All Activity
- Past hour
-
Protectorate isn't significantly different in power from the other two bots, as they share similar logic. The difference lies in the tribute and troop deployment mechanics, so if you've defeated the other two bots, you'll likely defeat it as well.
-
I remember seeing "this also unlocks undergirding cables for some civs" in one of the tech descriptions. was always confused what it meant
-
@Atrik Moderngui does not reflect This . it just says "reached city phase" in your mod.. can you fix that please uwu
- 501 replies
-
- hotkeys
- autoassign civ
- (and 9 more)
-
out of topic but I realized that y'all wrote it as "nayara" which reflects the Magadhi Prakrit not having that "ga" sound but rather the "ya". I like these little odes to history (In current sanskrit its pronounced Nagara)
- Today
- Yesterday
-
Thank you all for the help, it worked now. Interestingly, when compiling the libs spider mokey failed. At least with optimisations. Second pass without they were built fine. After that I was able to built pyrogenesis with optimizations works fine so far.
-
When user leave rated game it should be automatically reported
Obelix replied to BeTe's topic in General Discussion
Please have a look on @Stan`s precise answer to this question in the thread 0AD on Steam? (last answer 1 hour ago). -
When user leave rated game it should be automatically reported
King_Kreg replied to BeTe's topic in General Discussion
Why not just get rid of the exit option in 1v1 games? Where the only option is "Resign"? -
@Vantha has merged above-mentioned pull request with commit c799e4221a. Thank you all for the joint endeavour!
-
In theory it's possible, but this would require some work.
-
IMHO, that would be a more consistent long-term solution. However, considering the technical challenges involved in implementing it, I don’t think it’s a bad idea to add this functionality in the meantime. (Correct me if I'm wrong but) It should be simpler to implement, would address a current need, and would also reduce the workload for the people who have to review replays in the Rating Disputes thread.
-
King_Kreg started following Ratings Disputes and Offence Reporting
-
@user1 On February 21, 2026, the player goingloko ended a game without resigning just after I conquered his main civic center. My lobby name: King_Kreg Offenders name: goingloko commands.txt is attached. commands.txt
-
King_Kreg joined the community
-
Both of these would solve that, yes. But I personally wouldn't mind too much if the host was treated more harshly than the client, as @guerringuerrinsaid they have more responsibility already and the main thing is that either side can't ruin the game.
-
-
Weird, works on my end. You have another mod enabled? Are you testing on the released version of the game or on the development version?
- 90 replies
-
- new particles
- new tech
-
(and 5 more)
Tagged with:
-
Hard crash
- 90 replies
-
- new particles
- new tech
-
(and 5 more)
Tagged with:
-
Out of curiosity, is making a .DAE plugin for Blender that runs on the latest versions on the table for you guys? It's a problem that is very easy to workaround at the moment as you only really need to go to an older version of Blender to get .DAE support again, but it would be nice to not have to juggle between different Blender versions whenever I want to work on art assets/mods for 0 AD :p
-
Which thing?
-
Host migration. or Dedicated Server. (lol, yes pl0x)
-
Ideally, yes, but I don't really see a way around it, since the client should be given the chance to reconnect, which isn't an option for the host.
-
Wanted to drop a quick update before i'm going on vacation. This is an unofficial release for A28, there are more features to come. What this version brings: update to A28 Germans got the grapejuice balance overhaul Fixed missing and wrong templates Some animations were missing, fixed Obstruction walls were selectable, they shouldn't be Exclude slingers from the brazier buff Rewrote the ammo system, should expect performance increase and less bugs Rewrote the energy system, should expect performance increase and less bugs rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. new icons for: re-arm aura, brazier flaming projectiles aura, field camp structure Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning added 3x damage bonus to spearman against cavalry, pikes still have their 5x bonus. ★ Units attack a random unit out of max 15 closest units in sight instead of just the closest one, meaning the battles- espcially big ones- are (imo) much more realistic and damage and ammo isnt wasted by dumping 20 arrows into 1 unit for example. Needs playtesting and feedback but from the huge battle tests i did i'm liking how it currently is. Might be my favorite addition to grapejuice if i can get it right. Things i'm planning to add before official release are: Abilities for units that cost energy. Charge attacks would probably become an ability too instead of automated like it is. Other abilities like "frenzy", increasing melee attack speed for a duration, a shout from an hero that gives a certain buff or pushes away enemies etc. Fix AI to use new units/buildings (it already uses new tech) Mini Quests that are given randomly through the game with some rewards when completed. Like capture a building from a certain player. And possibly other things from the planned features page. grapejuice_r13_A28.zip grapejuice_r13_A28.pyromod
- 90 replies
-
- 3
-
-
- new particles
- new tech
-
(and 5 more)
Tagged with:
-
-
Latest Topics
