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Showing content with the highest reputation since 05/20/2018 in all areas

  1. 12 points
    A friend recommended 0AD to me three says ago. I've been dipping into it. I'm pretty impressed. I speak as a former senior dev on Battle For Wesnoth, so I have a better idea than most what's required to produce a game like this. Some of you might recognize me for...other things. Well done, everybody. I partiicularly like the attention to historical detail; I can recognize authenticity in the costumes and architecture. This kind of collaboration - attracting more talent than any single proprietary shop can afford to hire - is one of the strengths of open source. I'm expecting great things of the eventual 1.0 version.
  2. 7 points
    I've been really busy these past two years but found time to play the new release. Round of applause to everyone who made this happen!
  3. 6 points
    I want to make this map for later release as trigger defend the city from norse raiders scenario, so i've made 1 of the 3 churches. Map: Church:
  4. 5 points
    It doesn't make historical sense for a ram to have to unpack. They were built on the site of a siege, not transported in a packed form, and once built they could roll around on their own without unpacking. Same for siege towers. Better to make rams unable to attack biological units, and do something else for siege towers.
  5. 5 points
    0AD is a historic game, and the only one of its kind that spends so much attention on historical details, which is amazing in itself, and greatly appreciated by many who can't find this level of historicity in other classic RTS games. The general idea is to stick to what is known about the 500BC to 1AD timeframe. Most of the civilization in this timeframe (and there are many) were inter-connected with each other, if not by war, then by trade, culture and art... Just to show how far flung these ancient connection went: Galatian mercenaries served in Ptolemaic armies, so Kushites may well have faced Celts in battle, its not as far-fetched as you may think... There were Greeks living in Meroë... Galatian mercenaries also served in Seleucid armies and may well have faced armies of the Maurya Empire. Carthaginians allied with Celts and Iberians and Indian mahouts served in the armies of the Seleucids, Ptolemies and perhaps even the Carthaginians, or trained local mahouts, and Indians were also present on the East African coast and even Anatolia.. Numidian cavalry from North Africa was used by Trajan in his conquest of Dacia (Romania), Greek colonists from Phocaea (Turkey) founded the Greek city Empuries in Iberia... Long story short: All the civs in-game knew all of the other civs in at least some capacity, and often traded or warred with each other, or even served side by side as mercenaries in foreign armies (think of Indians, Kushites, Egyptians, Greeks, Thracians, Assyrians and others, in the Persian armies of Xerxes, fighting Athenians, Spartans, Corinthians etc... during the Persian invasion of Greece). The level of interconnectedness in antiquity is often overlooked, or misunderstood... But its absolutely delicious once you start seeing it. The ancient world, from Britannia to China was a giant interconnected network of trade routes, that were often fought over by mercenaries from all over "the known world"... Adding, say, Genghis Khan to this mix, or Montezuma would totally break the immersion, while throwing 15 years of attempted historicity through the window... You can also set matches up yourself so you can go for purely historical map/civ combo or do your own thing (especially with mods, its totally up to you)... I'd agree that a more flexible timeframe would benefit 0AD, and more (historical) civs are always welcomed by myself (especially the Eastern ones), but anything outside of Iron Age Antiquity would totally spoil one 0AD's greatest selling points.
  6. 5 points
    To me it seems that you are mostly irritated by having lost the game, and the points you mention have little to do with that. These are the reasons of your defeat: The opponent collected seven valuable treasures before you scouted the map. A single one of them was worth 600 food, which allowed for a faster start, and then a metal treasure allowed phasing up to the City Phase earlier. Even though you had more units when you were first attacked, you took a fight with a smaller group of soldiers. While it's true that the opponent also had more techs researched, this wasn't the main reason of him winning the battle. His other advantages were better army composition (using the hero as a tank, while your tank units were chasing rams), having captured a temple that kept healing his units while fighting and, last but not least, making use of the hero bonus for skirmishers. You had no ram counter prepared, so that your main base got destroyed and most of the economy stopped. I don't think that the match setting screen is to blame. The recent alpha made it rather easy to check the few important options, and I wouldn't consider it useful to restrict players from playing a rated match with the settings they want. While setting an official standard for rated duels (and highlighting the differences in the match setup screen) might be a good suggestion, I wouldn't hurry calling the current system stupid.
