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    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.

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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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  • Latest updates

  • Newest Posts

    • I'm here to bring you exciting updates on my project, Mod World Rising! This week, I've been diving headfirst into developing new buildings, units, and technologies that will revolutionize the gameplay experience. Improved Units Units in the game will be enhanced with cutting-edge technologies, such as primitive weapons that replace the crude weapons made of wood, stone, and animal bones. With these technologies, your units will gain lethal new weapons! Furthermore, their protection will also be reinforced with advanced armor, making your units nearly invincible. General Evolution Even your hero, priests, and citizens will evolve over the ages, reflecting the progress and development of civilization. Buildings will also have an upgrade and evolution system through technologies, allowing you to build increasingly impressive structures. New Content This week, I created approximately 10 new buildings, developed new textures, and brought to life about 10 new units with variations. Additionally, I've implemented new technologies and tweaked textures for a more immersive experience. To top it all off, I've added new music that reflects the rich Asian culture. What's next? I look forward to sharing more news soon! Stay tuned to find out what else is coming to Mod World Rising!
    • Age of Strategy I have been playing Age of Strategy for a while now, and I must say, it’s a rare find in today’s gaming world. In an era where most games are either pay-to-win or overly complicated, Age of Strategy brings back the pure joy of tactical thinking and long-term planning without unnecessary distractions. It’s simple to learn, yet endlessly challenging to master. One of the most impressive aspects of this game is its variety of modes. Whether you’re playing the single-player campaign, historical scenarios, or engaging in multiplayer battles with players around the world, there’s always something new to experience. The Beginner’s Manual levels are a perfect way for newcomers to get familiar with the mechanics while still providing fun challenges for experienced players aiming for that perfect 3-star score. The multiplayer system is a standout feature. Being able to join or create games with friends or random opponents keeps the game fresh and competitive. The turn-based format allows for thoughtful decision-making rather than rushed actions, making every move feel important. I especially appreciate the fair matchmaking, where even newer players have a chance to win if they think strategically. The upgrade system adds depth without making the game overly complex. Earning gems and unlocking upgrades feels rewarding and balanced, ensuring that skill is always more important than pure grinding. The developers have done a great job of making sure free players can enjoy the full experience without feeling pressured to spend money. Another point worth mentioning is the active and helpful community. The forums are full of passionate players sharing strategies, map ideas, and constructive suggestions. It’s refreshing to see a game where the developer actually listens to feedback and continually updates the game with improvements and new content. Of course, no game is perfect, and I’ve noticed one small bug worth pointing out: occasionally, in the multiplayer game list, some games show as “Refreshing…” and take longer than expected to update. It’s a minor issue and doesn’t affect gameplay much, but fixing it could make the experience even smoother. Overall, Age of Strategy is a game that deserves far more recognition. It captures the essence of old-school tactical games while still feeling modern and accessible. Whether you have five minutes or a full hour to spare, you can always jump into a match, test your skills, and enjoy the thrill of victory. If you love strategy games, give this one a try—you might find yourself as hooked as I am. Big thanks to the developer for keeping strategy gaming alive and thriving! Do you want me to also make a shorter, catchy version of this for quick posting in forums or Discord? That way you can grab attention fast and then link to the full post.
    • I'm proud to present to you a new mod for 0 A.D. called Imperia Vetera. As the mod is based on an alpha that introduced the final original civilization, Romans, it makes sense to name the mod in honor of their ancient language. Imperia Vetera is "Old Empires" in Latin, and the name itself reflects the vision and the source for the mod. Be aware that this is a so-called "retro" mod. It doesn't and it will not, represent the full features of the original game. Changes overview from the original thread: Changes so far, when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed for now, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player. In the meantime, you can help me test drive the mod, by downloading the two files from the link below. One of them is a README file, which should help you get started. I forgot to change the game name on the main menu, but here is how it looks (also, pretty easy to change): Download link (Limewire): https://limewire.com/d/AfFAy#YEiA9LOVLj Thank you for making this wonderful game.
    • Changes so far, when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed for now, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player.
    • I am curious about why you have two different lobby users (cadenza and xerxes235)?
    • I am reporting an offending player that quit the game without resigning. I destroyed all their structures and units all of them. @user1 Lobby username : cadenza Offender username : ICleopatrA commands.txt metadata.json
    • I am reporting an offending player that quit the game without resigning. I destroyed all their structures and units all of them. @user1 Lobby username : cadenza Offender username : arzumi commands.txt metadata.json
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