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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

      43,3k
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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    7. 599
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  • Latest updates

  • Newest Posts

    • Hey everyone, I wan't to add stealth to my Hyrule Conquest: Revival mod, but I have no idea where to start. I wan't to make it so that when a specific unit is standing still (idle), they can not be seen by enemy units. The other option is to make a unit only visible within a very small distance (which maybe could be changed by the surrounding terrain). Any suggestions on how to do this or who to talk to about this?
    • Here is a sneak-peek at what I am currently working on: the Kokiri. Basically, for those of you who don't know Zelda, the Kokiri are a group of children who fled into the forest to escape the wars raging across the land. There, they became under the protection of the Great Deku Tree, which is a giant, sentient tree with magical powers. Under his power, they never grow old, remaining eternally care-free and happy. However, if they were to leave the forest, and so also leave the Great Deku Tree's sphere of influence, they would begin to age once again. At the moment I only have a few units, their houses, and their civic center done, so no release yet, but check out these picks:  
    • There is no easy way to utilize it.  You'd have to write a lot of dynamic and flexible logic that will account for various scenarios. You first need to periodically send an unit to scout, this is an easy part. Now you need to account for what that scout saw, if anything. If he saw that you have a lot of civilians and few Citizen Soldiers, it may opt for a rush, for example. If he saw a tower and not much else, the AI should opt for a more defensive, booming strategy. Then you need a general build order (what we have now) to account for no adequate scouting info. If you did all this, then you have to write a dynamic strategy shifting based on info from further scouting as the match goes on. People have spent years perfecting AI strategies in some of the more popular RTSs, like Brood War. These AIs can play on levels far above the average player. And this is for a tactical RTS with 2 resources, 3 races and 11-13 units per race. Imagine what kind of code you'd need to account for all civs and units that we have.
    • We could also have Shrines, that work like Relics but are unmovable (and have their own territory root). Some of them should be revealed at start, others would need exploration to be found. They'd need to be apart from each other and far from players' starting positions. If they take long enough to be captured, that would allow for more interesting tactics than just surprise attacks...   Another thing we could do with Relics is to forbid them to move too close to another Relic (like, minimum distance would be half a starting territory away). That way the player that gets more of them has to spread them, allowing for enemy raids to try to capture them.
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