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  1. Athena's owl, the Little Owl (Athene noctua), often doesn't have a specific name in myth but is called Glauca, Glaucus, or Glaux (meaning "gleaming" or "bright-eyed") and symbolizes wisdom, insight, and the city of Athens itself, appearing on ancient coins and associated with her epithet Glaukopis. Species: The specific bird is the (European) Little Owl (Athene noctua), common in Greece. Symbolism: It represents wisdom, vigilance, and the ability to see hidden truths, reflecting Athena's own attributes as goddess of wisdom. Names: It's often referred to as the "Owl of Athena" or "Owl of Minerva" (her Roman counterpart). In Greek, Glaux (or Glauca) refers to the owl and is linked to Athena's "owl-eyed" (glaukopis) epithet. Mythological Connection: Some Roman myths mention a woman, Nyctimene, transformed into an owl by Athena for protection, but this is a later story. Cultural Significance: The owl was a powerful symbol for the city of Athens, appearing on coins and pottery. ------------------------------------------------------------------------------------------------------ Voila: My birthday gift to myself this year: My first tattoo. I chose Athena's owl, Glaucus ("bright-eyed").
    10 points
  2. Position: 3D Modeler and Texture artist Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Emma Anufrij Location: Nuremberg, Germany Availability: I can currently contribute around 15–20 hours per week, especially during my semester break. In about six months, I expect to be available for approximately 10–15 hours per week, depending on my academic workload Age: 21 Occupation: I am currently a student and focus most of my time developing my creative and technical skills in 3D art and game-related content creation. At the moment, I am on semester break, which allows me to dedicate more time to contributing to the project. Skills and Experience: I have experience working with Blender, Substance Designer, and Substance Painter for 3D modeling, sculpting, and texturing. I am also familiar with Krita for digital painting and texture work. I am comfortable working independently as well as adapting to existing pipelines and artistic guidelines. Motivation: What motivates me most is my goal of one day contributing to the art and game industry in a meaningful way. I am eager to improve my skills, learn from more experienced artists, and gain hands-on experience by working on a real project. Being part of a friendly and collaborative community also inspires me to grow both personally and professionally. Personality: I am a thoughtful and optimistic person who finds joy in small details, deep conversations, and discovering new perspectives. Short Essay: I have always enjoyed playing 0 A.D. with my father ever since I was a young girl. I must have been around 11 years old when I first played the game. About a year ago, the game caught my interest again, and I started playing it from time to time whenever I had the chance. By coincidence, I recently found out that it is possible to contribute to the game as an 3D artist. That immediately hooked me, and I knew right away that I really wanted to become part of the project. Through my participation, I hope to build connections with other artists who are more experienced and have a deeper understanding of their craft, so that I can learn from them. I also hope to become part of a friendly and supportive community that I can give something back to over time. Interests and Hobbies: In my free time, I love getting lost in music, drawing, playing games of all kinds, and diving into personal 3D projects. I also enjoy board games and taking care of my little collection of plants, which always keeps me busy and happy. Staff: I do not currently know any of the staff personally. Community: I occasionally participate in online art and game development communities, forums, and learning platforms related to 3D art and game design. I also attended the Blender Conference in Amsterdam last year, where I connected with other artists and learned more about current workflows and industry practices. Favorite Game: My current favorite games are Shakes and Fidget, Life is Strange, What Remains of Edith Finch, and The Book of Unwritten Tales. Overall, I especially enjoy story-driven and atmospheric games, as well as fantasy and humor-based adventures with strong world-building. Work Examples: I have not yet had the opportunity to work as a 3D artist on a professional team project. However, I have included several personal and university-related projects that showcase my skills in 3D modeling, sculpting, texturing, and digital artwork. While I don’t have long-term professional experience yet, I am eager to learn, improve, and contribute to real projects. Below I attached a two pdf with some recent examples of my work: Portfolio-01.pdf Portfolio-02.pdf
    7 points
  3. So if you destroy it does it turn back into a completed army camp again?
    6 points
  4. 6 points
  5. As many have noticed the server was at it's limit resulting in degraded performance for various services (Let's blame AI scrapers). As a result of the migration some services may experience interruptions, this includes the forum and the game lobby. If all goes well the the migration will be over in the next few hours. We ask for your understanding.
