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Hi, Let me start by expressing how much I love the unit motions. The inertia aspect bring more depth to the units, and with the newly tweaked values, it's a good balance between realism and unit control ability (also micro). I especially love the turns cavalry make. that really gives the vibes of medieval cavalry going for raids. The unit animation sync needs to be handled though, so that the stop-animation syncs with units stopping, by that's a minor thing. As for the elephants. O.M.G. That thing is so fun to play. Elephants pushing and trampling units is so fun, and I wouldn't be surprised if this changes births a few elephant lovers in-game. The infantry units having different values from cavs and eles makes the most sense to me, tbh. It gives infantry agility, and tighter controls which their qudra-pedal brothers can only dream of. I'll try to recruit more testers for this and see how people feel about this in general, but I for one really love this and hope this gets pushed in the next alpha. Cheers.2 points
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Trying Atlas I found a few things I wasn't able to manage properly (or wasn't careful or patient enough) such as properly connected wall segments and turrets. I finally started to write (with heavy support by Anthropic Claude) a little map analyzer/checker/converter tool, written in python, able to check the maps created with Atlas and offer options to correct issues analyze existing maps , also from older game versions, giving statistics, finding and offering to fix glitches (resource placed underneath a building or wall, trapped units, gaps in wall segments etc.) add a (poor) map preview if not existing or convert the Atlas screenshot into a preview file. converting and fixing older scenario and skirmish maps using the conversion scripts by @Stan` (e.g. renaming persian objects/units to achaemenids) I was only able to test on windows, it should theoretically work on Linux or MacOS as well (Python 3.14, pyQT6, numpy and pillow needed, see documentation). No real guarantee to always work (definitely NOT on random maps), but I was able to successfully convert a few great maps from past I found in the forum and play them. Note 1: Below screenshots illustrate the GUI and its capabilities. (They may not accurately reflect the current version in all details) Note 2: I only started experimenting with maps so I haven't seen all pitfalls by far. Should you have observed further typical mapping issues, I'd be interested to know and try integrating these into the analyzing and fixing section of the tool if possible. post-atlas-1.9.2.zip CHANGELOG.md README.md1 point
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Lore: At some point in the second half of the 22eth century, Mars—which for over thirty decades had grown under the management of the MCC (Martian Colonial Company), an entity that ruled with an iron fist and exploited its people—transformed into a complex and brutal battlefield. Factions Martian Colonial Company Originally a corporation authorized by the United Nations and funded by Earth's wealthiest individuals and major powers to explore and develop Mars, the MCC gradually lost its legitimacy following allegations of abuse, corruption, and the exploitation of colonists. Once the dominant authority on Mars, the company now operates under intense scrutiny from both Earth and Martian factions. Its forces rely on strong, specialized units, heavy vehicles, and advanced industrial technology, while its extensive experience on Mars gives it a solid understanding of the planet's terrain and infrastructure. Mars Liberation Alliance A revolutionary guerrilla movement formed by Martian colonists opposed to MCC rule. The MLA initially brought together a highly diverse coalition of workers, settlers, dissidents, former soldiers, and local communities. Over time, ideological differences and internal disputes caused the movement to fragment into several factions. Although committed to Martian independence, some elements of the MLA maintain political ties or sympathy toward certain powers on Earth. Its forces rely on mobility, improvisation, ambushes, sabotage, and locally adapted equipment rather than conventional military strength. United Nations Coalition An international intervention force authorized by the United Nations Security Council to restore stability on Mars following the collapse of MCC's authority. The Coalition possesses some of the most advanced equipment, technology, and weaponry available on Earth, giving it access to a highly versatile arsenal. However, its greatest strength is also a major weakness: the Coalition is composed of military contingents from numerous nations, including several geopolitical rivals. Differences in doctrine, priorities, command structures, and national interests can lead to disputes and delays during critical operations. As a result, Coalition forces are expensive to deploy, require extensive training, and can suffer from poor coordination and limited situational awareness on the ground. Pirates Nomadic peoples of Mars who live as raiders, traders, smugglers, and scavengers. They have no permanent homeland or fixed bases, instead traveling across the planet in search of wealth, opportunities, and freedom from the laws and governments of settled societies. Mobility is their greatest strength: their infantry, vehicles, and combat units are fast and versatile, but lightly armored and poorly suited for prolonged engagements. Even their structures are designed to be mobile, allowing them to pack up and relocate across the battlefield. Ares Legion Originally a faction within the MLA, the Ares Legion was expelled after its increasingly militaristic and xenophobic ideology became incompatible with the broader liberation movement. The Legion rejects negotiations with Earthlings unless they first submit to the Rite of Ares, a ritual intended to prove their loyalty and willingness to accept Martian rule. They envision a Mars where Order and Strength are the law, and those deemed