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Showing content with the highest reputation on 2026-10-09 in all areas
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O tempora o mores! While all this appears phantastic at first glance, it is also raising quite some concerns - who would take the endeavour of inventing and creating a complex tool or an app anymore if it is decompiled and recreated so (relatively) easily? Why should anyone develop anything serioulsy if it cannot be sold but rather easily copied/recreated. All the beautiful services around a product (the Red Hat model?) can probably also be implemented by AI soon. All this is not only about the invested effort for the "coding" itself but also all the real software solution engineering, from specification and definition to design, testing and documentation that is now being copied and "harvested" quite easily. I know: because it is possible it will happen anyway. I just expect another round in the fight for IPR protection etc. No solution in sight as it seems. Sorry for the rant.3 points
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Hi everyone, I'm working on a narrative campaign for 0 A.D. and I use Atlas a lot. I'd like to collect feedback from other map makers ( good or bad experiences.) The goal is to help the developers understand what's really missing. Here are 3 things I personally need: A tree generator, because right now I have to place trees one by one. A way to make units enter buildings. A way to see scripts running while I test Feel free to share. Thanks!2 points
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Totally agree for some tools like "tree brush" Inspired by my little experience on Atlas, and some child memory of Stronghold and Empire Earth 1 not by "importance" just by head 1 A way to set Diplomacy between team/ player ? (I dont find any without code ? ): Player 1 is enemy with Player 2; both is Neutral with Player 3 2 Somehow, the water level should be higher by default, or the "ground level" should be lower, In default setup, it seem I have to dig way too much to see water (compared with unit size) 3 An "auto-passibility-tiling" (dont know how to name that) but when modifying the terrain, if it become impassable, "colorise it" with a cliff/rock texture automatically 4 Could be nice having some "preset" of elevation like flat (default ground elevation), cliff (impassable) and "naval" (impassable/ underwater) and/or a "pipette" for elevation These 3 could make more easier the first draft of a map, making the big shape first then affine 5 Having a panel for "flora/gaia" entities (tree/rock/animals) and on for "players" entities(unit, building) Always having the ability to set each affected to Gaia or Players but stored separately 6 The "simulations" buttons (play / pause/ reset etc) should be on the top menu, on top of the "world view", having to switch panel and scroll down to click, bother me xD 7 I would say the ability to edit "metadata" for unit / building (like current HP for wounded unit), maybe there currently a way, I just doesn't find it I'm really not a map maker, but Atlas doesn't encourage me neither :p2 points
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I think he means the reality of war, one of the main reasons not to have pregnant women or children in the game and be content with the present level of abstraction in that sense. Although none of this justifies pikes through walls2 points
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Battles atop walls would be frankly amazing, that is one of the best parts of total war ngl2 points
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@lilypoppy Can you send me a script ? What kind of accent are you looking for ?1 point
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Why the ping lol? Am I part of the team now? The two biggest problems I have with the Atlas are that Trigger scripts must be written outside of the atlas, while I enjoy coding them it’s annoying to have to open 0ad a hundred times to test them. The other is that I can’t seem to be able to pan the camera up and down, I’m stuck at one angle. I’d prefer something to Blender where you can freely fly through the map.1 point
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It's called Atlas Scenario Editor (hover over the Scenario Editor button and read the tooltip on the upper right). The opened window is titled "Atlas - Scenario Editor". That's weird... I'm on Win 11, game is 0.28.0 a2cae.1 point
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I don't want to advertise too much, but we obviously found similar issues in using atlas (the built-in map editor of the game). I started writing a tool around that helping me in defining things more easily. I named this tool "mercator" according to the guy who used original antique maps, improved them and published the first map collection as a book named "atlas". You can find it here: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/ @lilypoppyThe mercator tool allows filling an area with a defined mix of trees each with a random rotation. This should address your first issue on the list. @eZamus In mercator, you can define basically the game and player conditions as requested in your first issue. Also you can place entities as described in your item no.5 . I am still working on terrain sculpting features, defining cliffes, roads, hills, water levels etc. (works already, but the GUI is still too cluttered for me) This will be the next major release of mercator. I do appreciate your ideas and observations, eagerly taking on board your wishlist. Let me see what can be done...1 point
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I am starting to build structures for the factions (the rebel factions already have buildings, but they were AI generated, they are quite simple and I didn't want to put too much effort into them). These are the first structures for a faction inspired by real world South Korea: the National Assembly building, a hospital, and two types of apartment buildings. I am modeling them in SketchUp because my Blender skills are limited.1 point
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@ManasManushya If it helps! I think simple tools (mods) that don't break anything when removed are the way to go. Post-Atlas helps me a lot with stats.1 point
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I want to try out as many features as possible—so that the campaign can serve as a case study . so yes.1 point
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I think this is the correct approach. The game doesn't give everyone everything they actually used, but a limited set consisting of the most representative units for a given civ. A large roster only implies most units will be constantly ignored, while those included have to be just sufficient to somewhat reproduce the most known tactics used by said civ.1 point