    6 points
  6. A German and an Italian enter a bar. Perfectly normal conversation ensues.
    6 points
  7. Buenos días o tardes; -Así se ven en el juego las facciones asiáticas; (Sólo faltan los Yayoi y Xiongnu ya que recibieron una actualización ,en unos días subiré las fotos) ¿Qué otras facciones les gustarían que fueran incluidas en la segunda versión del mod? Asia(22) Anuradhapura Armenia Arsácidas/Parthos Asmoneos Beduinos (nómadas) Coreanos (gojoseon) Escitas (nómadas) Greco-bactrianos Hồng Bàng Himyar Kartli Malaydwipa Minyue Pyu Suvarnabhumi Tamiles Tocarios Vyadhapura Xiongnu (nómadas) (Faltan) Yawadwipa Yayoi (Faltan) Yuezhi (nómadas) Anuradhapura Armenia Arsácidas/Parthos Asmoneos Beduinos (nómada) Gojoseon (Coreanos) Escitas (nómada) Greco-bactrianos Hồng Bàng Himyar Kartli Malaydwipa Minyue Pyu Suvarnabhumi Tamiles (drávidas) Tocarios Vyadhapura Yawadwipa Yuezhi (nómada) Disculpen las molestias*
    6 points
  8. Since I was told that “creating a dedicated post for a specific feature” is a good idea, as is including “diagrams or mockups to make communication with other community members easier”, I’m going to do that for my idea of how to better deal with selections, formations, groups and battalions, explained here: In summary, selections automatically define battalions, which override groups and can be disbanded by breaking formation, making all these concepts unintuitive and entangled, when they could be useful and independent. I proposed for battalions to be defined and selected with ctrl+alt+number and alt+number, respectively. I mentioned battalions to appear as a box surrounding group icons, but I’m going to invert that since battalions are a more “compact” concept than groups, thus icons will be battalions and boxes with labels will be groups. The following figures are edited, I did not code anything Figure 1: this is how battalions would look like, with battalion 1 for hoplites and battalion 2 for javelineers. Battalions must have exclusive definitions since their function is just to treat the battalion as a unique unit. Each would have the little flag, and the icons on the left are representing them with their number. A formation has been set for them. Figure 2: this is how 3 groups, group 1 for hoplites, group 2 for javelineers, and group 3 for all of them, would look like. The boxes around each icon with a label indicating the group they belong to are shown on the left. The icons themselves don’t have a number because in this example they are not part of a battalion. No little flags. No formation is set here, but it could. Figure 3: this is how battalions 1 and 2 belonging to group 3 would look like. A formation is set for the whole group 3. Clicking on the icons would select the battalions, while clicking on the label would select the group. The label is thinner but one could smash the cursor against the side, and when a label is there no sideways movement should happen. Right clicking on icons or labels would disband battalions or groups, respectively. Figure 4: same as before, but if one were to use alt+formation instead, for each battalion to acquire that formation. The same could be achieved by forming each battalion independently, but it would be slower, particularly when having a lot of battalions in a group. Figure 5: splitting battalion 1 into battalions 3 and 4 to better show the advantages of the previous concept. This is how Total War games work. It would be good if 2 digit numbers were allowed, not to run out of single digit ones (for group labels maybe they should be written vertically). Figure 6: now to something TW games don’t do, groups inside battalions. Battalion 5 has been defined for all units, with group 1 for hoplites, group 2 for javelineers, and group 3 for all of them. When a group doesn’t include the whole battalion its label should be shown on the right. This is useful to sometimes have different parts of a given battalion do different things, for situational flexibility. This is the last case, the following figures are considerations and variations of this. Figure 7: to show its versatility, this is what would happen if group 1 includes more units, mostly Skiritai in this case, and group 3 includes