weak, disloyal, or unfit have no place in society. The Legion favors brutal close-quarters combat, fielding some of the most heavily armored troops on Mars. Their preferred weapons include shotguns, heavy firearms, and combat swords. The Swarm A Martian cult devoted to what they call the Ancients—an alien civilization believed to have existed countless ages ago and to have transcended the material dimension. According to the Swarm's doctrine, the Ancients bestowed upon them the Great Revelation, a body of knowledge that holds the key to humanity's next stage of evolution. Guided by this revelation, the cultists subject their own bodies to extensive genetic manipulation and biological modification, gradually sacrificing their humanity in the process. They also create grotesque biotechnological creatures for war, believing that every mutation, organism, and weapon they create follows knowledge passed down by their ancient gods. Their basic units are linked to a supermind, while their leaders and priests maintain a high level of individuality and self-interest.1 point
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Having played around with Atlas and a post processor/analyzer/converter post Atlas (https://wildfiregames.com/forum/topic/169808-map-making-support-and-conversion-tool-post-atlas/?do=findComment&comment=762301 ) I thought it might be useful to add a few capabilities to Atlas without actually changing it. My initial concern was the difficulty (for my clumsy attempts of editing) to place walls with segments and turrets properly algined and without gaps. Hence, I started defining a tool that replicates the in-game way of placing walls by dragging and connecting rather than placing individual elements. For this the tool would manipulate the Atlas-generated xml-file and hand it afterwards back to atlas for further editing and final touch. Well, implementing this handover in both directions, Atlas --> tool and tool--> Atlas, certainly allows manipulating other simple things in a kind of co-editing mechanism. Important to note: ATLAS is and will remain the primary tool mastering all the map creation complexity. My tool tries to help offering a few workflows only preserving Atlas' role as the master editor. So currently the workflow can be like this: You define a maps basic parameters, game characteristics, player characteristics etc. - either in Atlas or the new tool (in this case with a handover to Atlas). Then Atlas is used to sculpt the terrain and place landscape items. The tool can read the xml file output by Atlas and visualize both in 2D plan view and in simplified 3D what has been placed where and for which player, listing all elements. If desired, a wall or palisade can be drawn like in the game and gates can be added by simple selection of a wall segment. The tool also allows placing entitites of all kinds selected from a list with little images representing what the entity looks like in game. I also allows searching for and replacing entities on the map, e.g. all aleppo pines by oaks. The game's rules where entities can actually be placed are explicitly applied (e.g. no house in the ocean or on a cliff slope). Handover back to Atlas for modification/manipulation finalizing, whatever. If finalized, it is certainly possibly to use post-Atlas tool to verify a map works Oh, and finally, I had to find a name for the tool (used to be "prep-Atlas" similar to "post-Atlas"), but then I thought I should be a bit more creative. With a probably a bit to much creativity enhancer made from grapes, I cam up with this silly story: A character in history used and improved historical maps and related all to the legendary King Atlas of Mauretania, said to have been a geographer and astronomer (potentially related/referring to the Greek mythodologic Titan Atlas). This occured many centuries later (in the 1590s) when the Flemish cartographer Gerard de Kremer (Merchant), latinized Gerardus Mercator, came up with a map collection in a book named "Atlas" referring to that King and/or Titan. Our tool also came much later than the Atlas tool and uses its maps and tries to improve a bit. Strictly speaking the name "Mercator" in this context is not at all related to the 0AD timeframe, but, hey, the game calls a roman trader rightfully "Mercator" as well) So here is another BETA version for people willing to test: README.md mercator-0.11.3.zip CHANGELOG.md1 point
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I see I missed quite some posts from before: Indeed, equalising height was important (same reason ships would use towers), but the gangplank (epibathra) was used as early as the Siege of Motya in 398 BC. Indeed, because of the additional weight (another reason I proposed to change this tech to Raw Hides). I think only helepoleis could handle that (the one built at Rhodes was not the only one), or later towers from Imperial Rome (which could anyway spontaneously collapse, like at the Siege of Jerusalem in 70 AD). I also had helepoleis in mind when proposing champion ships and engines, since it would be a powerful siege tower unique to the Macedonians.1 point
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Undermining/countermining seems somewhat represented by direct infantry attacks on walls already (I see @Grautvornix just beat me to it). Adding it would be worth it only if tunnels/terraforming are somehow added to the game, but this doesn't seem a big priority to me, all things considered. What really needs to be added/improved first is the ladder/siege tower unloading on walls, and the fighting on top of them, without making walls even more obsolete, and that last bit is the tricky part. For starters, ladders should make units climbing them more vulnerable, and siege towers should be extremely slow, but I think none of this would be properly balanced without wall towers automatically shooting, which is something that was removed in the past already, I guess because spamming them was too OP. My view to balance all this is that walls shouldn't include wall towers, but instead wall segments should be upgradeable to towers (I use this word for both current sentry and stone towers) that shoot automatically (imagining thermals would damage engines), for a more appropriate cost. Spacing limitations between towers would of course be considered. I know it seems this adds micro, but it really doesn't: one has to build towers behind walls anyway since wall towers are useless without a garrison, which is a waste of units and micro, and this should just improve what's already automatic. In conclusion: wall towers should be removed, while walls and towers should be better integrated, with towers and gates automatically doing anti-engine fire damage (additionally having attested catapult towers is something I already proposed), with garrisoning improving all this. Posted ranged infantry on the top of walls would shoot (like now), while melee infantry would fight unloading enemy units better.1 point
