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Deicide4u

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Deicide4u last won the day on December 8 2025

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  1. I didn't really forget that. I've just assumed that those library versions were backwards-compatible (as they should be) and that he would need fewer libraries anyway since it's an older alpha release. But yes, that is one issue you inevitably hit while learning to compile. And this knowledge ia quite valuable in today's world.
  2. Hello, you mentioned that you don't know how to compile, but that may be the only option if you want Linux native older 0 A. D. And it's not too hard to do. First, get the a23b tar source and data archives from this link: https://releases.wildfiregames.com/ Then, follow the build instructions for Linux on this page: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions Obviously, instead of the latest source and data archives, you would use the a23b ones. Good backup practices apply before compiling any large software from source.
  3. Yes, and this is a major problem. Some games have AIs that just group units some distance away from the targeted base and commence the attack from there. I know for certain Brood War does this, but it's buggy. Units will still sometimes ignore the player's units while going to their grouping spot. Other times, the grouping spot will be inside the enemy base, so the units will be in a single line anyway. It's not easy to code good grouping without the AI actively using formations. In the older alphas, AI would have grouped his units properly because formations were hard-coded.
  4. This is one of the worst bugs in the game: https://gitea.wildfiregames.com/0ad/0ad/issues/8577 I can't tell you how many times I've been hit by this, at the most inconvenient times, and lost a good chunk of my army as a result.
  5. It needs to revolve around something. Macedonians have good unit roster, especially champions. I'm not sure why you think having gameplay broken for the AI justifies these changes. This game should not revolve around multiplayer and its whims. Those RTS games that do, are quickly called out as failures. Just see the couple of recent RTS games that put the focus on MP first. I'll re-iterate my previous point. If you want balanced multiplayer, make a mod and promote that mod as a semi-official "balanced" game. See how TAG_Venom did it with ProTA for Total Annihilation: https://prota.tauniverse.com/
  6. Why is Alexander being the strongest hero a problem? It's just one unit you're never gonna make again. Why are we hating on Greece so much? Also, this will make his bonus useless if he's trained by an AI, as the AI can't use formations right now. Don't take this the wrong way, the game definitely needs some changes. It's just that the changes you're promoting here are infinitesimal when compared to the actual problems plaguing it for years.
  7. If Rise of Nations could have them, why not 0 A.D.? Granted, cities themselves were a major feature in Rise of Nations. How many cities you had influenced not only how large of a territory you controlled, but how many buildings you could build.
  8. "Vegetables", in this case, probably means produce from fields.
  9. Hi @among, welcome to the forums. In alpha 27 and up, hold the "c" key while the cursor is over the enemy building and right click on it to capture it. Now, a little rant. If a core feature of the game needs to be explained this many times to this many people, maybe it's not a good, or well thought out feature? Have you ever thought about that?
  10. I very much agree, but more work and interest should go into these discoveries. And we shouldn't narrow the field by calling the people that built them hunter-gatherers. It's interesting that many massive structures are found in deep waters, while others are buried in sand or sediment. This indicates that they were standing at least for 12 000 years, even before the last Ice age.
  11. Just your average 120-meter long granite block built or carved by some ancient, primitive tribe thousands of years ago. "Nothing suspicious about this, move along." - Mainstream archeology.
  12. @Duileoga Here is some interesting info for your mod. This is from the Wiki page about South Slavs, not sure how accurate "Jordanes (fl.  6th century CE), Procopius (c. 500 - c. 565) and other late Roman authors provide the probable earliest references to southern Slavs in the second half of the 6th century. Procopius described the Sclaveni and Antes as two barbarian peoples with the same institutions and customs since ancient times, not ruled by a single leader but living under democracy, while Pseudo-Maurice called them a numerous people, undisciplined, unorganized and leaderless, who did not allow enslavement and conquest, and resistant to hardship, bearing all weathers. They were portrayed by Procopius as unusually tall and strong, of dark skin and "reddish" hair (neither blond nor black), leading a primitive life and living in scattered huts, often changing their residence. Procopius said they were henotheistic, believing in the god of lightning (Perun), the ruler of all, to whom they sacrificed cattle. They went into battle on foot, charging straight at their enemy, armed with spears and small shields, but they did not wear armour."
  13. Question, if I install the current release candidate, and it happens that this candidate is the same build as the real release, how compatible will it be to the "real" release?
  14. Hello @Bob F., welcome to the forums! I'm glad we've got some senior gamers, it's always nice to hear. The most important hotkeys a beginner needs to know are the control group hotkeys, idle worker hotkey, batch training modifier and the production hotkeys. Control group hotkeys: - CTRL + any number from 0 to 9 - sets everything currently selected to the control group number - any number from 0 to 9 - recall the control group from that number. Idle worker hotkey is a period (.). Batch training modifier is SHIFT by default. Production hotkeys are z, x, c, v, etc... You will learn other hotkeys as you play the game. I've been playing for a while now and even I don't know all of them.
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