter (based on Stan's scripts and other infos I was able to gather) that takes a newly created Atlas map, or an old map, highlights issues and allows fixing them, and finally converts it into R28 or R29 (under test). I would also like to look into trying to introduce a mod testing sideways movement of garrisoned troops along wall segments to the point of attack, as well as a selling-back mod for ships/buildings and siege engines once you destroy them yourself. While I do acknowledge that real software development is a serious task and requires a lot of knowledge (I don't have) and certainly a lot of effort, vibe coding is fun as well (and it still needs a bit af creativity and energy in definition and testing). Hence I would really like to know if and how I can share such results safely (even without a license if needs be). The least we could probably use this for is to test mechanisms and concepts - so that we can obtain a spec and an "inspirational" design for real devs if they wanted to implement it in reality.1 point
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Iberian coins can probably be used as references. https://en.wikipedia.org/wiki/Ancient_Iberian_coinage https://monedaiberica.org/mints_hierarchy1 point
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Possible emblem https://balkancelts.wordpress.com/2012/06/10/galatia/ Galatian bronze plate and H-Shaped horse bit – from Hidirsihlar tumulus, Bolu, Turkey (3rd c. BC) Galatian coins: https://balkancelts.wordpress.com/2012/07/03/coins-of-the-galatian-kings/ Fig. 4-5 – Kings Of Galatia, Deiotaros. (Ca 62-40 BC) AE. Obverse: Laureate head of Zeus right. Reverse: Large monogram and Celtic oval shield.1 point
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Is that what your religion says? It's not the first time I've seen someone from your religion saying that something needs to change.1 point
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Well, from my perspective (single player only) I would answer "yes and no": - Yes: it would have quite some historical references. The resources would go back to gaia. - No: - This would leave no choice to the besieged player wiht a single CC to recover eventually and counter attack. Also, resources are with the player and not with the building. So, if the besieged player has multiple CC and only one is under siege should he also loose resources? I believe no. We do have a gradual change of ownership of any building that is under siege (surrounded by troops if you tell them to capture instead of destroying it). I believe this models more or less what you had in mind, but nothing happens to the besieged player's resources though. So - again - from my personal perspective, I regret, but would not be in favour of that proposal.1 point
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Frankly, I don't think that we should do that. Not argueing from history but from the gameplay perspective: For a game that offers different civs, these need to be balanced so they all remain a valid option to be chosen by the player. Any "less capable/less valueable" civ would simply never be chosen and we can remove it from the game. But all this while having different characteristics so that specific strategy might be beeded to win a game, e.g. Kush against Rome.1 point
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I'm only aligned for making a historically correct game, can you honestly say that what I have said is wrong? what is your proof?1 point
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They do as much as some male Heroes included in the game, yet I don't see you complaining about them. You just joined and half of your 8 posts are against female units or Heroes, so it's pretty clear where you come from.1 point