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Perhaps with incendiary units. Someone throwing torches or immolating themselves with amphorae of oil1 point
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Not in a satisfactory way yet, and I personally don't support everyone having them—not as a siege unit; they serve more as a substitute for the lack of better siege equipment.1 point
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Now they have to do the same with Homeworld: Cataclysm (later Emergence) and include it in the Homeworld Remastered Collection.1 point
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I'm putting together the most relevant changes for a PR an Issue, as suggested to me many times. I think descriptions should be four lines long or a bit less, and for the Athenians it's at its limit, "lost its independency" (independence) would be too long. That whole sentence is: "Ancient Athens rose to an imperial power after defeating the invading Persians twice in the early fifth century BC and fell in 330 BC, when they lost the Battle of Chaeronea to King Phillip II of Macedonia." My present alternative is: "Ancient Athens rose to an imperial power after defeating the invading Persians twice in the early fifth century BC until 338 BC, when they lost the Battle of Chaeronea to King Philip II of Macedonia." Hopefully that's acceptable for everyone. In fact, I can show here how the PR is going (for 1 to 5 it seems ok, 6 and 7 might be more controversial, and 8 would require more work): 1) 0ad/binaries/data/mods/public/simulation/templates/template_gaia_fruit.xml could make use of a "Regenerates: 1 Food / 5 seconds" line, as mentioned in https://wildfiregames.com/forum/topic/163686-newbie-questions-i-cant-beat-easy-ai-as-romans/page/2/#comment-760818 2) For the Spartans: -Tyrtean Paeans should be Tyrtaean Paeans: typo on this Syssition tech. -Perioikoi Hoplite, Perioikoi Cavalryman and Skiritai Commando should be Perioikos Hoplite, Perioikos Cavalryman and Skirites Commando: not to mix plural and singular, I think. And all accents (´) should always be removed from Ancient Greek names, as per 0 A.D. nomenclature guidelines. 3) For the Athenians: -Phillip should be Philip, and "and fell in 330 BC" should be "until 338 BC" in their civ description. -Athenian Long Walls should be Makra Teichē (Long Walls): their name, and no need to add "Athenian". -Arsenal of Philon should be Philōnos Skeuothēkē (Arsenal of Philon), and Ostracism should be Ostrakismos (Ostracism): to follow proper nomenclature. 4) For both of them: -Better if the end of line in the middle of the civ description is removed: it particularly messes up Spartans' structure, when it would be nice if all civs have a four-line paragraph description with no unnecessary breaks. 5) In general: -"Civilisation" should be "Civilization" (in Civilisation Overview, under it in Civilisation Bonuses, and under Match Set-up, at least) and "Civic Centre" should be "Civic Center": as per 0 A.D. guidelines to use US English. -In Catafalque Bonuses some isolated things appear in parentheses: Benefactor, Saviour, Quartermaster, and Lui Che. The last one is quite incoherent with the rest, and if the idea is to use those adjectives for everyone, they should be added when all of them are decided, otherwise it looks untidy. -Ploion Phortegikon (Merchantman) should be Holkas (Merchantman), and Ploion Halieutikon (Fishing Boat) should be Epaktron (Fishing Boat): the present name comes from someone posting "I don't know what the correct word is, though. Perhaps ploion phortegikon?". His source is fine for the fishing boat, but I came across these terms in Casson's glossary. 6) Hopefully not many will be against that: -Lithobólos (Siege Catapult) should be Lithobolos (Stone Thrower): The translation is both incorrect and misleading for the period (bolt shooters were more commonly called catapults then), and Lithobolos (Stone Thrower) pairs better with Oxybelēs (Bolt Shooter). -Embolon (Bronze Ram) should be Tripteroi Emboloi (Three-Finned Rams): bronze rams appeared before 500 BC, and the Ramming Ship unit already has it. The three-finned version is an appropriate upgrade, and what's actually in the icon already. -Hippeús (Greek Cavalryman), Pródromos (Cavalry Javelineer) and Epilektos (City Guard) could be Athēnaios Hippeus (Athenian Cavalryman), Athēnaios Prodromos (Athenian Scout) and Athēnaios Epilektos (Chosen Athenian): since they were common across Greece, but for Athens they had their own characteristics. -Spartiátēs could be Spartiatēs Hoplitēs: also because there were old Spartiates who didn't fight anymore. 7) Maybe some will be against that: -Spartan Olympic Hoplite should be Hippeus (Royal Guard): a designation of hundreds is being ignored in favour of what would have been a handful, and based on imprecise translations, since they were "a crowned victor of a contest" in general. -Syssition should be Pheideition: to use the Spartan name. 8) Icon improvements: -For Arsenal of Philon: instead of a flipped Arsenal icon with blue background, the actual building (https://sketchfab.com/3d-models/skeuotheke-epigraphical-museum-of-athens-acb146db37e442a6a9d82cbc59acf97d). -For Ostracism: instead of a fist like Will to Fight, an inscribed ostracon (a piece of pottery where the name of the person being voted to be ostracised would be scratched on). -For Hypozomata: instead of an anchor, the actual cables (as AoE did). -For Sacrificial Ritual: instead of the same as Kripteia, something not representing human sacrifice (like a goat skull), but I think plenty of things have to be improved regarding Temple techs, some of which don't even have a proper name or icon, as I've already proposed in https://wildfiregames.com/forum/topic/143241-thoughts-on-the-spartans, where plenty of other less direct renamings are proposed, as are in https://wildfiregames.com/forum/topic/169738-thoughts-on-the-athenians, which need more discussion and review on how other civs would be affected.1 point
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For selection of exisitng objects: CTRL-drag for an area, CTRL-click to add/remove from selection). The you would need to click on "Selected items" then the list should show. Would you prefer this list automatically showing up? (hiding was meant to declutter a bit) show up. Filling an area: select one item left click on the map an drag, left click for each corner of the polygon, double click to finish. There should be yellow dots inside shoiwng the filled objects (in the image below I did not do the final double click yet). Now I did and it shows as still selected on the selection list allowing for additional edits : Now did: For a mixed fill, select an entity, push "add chosen" select another one, click "add chosen", etc. and choose the fill ratio. Then continue defining the area as above. Voilà:1 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
