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They won't be in the main game but they will be used in Delenda Est.
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When you connect to the multiplayer lobby, 0ad uses a secure, TLS-encrypted connection by default. However, up to now we also offered the ability for players to disable that encryption. This won't be possible from some time tomorrow (2026-03-06) on anymore, as we want to improve the security and privacy of our players. For the past two weeks, every player who disabled TLS-encryption in the past, and therefore connected to the multiplayer lobby with an unencrypted connection, received a notification to change their configuration to enable it. If you haven't followed these instructions or just haven't connected to the multiplayer lobby since then, here is what you have to do to continue to be able to connect to the multiplayer lobby: From the main screen of the game, navigate to "Settings" → "Options" → "Networking / Lobby" and enable "TLS encryption" there. As an alternative you can also locate your 0ad configuration file and change lobby.tls = "false" to lobby.tls = "true" there.
- Today
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@DesertRose You might find this interesting
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corrals needs food before generating any meaningful amount :/
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why are you making these AI images anyway? don't tell me..... you want to use them in place of the hero icons?
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My playstyle, I go plow some veggies you go milking cows its not my problem. Plus when I do want to corral its usually late game type of thing slowly transitioning as my food is 10k and my citizen goes missing over time...
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Micro. Your APM is better spent elsewhere.
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Funny Relevant Videos and Memery
Tapothei replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
0 A.D. - The Feminists Guide to beating Very Hard AI I don't know if this was shared before, but this video was the one that made me win against VH AI when I first started playing. The idea I understood was defend against the scouting army then build amass of units first before attacking. The humour is what made reach the end of the video. So if you can apply funny stuffs in future campaign, its quite a personality. -
What's the advantage of Fields over Corrals? 1 cavalry units gathers Food about 7 times faster than fully upgraded 5-man Fields. Or about 3.5 times as fast if you consider the cost of the animal. If we scale that up: 20 cavalry units, 15 Corrals, Stockbreeding -> 2000 Food, 1000 Wood + 1500 Wood + 100 Food -> 2100 Food, 2500 Wood 70 civilians, 12 Farms, Iron Plow, Gather Training, Fertilizer -> 3500 Food + 1200 Wood + 900 Wood, 600 Metal -> 3500 Food, 2100 Wood, 600 Metal So the Corral setup costs less overall resources, the units are trained faster, you save 50 pop, the buildings take almost the same time to be build, Corrals take up less space, cavalry is harder to raid than civilians, and you can slowly garrison cattle into Corrals and get an even bigger advantage. Why should you use Fields instead?
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I'm on Version 28 at the moment. Tried to change its compatibility check as well as disecting another mod to be inputed just to get recognised by my system in game... but ye I'm going to leave it till you update it. Error in image. I'll still go fulfill your request, by getting Version A27.0 if I can somehow get it as well as running it, later... Which I did but the appimage is enough, which in case anyone wondering how to insert the mod in linux, go to home/(username)/.local/share/0ad/mods. Okay there is 2 types of oasis map, do you mean the map type of 'Skirmish' or 'Random'? Your bot will always lose when it comes to skirmish, which I first played twice, first was a bit surprise as my wood ran out + its borders touched mine, resulting in their army coming to me and my idle units would attack = Your AI's momentum is gone, perhaps thats why your bot won when it comes to wood as it had trade + tower and fortress to wittle enemy resource. In terms of random, I'm too tired to play but I did check it vs AI, so from my observation there is no difference. I did understand why even in Random Deathmatch large map (Check commands(3)) your AI cannot even push leading to a draw/losing the match beyond min 23. - Build fields early on then leave it alone for 12 min = Build something that you can make use of early on. - Max soldier/horseman unit batch train is 2, if you look at Petra AI its max is 5 = Fix batch train so it can at max 5. - You didn't set max limit of woman, so the CC is churning out excess when whats it supposed to do was make more soldiers so they can defend the woman... = Set max woman to 86, 12 on wood/stone/metal, 50 on field. - Siege units are noted to be idle unless nearby enemy siege units would come which they'll try to destroy, when it does destroy enemy siege and that enemy buildings are not in range, it will return idle = Fix the interaction somehow, so it doesn't idle, basically once its provoked, it will move to attack until its destroyed. I'll reiterate the most important past problem as well as good suggestion too in case you are lost: - Healers are idle(which you did fix in economy master, hopefully in Turtle too) - Heroes are not trained. - Start trading at T3 not T2. + Make towers all over the place. + Make fortress in between Civil Centre. That is all. Edit: Honestly its best you start scratch with vanilla 28's Petra AI, then integrate your code into it. 'Expert Petra' has a different goal in playstyle in mind, currently the vanilla is doing better then it. I've fought it before, its weaker then yours. If the 'Expert Petra' author sees this, I don't mean to lower your morale, I'm honest here so in case you need my feedback I'll help you, although I'm mentally tired today haha. commands(1).txt commands(2).txt commands(3).txt
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This issue has been handled perfectly. The list of other players' mods must be displayed and clearly visible. If, once the feature is well-designed and implemented, a player hides their mods, they must be penalized.