more units besides battalion 5, mostly surgeons in this case. Clicking on the label 1 besides battalion 5 could select the onscreen units from group 1 belonging to that battalion, clicking on the Skiritai could select the onscreen units of group 1 not belonging to that battalion, using alt would also select the offscreen units, and double clicking any group 1 label would select the whole group 1. Similarly with battalions, clicking once on battalion 5 with label 1 would also select the onscreen units from group 1 belonging to that battalion, but double clicking it would select the whole battalion 5. Edit 1 day later: I think better to forget this "alt" modifier and make no differentiation between onscreen and offscreen units (just like groups work now anyway) since it would be confusing with alt+number, used to define battalions. Figure 8: an option or alternative to have for Figure 6, show an icon for composition of the subgroups. This also increases the area for clicking them. They don’t need to have a number 5, because the parent already has that number, and it would be redundant, there cannot be sub-battalions, by definition of what a battalion is. There can be subgroups of subgroups, just that for now they would appear as new groups (just as 1, 2 and 3 appear here, 1 and 2 being subgroups of 3), but there could be another way I’ll describe at the end. Figure 9: an alternative of how to represent Figure 6. I like this more, but wanted to show more intuitive things first to be clearer. Figure 10: final figure, using the previous concept, with the icons for composition of the subgroups to expand the area to click them, and considering that more units, mostly surgeons, not belonging to any battalion, belong to group 3. With this fleshed out representation there could be an alternative way to represent subgroups of subgroups and so on, just by attaching them horizontally (vertical multiplicity of icons and labels for parents will also increase, but I doubt anyone would need so many subgroups). I hope this was clear and be considered as a possible way to comfortably use groups and battalions at the same time, and if there's a weird case you think this wouldn't work let me know, it would be fun trying to figure out what the representation should be.
    5 points
  9. Hi everyone, I'm here to give you an update on my World Rising project. The Jomon culture is 90% complete, only needing improvements to the watchtowers, rebuilding the walls, and creating the monument. I've made several adjustments regarding the order of construction, technology order, and units. I've been studying animation but haven't yet achieved the expected result; I'm studying more about it... here are some images from the Stone Age, which is 100% complete. I'll bring more news soon.
    5 points
  10. They will be no balance changes anymore for R28. But if you want to whine, you should stay respectful to those who worked on the release. For balancing, currently @real_tabasco_sauce is the code owner of the templates (unit and tech stats) and he is often open to suggestions.
    5 points
  11. Äääähhhhhh Is that how the German wonder is supposed to look like when it's not destroyed???
    5 points
  12. There is a new RC at https://releases.wildfiregames.com/rc/ There are small changes to the Germans and the warning in on the summary page has been fixed.
    5 points
  13. Good evening everyone!!! I’d like to share some more updates about my mod World Rising! Let’s start with the flora I’ve created new trees, grass, and plants inspired by the Japan region, with the goal of developing a dedicated biome for this area. I’m also working on a Japan-themed map to fully support this environment. I’ve also finished the Jomon Culture Monument, and I have to say—I’m really impressed with the result. It was one of the most enjoyable assets I’ve created so far, both visually and culturally. Behind the scenes, I’ve made many adjustments to unit and building templates, improving balance and overall organization. My next step is to continue creating more trees to further enrich the Japanese flora. After that, I plan to fully finalize the Jomon culture. For now, enjoy some screenshots of the progress!