  7. 5 points
    Swordsmen and elephants take out rams quite efficiently. In an emergency, even women can be used with some degree of success. I agree that its a little ridiculous though, the speed at which unprotected rams take out structures even when a considerable army is attacking them. I understand that archers should have a hard time with them, but its currently not possible/realistic to take out rams with ranged units at all... At least make spearman more capable of dealing with them? Obviously spearmen should be a lot better at taking out a ram (by killing the operaters) than swordsmen, who wouldn't necessarily have the reach.. The current system isn't intuitive, especially not for new players...
  8. 5 points
    Hi there. Mayorcete here again. Glad you liked my last 0 A.D. video. I'm sure it will bring a lot of new players to the game and I do it totally on purpose. I love this project and I want people to know it and play it. Plus. This kind of videos grant me a lot of views and subs. Anything related to AOE that is not AOE makes for an awesome and trending video. About the Spanish community I can really back what you say. Spain has a good lot of AOE lovers. But we shouldn't see the situation on my channel as somth which has to do with the viewers, but the other way around. I've been in YT for quite long and I've been trying to promote strategy (and overall RTS) on a massive scale. So you can tell that the situation of the Spanish community is one of a kind. You could say that we are not as many as we seem, but we have a better stablished community thanks to the content we are making. I've even encouraged other YT friends to play AOE and similar games (see Matakito on YT), going one step further. You see; after all Mayorcete Gaming is not only the biggest AOE channel in Spanish, but in the entire world, so the way it affects the public is rather unique and difficult to analise in terms of interest over RTS. All I can say is... Keep working on this wonderful game. I'll keep promoting it. New factions like the kushite will always let me make new vídeos for sure, and new alpha versions will serve as well. Nice work and keep it up. BTW. Now vídeo:
  9. 5 points
    Reduced the saturation of the dome for match the texture:
  10. 4 points
    Okay so it's one o'clock in the morning and I packaged three mods. For some reason it would consistently crash on windows but it didn't on linux, so I guess there is something fishy with lineendings or something similar. Possible bugs: There should only be three civs in Ponies Ascendant, but deleted folders do not seem to work. The tweaked Terra Magna skeletons might break the shark and crocodile, this needs to be investigated. Get ready for anything, but please report them here, and only here. terra_magna.pyromod millenniumad.pyromod ponies_ascendant.pyromod
  11. 4 points
    The battering ram came into my camp just taking out fully upgraded defense towers left and right in less then a minute and I had plenty of men attacking it, but is does not make sense that a wooden structure can take out a stone structure while being attack by 10 plus men so quickly?
  12. 4 points
  13. 4 points
    Hey, this happens when mods have incomplete information and are marked as "Live". In theory, the administrator (me) has to approve them first so they are live: this is a bug in the mod.io website and I'm reporting it. In the meantime I marked the mod as not "Live".
  14. 4 points
    Hello @Shadookami There is a way to make this game work on Android cell phones (There was IOS too at some point but I guess it was big hack). Due to licensing there was a problem fixing some part of the code to work with android. The latest progress made for it is there https://trac.wildfiregames.com/ticket/2996 In order to make it work again you'd have to rebase that, figure what was wrong at the time and fix it. Be wary though, it might not be smooth at all on a phone, considering how it runs on high end rigs.
  15. 4 points
    Wonders have resource trickle maybe the corral could have an aura giving experience to domesticated animals, so they level up 3 ranks like infantry; skinny, mid and fat it would be just a scaling of the belly and if its possible give an aura also to the cattle/sheep for example enabling the food trickle to corrals only if they are near.