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Another option could be undermining. It was used by the more technologically advanced civilizations too. Probably easier to do than ladders (just a guy with a pickaxe).1 point
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Like this? (next release will have it) =============================================================================== == isles-r28 <- pack.zip output: C:\x\mods\isles-r28, 12 files copied mod.json: ... ---------------------------------------------------------------------------- maps/scenarios/greek_isles.xml renamed gaia/flora_tree_oak -> gaia/tree/oak (3x, r27) ---------------------------------------------------------------------------- maps/scenarios/delta.xml renamed gaia/flora_tree_oak -> gaia/tree/oak (3x, r27) ---------------------------------------------------------------------------- 2 maps: 2 changed, 0 needed nothing; ... =============================================================================== Result: no failures left - ...1 point
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post-Atlas V. 1.9.0 is now available (please refer to the top of this thread to download). Fixed interlock between post-Atlas and the game when accessing the same archives Analyze tab: Player balancing information (staritng resources per player) fixed map enlarged preview Findings tab: fixed more replacement rules now also including actors and props double click to open "fix selected" window (thanks @Asher!) a mod's templates can be replaced with the game's own. (thanks @Asher! Please let me know if you find any bugs, or if you have more ideas and suggestions1 point
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I should make an art task for more siege tower models. That way folks can post up some references. If we're going to go through the trouble of creating more siege tower models (which we should), then perhaps each civ's siege tower should look somewhat unique. I also agree to giving it to move civs. We need to make them more useful and less buggy, but that doesn't mean they can't have them yet.1 point
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Tried to have it fixed in the next release. Here is what Claude commented: "Isn't letting me pick a replacement". Most likely those templates are supplied by another mod installed on the tester's machine. Then they aren't missing: they show up as one "N templates … come from mod X" finding, and there was nothing to replace. Choose replacements…, and a double-click on that finding, now offer to replace them with the game's own templates, chosen one by one in the usual table. The other possible case is an actor (a model placed directly, actor|…): the message now names those and says to replace them in Atlas. It's still worth asking the tester which mods they have installed. Yes, indeed, switching from Findings to Convert means pushing the convert button (or selecting the tab or the menu). Finally, when everything is finished, there is the output button (I don't like that button labelmyself but was not able to come up with anything better yet. "Do it" doesn't look so fancy and repeating "Convert" might be confusing)1 point
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Seems sensible. I don't have too much time now and won't have so soon. But I had a idea of using the game setup chat to share results. This way one can get faster to a bigger data base. During the transmission one would spam the chat window one time with a big wall of text. So there may be some guard rails necessary against abuse, but then again any user can spam the chat. So as I imagine it the broadcast would look something like this: ffm: [LoacalRatings V0.28] Sharing my game results for team games: Date Time (UTC+0) | Winnerteam | Loserteam 26.09.2026 20:00 | ffm(maur), a(iber), b(gaul), c(gaul) | d(gaul), e(gaul), f(gaul), g(gaul) This data could then be separately saved and in doubt deleted if you believe someone gave false data or someone had weird settings. Just as a sketch. A downside could be that users snitch on other users how often they play, I don't know if that makes some uncomfortable. This data is already shared via the replays but to a smaller extend. I guess best would be not to share your gamer nick with your boss. Edit: Actually this way whole replays could be transmitted. Don't know if one should. Maybe a new mod, share replays would be better. Host a game in the lobby for that purpose in the lobby, let some join that you want to share with and synchronize your data bases.1 point