    4 points
  14. Okay everyone, so I got the easier ai done. I present to you, the one and only (AFAIK) EasyAI!!! EasyAI has the following changes (read the README for more details): - EasyAI never builds arsenals or fortresses. - EasyAI never trains heroes or siege machines (though it can use captured ones) - EasyAI sends smaller attacks, around half the size of Petra's. - EasyAI takes much longer to phase up. - EasyAI trains less workers. - EasyAI builds less fields. I tested EasyAI against Petra, and Petra beats it consistently and severely. Let me know what you think of it. This is only version one, I might make some more changes in the future (EasyAI never betrays the player, EasyAI never captures buildings, etc.), but here it is: EasyAI.zip
    4 points
  15. WIP. Thoughts on the concept in general? Other than the deletion of unseen faces, any artistic or technical advise? What do you think of this kind of burial chamber? Is it ahistorical? Two stones together (or three at both ends) make up a prop, that adapts to the terrain. Unfortunately the whole concept only works with a lot of props, and this is even without any plants or bushes: What would be an appropiate number of props? Any idea which props are worth to be added? Cadaver of a horse or human corpse, weapons, wagons etc? File's attached. Please test on different biomes and different terrains. stone_ship.zip
    4 points
  16. Hey, I put this list together. It has every class, both the VisibleClasses and the Classes, for triggers, auras, techs, etc. Hopefully someone finds this helpful! classes.txt
    4 points
  17. Hi All, This week's brand new free-to-use-with-attribution music tracks are: On my Fantasy 13 page: "VILLAGE LIFE WAS HARD" – (Looping) You can listen to it here: https://soundimage.org/wp-content/uploads/2026/01/Village-Life-was-Hard.ogg And download it here: https://soundimage.org/fantasy-13/ We also have: On my Puzzle Music 8 page: "ISLAND PUZZLE MYSTERY" – (Looping) "BUILDING STRANGE THINGS" – (Looping) https://soundimage.org/puzzle-music-8/ And on my Drama 3 page: "END OF THE LINE " https://soundimage.org/drama-3/ A MUSIC PACK THAT GROWS WITH YOU Please be sure to check out my Ogg Game Music Mega Pack...over 1400 tracks and growing! Plus users receive updates as I add new tracks so the pack grows with you. https://soundimage.org/ogg-game-music-mega-pack/ Enjoy, stay safe and keep being creative. And please share my site. :-)
    4 points
  18. I think a Wonder should reflect the cultural highpoint of the civilization. I am not sure the destruction of a structure of another civilization is a highpoint. The Grove of Fetters would be a more appropriate candidate. Imagine, the player spends 3500 resources and places the wonder in the most defensible location of the city, only to get the smoking ruins of a camp...
    4 points
  19. Buenos días/tardes/noches; - @Lopess @Alisson Fabrini @lukamas Disculpen las molestias*
    4 points
  20. Hey everyone! The new release is out! Version 0.10.0 (sorry I didn't post the last three). It adds the Fairy Enclave civilization, Minor Factions, fixes Stealth and Camouflage, and adds a fully functional campaign (i'm looking at you, @Atrik). You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0100#downloadsform.
    4 points
  21. Buenos días o tardes; -Así se ven en el juego las facciones europeas; (Sólo faltan los íberos y Siracusa ya que recibieron una actualización ,en unos días subiré las fotos) ¿Qué otras facciones les gustarían que fueran incluidas en la segunda versión del mod? Europa (12) Bósforo Dacios Delmatae/Dálmatas Épiro íberos (faltan) ilirios (proprie dicti) Lusitanos Sármatas (nómadas) Siracusa (faltan) Suevos Tracios Urálicos (nómadas) Bósforo Dacios Delmatae/Dálmatas Épiro íberos (faltan) ilirios (proprie dicti) Lusitanos Sármatas (nómadas) Siracusa (faltan) Suevos Tracios Urálicos (nómadas) Disculpen las molestias*
    4 points
  22. -Es un gran proyecto, y quiero agradeceros a todos vuestra gran ayuda e interés: @Lopess @Alisson Fabrini @Stan` @wowgetoffyourcellphone @Seleucids @Genava55 @wackyserious @Ultimate Aurelian @Lion.Kanzen @Obskiuras @Carltonus @AIEND @Trinketos @Yekaterina @real_tabasco_sauce @Sundiata @lukamas @Tomcelmare @LordGood @DIYARAKUZA @Radiotraining @soloooy0 @andremm486 @Mr.lie @Dakara @Ardworix @Belisarius17 -Por último pero no menos importante , una Mención honorífica: @uovobw -Además ,con toda certeza me estoy olvidado de mucha gente. Disculpen las molestias*
    4 points
  23. Buenos días ,tardes o noches: -Aquí les dejo un avance de los bocetos de todos los mapas americanos de Tipo Escenario: Civilización------(Mapa) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1 y 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) (El 16 ya existe en otro mod y solo hace falta agregarlo) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1) 3. Arawakos(Antillas Mayores 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) Mapa de tipo Escaramuza: 15.Hisatsinom (Gran cañón del colorado ¿Qué opinan? Disculpen me por las inconveniencias *
    3 points
  24. I'd say Stan answers the question pretty well right below the orginal poster. I don't really think 0 A.D. is similar to AoE. But i'm not really interested in the discussion either way tbh. I'm not one of the developers btw and comparing an open-source game in alpha state to finished commercial releases is a bit funky too. You could make a mod implementing changes you want and if you need help with how-tos i'm willing to help when i stroll by the forum.
