All Activity
- Today
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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!
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Leroy joined the community
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BadwalAj joined the community
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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.
- Yesterday
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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.
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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.
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I am curious about why you have two different lobby users (cadenza and xerxes235)?
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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
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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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harboroneinsurance joined the community
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AlexHerbert joined the community
- Last week
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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 : xerxes235 Offender username : PAUL-VEREGUEN commands.txt metadata.json
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I fixed the flare button by copy-pasting from your file. I didn't include all the panels because they are disproportionally larger on my laptop screen than your 2nd screenshot. While after giving it some thought a larger clickable surface would likely speed up your clicking and reduce errors this doesn't really solve the scaling issue. Your 2nd minimap doesn't look so much bigger than the standard one at all. Maybe the whole mod is built on a fallacy of modernGUI and it's derivate 0ad Better UI A26 being too large on my screen (I have 150% GUI scale in addition) so by copying it from there I would get a larger version; but I encountered at least one person using the mod already saying the vanilla version is too small. I updated it on mod.io but I don't think there is any work left to be done on it. I'm not really the author anyway I just copy-paste what other people wrote who copy-pasted themselves lol. But as you said @Atrik there might be a nice of players who find easily clickable symbols useful. You might just ask the original author to update it with your good-looking version or create a new separate A27 mod with it.
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xerxes235 joined the community
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This is what I'm most curious about. It would be interesting if you could achieve this.
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It's great seeing your progress-I wish you a good portion of endurance! Personally I never crossed the border to modding, only a bit towards development.
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Due to janky animations, it is hardly noticeable. Units either die too quickly or are practically immune to attacks. Some balance changes need to be made to make it work as intended. For example, units died to siege very fast. That's why I made organic units almost invulnerable to crush attacks, as they are in recent alphas.
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I'm interested to see how the counter system works in older versions compared to the current one. I saw there that you made comments with old versions, I saw that there was a damage system by infantry charges.
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It will be presented later, in a separate thread. Yes. Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well. We'll see, I'll post details when most of it is ready.
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And what about the gameplay? Are you going to use the counter system from the old alphas? I mean gsm play from the latest alphas + balances from alphas 10-23.
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Because when 0ad was designed that was the trend and that was the last of the series with some setting in ancient times. Also some of the artists were AoM heaven modders.
- 33 replies
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@Stan` @feneur
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No man... Spear cav are better than them. Everyone calls everything OP. Also marines are better than fanatics. Not fanatics vs cav, but in general. 9 marines beat 10 fanatics. +-------------+----------------------------+-----------------------------+ | Attribute | Marines | Fanatic | +-------------+----------------------------+-----------------------------+ | Cost | 60 Food, 40 Wood, 60 Metal | 120 Food, 100 Wood | | Total Cost | 160 resources | 220 resources | | Train Time | 15 seconds | 15 seconds | +-------------+----------------------------+-----------------------------+ | Attack | 16 Hack | 10 Hack, 8.5 Pierce | | Interval | 0.75 seconds | 1 second | | DPS | 21.33 Hack/sec | 10 Hack/sec, 8.5 Pierce/sec | +-------------+----------------------------+-----------------------------+ | Health | 200 | 200 | | Resistance | 3 Hack, 5 Pierce, 20 Crush | 3 Hack, 2 Pierce, 20 Crush | +-------------+----------------------------+-----------------------------+ | Speed | 11.4 | 13.3 | +-------------+----------------------------+-----------------------------+ + Athens have Hippo in p2 in combination +slingers that can rank up from the back This is ok imo, since athen have no champ cav at all. The play style in the community is very conservative and a bit uncreative. Meow came along and showed everyone how good elephant archer can be when utilized right. Stockfish rolled over other players with 30 rams. My point is not that any one of these is OP, but that a lot of units can be very good.
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Wolf of 0ad Street - Market pump exploit
Senator_LEVi replied to Seleucids's topic in Gameplay Discussion
I don't see how it is entirely accurate to make this is deal-breaking exploit. I think this calls into question the balance of the game as well. In an adequately balanced game with a fair teams (no significant rating differences between both team, >= 300 between the weakest and strongest on both sides) the chances of this aren't as high; compared to teams that are balanced with 1/2 very experienced players VS 4 novice/intermediates Let's apply this to another "OP"/"broken" feature in the game. Champ cavalry, or naked fanatics. How effective is it when teams are fairly balanced? Not as much. The brokenness of a unit or feature is only as good as a single game's lobby. And the counter to the aforementioned units are available to all players. It's also quite simple to spot if a player's end game is champion cavalry. Irrelevant as the next point is, but there are plenty of early game plays that can be made. And only a few players are good enough to even completely change the tide of the game when using such units en masse. It would also require a lack of market activity from all players. Additionally, "exploit" trade rates appear naturally towards end game, due to an obvious resource mismanagement of any degree of players. It's not uncommon to see sudden spikes in trade rates (500 metal for 1500 food or wood, and vice versa) and profit from them. All in all, I would like to bring it back to paragraph 3. However, an easy fix to this is for hosts to simply ban this from their individual games. I do not understand however why players are banning naked fanatics. There is increasingly a pro -ban lobby appearing within the game, overusing terms like "OP", for no apparent reason. (Vote for me and I will ban the next game unit that you don't like.) -
Remaking Base Game Maps!
wowgetoffyourcellphone replied to Souldbyt's topic in Scenario Design/Map making
If you are going to update the maps, then make sure to use the newest terrain biomes. -
Update: Roman Army Camps can now train Marian Legionaries. I've restricted them to training only melee infantry and Siege Rams. I've also made a bunch of other "balance" changes. Looking now for a way to limit the population cap to a more manageable number. EDIT: Was an easy fix inside simulation/components/Player.js
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