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Hey @ffm2 - Awesome work! I made a mod of your mod. I thought the communication in your version was a little too verbose -- too much detail, and I wanted to quickly answer the question for the host: "WHOM SHOULD I SWAP" to achieve balance. I'm attaching the two files which I modified: gui/gamesetup/Pages/GameSetupPage/Panels/Buttons/BalanceTeamsButton.js gui/common/network~LocalRatings.js Mostly, I wanted to add the /suggest command, but I ended adding or modifying four: /evaluate /suggest /suggestteams /about In detail: /evaluate Shows player rankings, including observers, and evaluates the current two-team setup. It does not propose new teams. Example /suggest For 3v3 and 4v4 games, evaluates eligible one-player swaps between the stronger and weaker teams and displays up to two swaps that most improve the predicted balance. Example Output /suggestteams Shows the current team setup and, in a 4v4 game, several fixed rank-based full-team configurations. It does not show rankings. /about Prints attribution and the command summary. What do you guys think? ps - In this version, I also manually nerf my own LR rating, because it is a little ridiculous. I might be accused of using this to try to get better teammates, but I'm really just trying to make it as accurate as possible. pps - I'm ignoring edge cases. The mod only suggests for 3v3 or 4v4 game. I think that covers 99% of use cases. BalanceTeamsButton.js network~LocalRatings.js1 point
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Special attacks with bombers and nuclear missiles: (slowness is from the capture on the notebook, FPS in the top corner of the video). Gravação de tela de 2026-09-26 01-42-06.webm1 point
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Thanks for all the work on this, @victorcrimea. I'll try to test this on Windows soon.1 point
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Hello everyone! I’m back with more news and new images from World Rising! =D Over the past few weeks, I’ve made several important improvements to the project. New buildings have been added, new technologies have been implemented and tested, and everything is working very well so far. I also rebuilt all the meshes that needed corrections to ensure that the shaders and lighting work properly. It was a lot of work, but the visual results have improved significantly! Another big addition is the creation of the Yayoi hero Katsuro. With him, we now have 4 of the 5 heroes planned for the ancient Japanese culture, with one hero representing each Era. The 4th Era — the Bronze Age — is now established and working, making the civilization’s progression increasingly complete. I’ve also continued working on the Yayoi economy. Yayoi granaries now produce both food and fibers used for clothing, currently represented by the leather resource in the game. The dynamic weather system has also received some adjustments. Weather events now occur at longer intervals, while rainfall lasts longer. This makes weather changes feel less frequent and more natural, while giving each event a stronger presence during gameplay. World Rising continues to grow step by step. There is still a lot of work ahead, but every new building, technology, character, and system is helping the project develop its own identity. I hope you enjoy the new images! Please keep commenting and sharing your opinions, criticism, and suggestions. Your feedback and participation are always welcome! Thank you all for supporting World Rising!1 point
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They seem to have acquired them from Romans (possibly built their own with Roman engineers). https://penelope.uchicago.edu/thayer/e/roman/texts/cassius_dio/67*.html https://penelope.uchicago.edu/Thayer/E/Roman/Texts/Cassius_Dio/68*.html#9.5 Surviving evidence seems to point at bolt shooting light artillery rather than stone throwers. Page 86: https://whc.unesco.org/document/2049341 point
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https://analelebanatului.ro/en/view-article/320/ Seems to be arguing for the temples being granaries, but does not seem to be consensus. This other article was apparently refuting the granary theory. https://analelebanatului.ro/en/view-article/289/1 point
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Hello everyone! I’m here to share some more news about my mod, World Rising! Over the past few days, I’ve had to spend quite a bit of time fixing several meshes from the 3D models I created, mainly to make sure the lighting works properly across all objects. There are still a few meshes that need some adjustments, and this work ended up changing my plans a little for the next few days. Since I’m developing the project on my own, I’m trying to follow an approach that I consider very important: create, test, and optimize at the same time. Instead of leaving all the problems to be fixed at the end, I prefer to make some progress, fix what needs to be fixed, study the results, and constantly evaluate what can be improved. One of my biggest priorities is making sure that World Rising remains lightweight, visually appealing, and runs smoothly, even with thousands of assets being rendered on the map in real time. Because of this, I’m reviewing models, meshes, textures, and other elements to find the best possible balance between visual quality and performance. It’s a huge challenge! Especially when working alone on a project of this scale, but we’re moving in the right direction, and little by little, World Rising is taking the shape I originally envisioned. For now, here are a few images from the development process. I’ll be sharing more news and updates soon! Feel free to comment, share your opinions, criticism, and suggestions, and take part in the development. Your feedback is always very welcome! And a special thanks to Stan, who pointed out the mesh issue and helped me notice an important problem that needed to be fixed. Thank you to everyone who continues to follow and support World Rising!1 point
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Update on the LR_Teambalancer: Removed the game setup page .xml including the buttons to balance the teams and evaluate the current teams. The new popular mod extraplayers overrides it. Commands in the game setup: /balance /evaluate /rate playername 2000 Also to clarify a common confusion: The teams are paired by the conservative rating e.g. 1800 - 400 = 1400 The winning estimation is calculated by the raw rating e.g. 1800 Might be confusing, but my attempt to simplify it wasn't better (e.g. using only conservative). Also if @Mentula doesn't like me to hijack the thread, just say if I should detach or so. IMO it belongs here best. LocalRatings_Teambalancer.zip1 point