    3 points
  25. Hi, I checked 0 A.D. around 15 years ago, and only lately had another go at it. I found it quite nice, with some interesting ideas. Lots of respect for the volunteers, it's impressive how it looks already. Obviously it still has many rough and suboptimal things, as expected from an unreleased game (and released ones, for that matter). In some ways it’s so good that I feel compelled to say that in other ways I think it risks missing the mark in making itself attractive to new players, for reasons I might tell later on (obviously I don’t mean to be mean). For now I just wanted to mention a few trivial things I noticed (maybe some are actually implemented and I didn’t find them), I hope this is the right place for this: 1) The loading screen with tips goes away too fast for me, it should say “press any key to continue”. 2) Many times I would have wanted that double clicking on the idle worker button would select all of them. 3) Many times I wanted to remove a few units from a selection. I think this could be done with shift+right click on the selection panel icons, removing a unit from the icon clicked, since just right click removes the whole icon from the selection. 4) Continue Campaign should appear only under Single Player, otherwise seems too redundant, and a bit confusing. 5) New Campaigns shouldn’t be allowed to have the same name as a previous one. 6) Many times I just wanted to Restart Scenario, instead of having to set up everything again, or to Load Game from one. 7) It would be nice to have the option to hide health bars, and better, hide full ones only. 8) I know about ctrl+D, but extending a bit zoom range (both in and out) could be a menu option. And I also found myself wanting to look a bit upwards, but it has to be fixed for gameplay since structures that should not be seen become visible. 9) Camera controls could be applied to the minimap if the cursor is placed on top of it. 10) On the left or right of the game speed button there could be a camera button with all the controls, including one to return to default view, which I don’t remember now if it can be easily done. 11) A visual representation that commands indeed were queued would be helpful. 12) As someone posted in this thread long ago: units should not remember where they were when receiving a standard command, and repairing a dropsite shouldn't be an invitation to gather. All these things can be easily instructed if wanted. 13) The way unit information is displayed doesn’t seem the most intuitive, too much text. It wasn’t evident for me which class structures were, to be able to change phase (one has to build almost everything anyway). 14) There’s no limit of Traders or Merchant Ships a given trading route can have, and there should be because those continuous routes look ugly, maybe could be fixed with a time the unit needs to stop for business, to space them out a bit, automatically limiting their useful number. 15) Capture is interesting but seems broken. Buildings are taken too fast, and then suddenly collapse, it’s unrealistic and not fun. I wonder if capture, garrison and occupy turret (which I don’t know what it does yet) could all be combined in one button, or are there situations where more than one is needed for a given target? I see removing the ability of capturing Fortresses has been proposed, but this destroys realism, as the post before mine states, surely better solutions can be reached. 16) Army placement is not good. Maybe something like Rise of Nations or Total War is hard to code? Where by dragging the cursor at the destination one can see and control the final positioning of troops (considering formation limitations). 17) (Un)garrisoning should be gradual, now it looks unrealistic, and could help with landings in small places. One could drag the unit icons on the panel to reorder them, meaning in which order they would disembark. Doing it in or near a port could make things faster. 18) Ships not taking into account the size of units they are transporting is a mechanic a bit dated. 19) The relationship between groups, formations and battalions is quite messed up. I like all these concepts but I don’t think the implementation is right. I have an idea for it but it would take me a few lines to explain, not the purpose of this list. 20) As pointed out recently, the lettering is way too small, it just doesn’t look good, “unplayable” was mentioned. UI scale is buggy, makes quality worse, and windows won’t fit in the screen. One shouldn’t have to install mods to fix something like this. Regarding that last point and what I said at the beginning, default settings should be friendly for new players. There are many things I can say about that, along with more suggestions (some historical for the Spartans), if this kind of feedback is wanted.
