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hyperion

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Posts posted by hyperion

  1. 4 minutes ago, causative said:

    You may have missed my earlier post with the pictures. The current minimap icon is a close match to the flag of Italian fascism based on details of the axe (the diamond-shaped spike, the broad head, the square boss joining the two).

    We can expect the fascist to have done their research as well and based their logo on authentic sources.

    For example the ones depicted in  https://en.wikipedia.org/wiki/Fasces#/media/File:Roman_armour_and_accessories.png look a lot more like the one commonly associated with fascism. The same for the stone tablet and the coin you posted.

    The two sided axe is from an Etruscan tomb if my search didn't fail me, so can it be considered Roman?

    I'm not saying your are wrong or the image shouldn't be changed, just that I suspect any form of authentic faces may be linked to fascism one way or another if one looks hard enough.

  2. 12 hours ago, causative said:

    I want to say I don't have an objection to using a fasces as a Roman symbol - I'm not one to censor history because it offends modern sensibilities. But, if there is to be a fasces, it had better be very clearly based on a real Roman fasces, and not based on the flag of the Italian fascists.

    Fascist symbol:

    https://en.wikipedia.org/wiki/File:Fascist_symbol.svg

    Logo of the PNF:

    https://commons.wikimedia.org/wiki/File:National_Fascist_Party_logo.jpg

     

    They don't look similar but the coat of arms of St.Gallen does somewhat:

    https://en.wikipedia.org/wiki/File:Coat_of_arms_of_canton_of_St._Gallen.svg

     

    So for me as long as it's clear what is the source and the source is unproblematic the current logo seems fine. Not that I object to changing it either.

     

  3. 7 hours ago, ShadowOfHassen said:

    So I have a GitHub account, would it be Ok to put it on Github and then open a forum post to have people discuss what they thought? Then you all can decide whether you want it in the game.

    If this is about history tags then I'd welcome it.

    The reason for dropping the ones there were was they were filler mostly like "this is a Roman stable, full-stop" and the like as I recall. So if you get it were they have substance and our historians are happy with the quality I don't see a reason for it no making it into the main game in the end.

    I suggest start a mod and limit yourself to 1 or two civs first and try to get the attention and feedback of the historians early.

  4. 1 hour ago, nifa said:

    Thanks! Here's the mod :) So far it only adds the new one for romans

    Thanks as well!

    Some tips for packaging a mod:

    • Mod is named palisades (lowercase (good)) in mod.json, so should live in a directory palisades (lowercase), only some windows filesystem don't care about case.
    • Mod (the zip archive) should not have a root folder "Palisades" to allow installation via drag and drop / open with ... / as argument to 0ad on CLI.
    • Naming convention is <mod name>-<mod version>.zip, ie. palisades-0.0.1.zip
    • Mod version ideally gives a hint as to which alpha it's compatible with, ie. 0.27.0 would be a decent pick, then the next iteration for the same alpha would be 0.27.1

    Guess only the second point is really important as it allows to share mods with everyone and not just tech savvy people.

    • Thanks 1
  5. 1 hour ago, wowgetoffyourcellphone said:

    Then I guess I don't know what you want. The effect remains the same.

    Should be placing foundations as well.

     

    @LetswaveaBook, there quite a few aspects you haven't clearly outlined, like how are placements triggered, how are resource cost handled, outlaying algorithm etc. Anyway I don't see a way to abuse current mechanics to do what you want, so you will inevitably have to write some code. If you limit yourself to the special case of placing farms around a farmstead this doesn't seem all to difficult tho.

  6. 12 hours ago, Vantha said:

    As I said I admit that garrisoned units getting damaged would be dumb. But what if units get damaged whenever the building collapses?

    I wouldn't call it dumb at all but something deserving a fair discussion, fire damage could be changed to damage garrisoned units to sell it as plausible but then people will pop up and request torch throwers, so I'd rather not :P

    As for units getting damaged on collapse, I don't think that's helpful in making turtleing actually useful but still beatable across all skill levels. To get there I'm pretty sure all civs need some ranged siege and repairing needs to cost some resources.

  7. 1 hour ago, Vantha said:

    It always feels wrong to see an entire building collapsing and then all garrisoned units standing on the debris completely unharmed. It would be accurate and realistic to have the units take at least a little bit of damage from the collapsing building. So here's what I suggest, two possibilities:

    There is something called EjectHealth, so units get ejected even before collapse. If they can't be ejected they die, example ship far off shore. Works currently exactly as title requests.

    "Accurate and realistic" is a broken argument, it doesn't care at all about play-ability and could even be used to argue for the opposite just as well, like who in their right mind wouldn't evacuate before it's to late ...

    • Like 3
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