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Showing content with the highest reputation on 11/07/26 in all areas

  1. Hi everyone, I want to share a feeling and look for solutions. I follow many projects that are in development at various levels, and 0 A.D. is rich and alive. The only thing is that the history-focused and gameplay-focused communities create tensions, which in my view should come together around this beautiful project. Right now it only creates tensions, which I find sad. I'd also like to point out that there is no sub-forum dedicated to solo/history. I think it would be good to find solutions so that both communities can coexist together. Thank you !
    3 points
  2. Thank you for sharing your inspiring ideas lilypoppy and also to @Grautvornix! If I understand you correctly, you endorse three subforums to "Gameplay Discussion": "Historical gameplay", "Single player" and "Multiplayer". I would vote for it!
    2 points
  3. Yes, and I add more animals create by @Duileoga.
    2 points
  4. Some Artcraft programs are no longer related to art, so I started this topic. Craft Anything is an open-source project that aims to make software development more accessible through AI agents. Its main idea is to allow users to study existing software, understand how it works, and use AI to build their own implementations. Unlike a simple AI app generator, Craft Anything focuses on combining software inspection, reverse engineering, and AI-assisted development. They've released an interesting one. Craft Anything... The idea sounds ambitious: using AI agents to turn natural-language instructions into actual software. But how far can this approach go beyond simple demonstrations? I only wrote this part as an introduction; I would like to do a simple project like recreating the Encarta encyclopedia but with topics of my preference.
    1 point
  5. Fascinating subject! It works for simpler projects already (see "my" implementations of mercator and post-atlas elswhere in this forum, using Anthropic Claude for SW development while I do the specification and testing). I can tell from this experience that the software development itself is certainly the largest part, but specifying the tool and its GUI and testing also requires quite some effort. Thus, if you reverse engineer an existing tool with an already existing GUI and CONOPS/user logic, this could work well.
    1 point
  6. @ObélixI don’t think this will resolve every situation, but in my view, it can at least provide a framework for the discussion. I experienced many consequences and lost valuable contributions...
    1 point
  7. Here is an intermediate bugfix version of post-atlas: Version 1.17.0 with a few new items, like a better handover to/from atlas with versioning and additional safeguards. a crashlog mechanism now served by an internal watchdog to allow better root cause analysis in case of a crash. a handover to mercator in case you want to edit something on the map. a check that items placed are where the game would alow them to be placed, warning if they are not. Exampels are trees or builidngs on a steep slope, in water or the like. Note that this is not a fail but only a warning to make the user aware. 3D view mouse movement mechanics aligned woith what is implemented in mercator, the companion tool for map editing, available from this thread: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator) and a large number of bugfixes and accelerations. Please let me know your observations, comments, any issues or suggestions! CHANGELOG.md README.md post-atlas-1.17.0.zip
    1 point
  8. I second that! For gameplay: casual single player vs competitive multiplayer versions are indeed two variants that equally need attention. If we have contradicting requirements, shoudl we consider making that configurable options (i.e. if single player is selected then the game behaves like this, and if multipleyer is activated, that the game is has particular other features). In this way we can avoid changing somthething back and forth, depending on the current status of discussion. As for the history discussions - these are absolutely fascinating! I guess everyone is learning a lot - even we learn that many things can be disputed as the historical sources are contradictory, biased, scarce or even missing completely. This is the nature of the beast i would say naively. So, while I do appreciate a lot(indeed!) the engageed and excited fascinating discussions of historical details that are certainly not undisputed, I 'd also appreciate if personal statements can be avoided. Lets try keeping a gentleman style.
    1 point
  9. Yes, I did that in my mod. The map shown in the photos is nearly twice the size of the "giant" map; I also had to tweak the engine to improve performance and ensure the AI can correctly account for all objects in the scene. I’m putting a lot of work into performance to keep the gameplay fluid, which has been a major challenge—I’ve been repeatedly reworking many of the objects to make them as lightweight as possible. Currently, the biggest strain on the map comes from the constant logging used to verify that the enemy AI is functioning correctly; once that process is complete, I’ll focus even more on performance optimization.
    1 point
  10. Hello my friend, I’m glad you left a comment. I haven’t worked on the water section yet; the only thing I’ve added so far is the sound of the sea and the waves. I still have a lot of work ahead of me—there’s so much more I want to add to the game. As for some advice on creating the splash particle effect when the helicopter hits the water: you should modify the engine so that the particles don’t follow the camera, keeping them fixed along a specific axis instead. You can then set up a point beneath the helicopter, and whenever that point touches the water, it triggers the splash particle effect. I believe this approach will work for you. Good luck!
    1 point
  11. Thank you so much for the information, for now the workflow is blocked due to personal lack of time caused by the university lessons.
    1 point
  12. I just re-roll the match when I get one of the above or some other no/scarce wood maps. I think it would be nice if it were possible to create your own pool; for example start with all maps and then de-select those that suck/don't fit your play style.
    1 point
  13. Please also see the discussion in another thread:
    1 point
  14. By the way, I think this one is in the mod but only with green feathers from the wings to the wings; there is another version of this bird with yellow plumage. https://en.wikipedia.org/wiki/Scarlet_macaw I don't know if @Lopess can confirm.
    1 point
  15. At least this should improve some details.
    1 point
  16. All illustrations depict the same event: Sanghamitta's arrival in Sri Lanka and the transport of the Bodhi Tree. This is a myth that is still very important today for some people, so one should not expect the illustrations to accurately represent historical reality. It should also be remembered that these representations have a nationalistic character. Sri Lanka is divided into two populations that are in conflict, one Buddhist and the other Hindu or Muslim. There is a Sinhalese artist called Prasanna Weerakkody who made some historical illustrations, some of them have been used already by 0AD team to modelize the ships. However, you should note that the event from Sri Lanka are not connected to the Mauryan empire:
    1 point
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