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Why Don’t Cheaters Repent?
ittihat_ve_terakki replied to king reza the great's topic in Gameplay Discussion
In any competitive game where there is a winner and a loser, the fundamental expectation is that the conditions are equal for everyone involved. That’s the very foundation of competition. When two players sit down to a game of chess, neither side is allowed to use any hidden advantages. The same principle applies to online matches. Once the sense of fairness is compromised, the match itself stops meaning much. The surprising part is that we even have to explain something this basic. What I’ve noticed is that the game’s easily moddable structure and the looseness of the rules are being exploited. And in all the years I’ve occasionally played this game, I have never seen anyone join a game and say: “Hey guys, just so you know, I’m using a mod that lets me do certain things faster.” Not once. I’m not saying these players are deliberately hiding it but they certainly don’t mention it unless someone asks. Yes, some of the usual suspects are known to people who spend time on the forum. But not everyone spends time on the forum. Being active on the forum is not one of the fundamental requirements of this game (some players don’t even speak English.) Many people simply log in to play the game through the multiplayer lobby and that’s completely normal. They shouldn’t be expected to browse forums just to find out whether certain players are using advantage providing mods. A player who simply joins the multiplayer lobby expecting a fair match has no way of knowing that a particular opponent is using a mod that provides an advantage. That player can easily walk into a game assuming equal conditions and end up losing under unfair circumstances without even realizing why. Some people also seem to reassure their own conscience by saying things like “it doesn’t actually provide an advantage.” But if you ever run into a match where they’re forced to play without their mod (usually because a host insists on a clean game) you can quickly see how much they struggle without it. I won’t even get into a debate about why these mods provide an advantage, because that’s exactly the kind of discussion they want. Something that drifts the topic into ambiguity. I guess they expect something like laboratory results, but even if you somehow show them that, their response will just be to question the validity of the lab. I can’t even justify explaining it since anyone with a bit of common sense can see the inequality for themselves. Creating mods is perfectly fine, no one is against that. But if a mod gives you an advantage, then you should be playing against others under the same conditions and you should honestly disclose your mods to every new player you encounter (although, I’m afraid these mods could spread like a plague, as new players may be tempted to use them to succeed quickly.) To be honest, I wasn’t even aware that things like this were happening in this game. Realizing that some players I thought were simply very skilled, were actually cheaters, was disappointing. I hope this issue will be addressed and that the community as a whole realizes how much these practices undermine the quality, integrity and spirit of the game. -
The bug tracker has patches marked as backports. However we can only make a release that's compatible with R28. That means no simulation changes. Only translations and bugfixes not touching the simulation
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what are these signs? xD
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Training Civilians from Roman houses in R28
Dunedan replied to Riley S's topic in Gameplay Discussion
Don't keep your hope up too much. -
@TapotheiWhenever you have time, please play a similar match on the Saharan Oases map, still with unlimited population and deathmatch resources, and send me your feedback. I improved my bot and played against Petra VH, it still won against Petra in matches, but I suddenly realized I only tested on Saharan Oases. When I played on other maps, my bot always lost, and I haven't figured out why. Initially, I thought that map was a great balanced map for test matches, so I always tested on that map. Anyway, I can't upload the upgrades right now, but if you notice any differences in the previous bots on Saharan Oases, please let me know.