    3 points
  26. Ships! polished stone age and cooper age!!
    3 points
  27. Phase 1 Complete – Phase 2 Coming Soon Phase 1 of the TS Tournament is officially complete. All scheduled matches have been reviewed and the results are now final. As expected, Phase 1 came with a few unexpected situations along the way — some scheduling hiccups, a couple of no-shows, and a few games that turned out to be… slightly OP Overall, things moved forward and the phase has been successfully closed. Here The Sacred Spreadsheet I used to register scores: https://docs.google.com/spreadsheets/d/18n6_XIWoD5I0y_k-IXdF2mdfZp4IuRUrLQkkxkHs53I/edit?usp=share_link Phase 2 will start soon! Thanks to everyone who participated, adapted when needed, and helped keep the tournament moving despite the chaos. Looking forward to Phase 2 a meme by SaidRdz
    3 points
  28. I'll get started on that (probably start by editing Petra, neve made a whole bot before) sometime soon, and see what I can come up with.
    3 points
  29. The forum can now support 10k scrappers and spammers without users experiencing slowdowns!
    3 points
  30. I am developing an AI called stevenlauBot. I have only made the game start move. All units go to the tree nearest to CC, cav goes to chicken, either by walking or teleportation, whichever faster. It looks cool! My plan is to make the AI to play standard tactics like how I usually play (only Han). It will be useful to practice 1v1.
    3 points
  31. The more i think about it, the more I think we could just remove auto-attacking building all together. Like units do for Gaia buildings basically : don't do anything unless specified. Maybe since some cite the case where you could want units to start attacking/capturing everything nearby, violent stance would restore this poking holes in all nearby building with your spear for 40 min behavior.
    3 points
  32. Don't underestimate how much other people play. For example, I have 8,445 replays in total ;-)
    3 points
  33. replacement of feminization, since we now use civilians instead of women/female citizens. I suppose we could flip the number and call it militarization. Or just percent civilians.
    3 points
  34. Weren't they usually to the side(s)?
    3 points
  35. Cavalry was always at the fore-front in every major historical battle. So, cavalry first, then infantry. Champions are tougher, so they maybe should be in front of CS in a formation. Another logic would be that CS are a good fodder, so we should place CS in front of champions. This is also more historically accurate, as many armies reserved their elite troops for later engagements, when the enemy was exhausted by "fodder".
    3 points
  36. 3 points
  37. Hello! The migration to the new server is now finished. Everything should be working as usual, with some significant performance improvements across the board. Please let us know if you encounter any issues.
    3 points
  38. @Thalatta Your ideas about groups, formations, and battalions are very interesting. It’s true that in their current state they’re quite buggy and there’s too much overlap between them. I support your view that these features should be able to coexist as independently as possible, while also being versatile enough to let each player choose their preferred playstyle. Beyond the different possible ways to solve it, the diagnosis is very clear, and the general direction of the solution you propose is quite clear as well — it’s been a valuable contribution. There are currently some improvements in progress regarding formation behavior. I think that in the future, something along the lines of what you propose could end up being adopted. If a suggestion is well received, there is consensus among the development team, and there is time available to work on it, then it can be incorporated. Creating a dedicated post for a specific feature you want to propose is also a good idea. The more detailed it is, the better. You can include diagrams or mockups to make communication with other community members easier and, essentially, to build the necessary consensus. It’s also possible to contribute directly to the 0 A.D. repository either by writing new code or by reporting issues you encounter in the game: However, it’s important to keep in mind that submitting a Pull Request does not necessarily mean the code will be merged. It also takes time to get to know the right people and to become familiar with the dynamics of the community. Cheers.
    2 points
  39. Vidéo+de+Evgueni+Kraї(2).mp4 I think you have enough variation
    2 points
  40. @wowgetoffyourcellphone Careful, you might actually make me like AI.
    2 points
  41. The logic of having cavalry in the back is to allow it to move through the sides. The problem of having it in the front is that you don't want to send your cavalry first into a spearmen shield wall (which is the dominant historical form). Move formation ("column" in napoleonian warfare) should have cavalry in the front but combat formation ("line") have it in the back. Except for specific formations, of course.
    2 points
  42. Welcome! To make sure you won't starve:
    2 points
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