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Average Concept Enjoyer started following Civ Concept: Judeans
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As my name might suggest, I like making concepts. Most of them are not very good, such as this one. And I yap a lot. I made a whole google docs and I did see someone else make this, but I decided to make it somewhat decent. The Judeans were in the modern day Israel since their return from Babylon in 527 BC, but only as subjects to larger empires like the Persians and Macedonians. In 167 BC, under the Seleucids, the Judeans revolted, creating the Maccabean Revolt under Judas Maccabeus. Although Judas would not see independence, another man by the name of John Hyrcanus would see Judea independent in 128 BC. Despite early successes in expansion and consolidation in power, civil wars and Roman interference eventually saw Judea subjugated once again, this time under the eagle of Rome. The Judeans are primarily a turtling faction. Their bonuses focus on defensive gameplay, but can have an explosive start with the right strats. Their team bonus, Shores of Plenty, allows fishing ships to work 20% faster. although useless in most maps, this can help with food in the early game. The other civ bonuses can be fun if done right. Their highlight trait is Maccabean Revolt, unlocking heroes in the village phase while making them available from Civic Centers. Although probably unable to invest in during village phase, having heroes at the start of the game is a leg up compared to other civs. Recon is also an early game boon, giving your citizen soldiers an extra 5 meters in view range. Their last trait is frontier defenses, allowing towers to be built in neutral territory. Although this can be toxic, The Judeans cannot build their towers if an enemy center's influence is within a tower's firing range The Judeans have a good set of Citizen infantry, including slingers and swordsmen in the village phase, and archers and spearmen in the town phase. The Judeans had a partially Hellenic army, and as such, their Spearmen have phalanx available. Their Cavalry is unremarkable though, having only sword cavalry and Nabatean mercenary cavalry. The typical armor was scale armor, but often soldiers wore leather armor. The Judeans only have two champions. Pious Guard are a champion swordsman that has better fighting stats when in proximity to a temple. They also have a weaker form of a hero's inspired defense. Their Mercenary bodyguard are a standard champion cavalry spearmen. The Judean's have one unique building: the Frontier Stronghold. This is not technically a unique building, but it is what the Judeans upgrade their sentry towers into. This is the halfway point between an archery tower and a fortress. Their wonder is the Temple of Solomon, and have access to both 5 pop and 10 pop houses, essentially a mid version of what Carthage has. Judea's heroes are fairly strong if not all that unique. Judas Maccabeus, a infantry swordsman is definitely the strongest one. His first trait is Hanukkah, which reduces the Temple's costs by 20% and their repair time by 30%. His other trait, Guerilla Commander, Increases citizen infantry movement speed by 10% within 60 meters of him, while also granting them a 50% attack bonus against champions. The next hero is Simon Thassi, a cavalry swordsman, has Beloved Hero as his trait, which gives all citizen soldiers have +1 in all armor, as well as a 30% faster attack speed, within 40 meters of him. The last hero, John Hyrcanus, is a priest hero that improves the stats of all priests, giving them 20% speed and +2 heal rate. Lastly, Technologies. Kosher system, available in the town phase, unlocks cattle one phase earlier but removes pigs. Pharisees allows priests to garrison recruitment buildings to reduce recruitment time, and Tribal Confederation increases the maximum population limit by 10%. This is the same as the population bonus on Mauryas and Han, but Judea has to buy it. Well that was a lot of yapping. If you do read this in full, thank you. Took me a while to design this and put it on here, so I tried to put my heart into this.
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That was phrased poorly. What I meant is that they have roughly the same combat stats as regular infantry, despite being much faster. Cost Multiplier = Gather Rate How much do you value each resource. The smaller the number the higher you value it.
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i was just about to say that what is the cost multiplier, @DesertRose?
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unit speed is extremely strong in this game.
- Yesterday
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Did some little comparison table (.ods / LibreOffice) for units. Not finished yet (a few units are missing, and in the Civ Column is incomplete). Some data points I found interesting: Naked Fanatics have, despite the big complain thread about them, not overly impressive combat stats The P2 Champion Infantry Swordsmen of Athenians and Carthaginians have insane stats cost-for-cost, and have the additional bonus to be fast Maidan Guard have really bad stats if you compare them to other fast infantry; they can only keep up thanks to the 20% damage bonus from Steel Working Elephant Archers are cost-for-cost about twice as tanky as other archers and still deal about the same damage 0AD_Unit_Calculations_028_01.ods
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How do I make new typefaces and fonts?
trompetin17 replied to Perzival12's topic in Game Modification
https://gitea.wildfiregames.com/0ad/0ad/pulls/8792 =D -
Training Civilians from Roman houses in R28
guerringuerrin replied to Riley S's topic in Gameplay Discussion
That would be great, @Obelix! -
Training Civilians from Roman houses in R28
Obelix replied to Riley S's topic in Gameplay Discussion
Beginning with the Alpha 27 series (code name Agni) we had a first Alpha 27 Agni - Patch Release 1 (a27.1.) There are signs we'll see a Release 28 Boiorix - Patch Release 1 (v0.28.1) in a few weeks.
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