  16. 4 points
    Cattle could be an altered version of the zebu with new textures:
  17. 4 points
    I just fell in love with my own idea! Can we have stick-, stone- and feces-throwing baboons and macaques in-game??? Ranged Gaia animals!! That would be soooo cool, and annoying in a really funny way. They shouldn't do much damage though, but if you leave a single citizen soldier or women close to a troop of 20 monkeys, they should slowly get stoned to death...
  18. 4 points
    New Release: 0 A.D. Alpha 23 Ken Wood Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top New Features New Civilization: Kushites Mod Downloader Cavalry and Spartan Building Models Combine Victory Conditions Attack Range Visualization Diplomacy Colors Destruction Damage Unit Information Dialog AI Behavior Lobby Authentication to prevent impersonation Nomad Mode on all Random Maps New Random Maps: Lower Nubia, Jebel Barkal, Elephantine, Fields of Meroë, Hellas, Dodecanese, Scythian Rivulet Civilization: Kushites The most prominent feature of the new release is the introduction of the Kushites. The Kingdom of Kush was a Middle Nile Valley civilization between 785 B.C. and 350 A.D. The region became known as Nubia and is located in present day Sudan. Steeped in pharaonic traditions, Kushites considered themselves the true heirs of the New Kingdom. They were fierce in the defense of their homeland, facing Persian, Ptolemaic and Roman invasions as well as constantly testing the strength of their northern neighbours. The armies of Kush are diverse, with contingents recruited from all across its vast domain. With a wide array of trainable units, they can adapt to almost any kind of opposing army. Boosted both economically and militarily by their monumental pyramids, ingenious leaders and special technologies, Kushites gain a variety of benefits. Lead the Nubian kingdom to bloody war and see the emergence of the mighty Kingdom of Kush. Learn more about ancient Kush here. Economic and religious Kushite sites (10MB 6k-HD) A nubian city in full bloom ( 6MB 6k-HD) Temple Of Amun Pyramids of Meroë, photograph by Fabrizio Demartis, CC-BY-SA 2.0 Nubian Pyramid Two Apedemak Champion Guards and a Blemmye Camp ( 4MB 6k-HD) Harsiotef, Kushite King of Meroë (404 B.C. to 369 B.C. ) Looted bust of the first Roman Emperor Augustus, found in Meroë, photograph by Steve F-E-Cameron CC-BY-SA 3.0 Mod Downloader Beginning this Alpha, players can install mod files just by opening them with 0 A.D. This new version also comes with a mod downloader, that allows you to connect to the new mod.io platform and fetch mods from inside the game. Wildfire Games and the mod.io team have worked together to bring you this feature, and 0 A.D. is one of the first games for which mods are available from this new and powerful platform. Please note that only mods that Wildfire Games has tested against blatant security issues will be available through mod.io. However, you are always free to install mods manually from other sources. 0 A.D. Mod Downloader Millenium A.D., a free mod featuring Anglo-Saxons, Byzantines, Carolingians and Norse civilization at the of Charlemagne and the Viking Age Terra Magna, a free mod featuring the Han Dynasty of China and pre-columbian Zapotecs New Models Similar to previous releases, meshes, animations, textures and materials for a number of units have been reworked. This time with a focus on helmets, shields and clothing. But 0 A.D. Alpha 23 also comes with many new artwork, as the Spartan faction has received an entirely new set of models. All Cavalry units have been replaced with much more realistically looking, more fluently animated high-poly models. New Spartan Buildings ( 9MB 6k-HD) New Helmets and Siege Firing Animations ( 7MB 6k-HD) New animal type Zebu and new Cavalry models ( 6MB 6k-HD) Combine Victory Conditions The addition of new victory conditions throughout the last releases, such as Wonder Victory, Regicide and Capture The Relic gamemode have made it reasonable to allow players to combine all these modes arbitrarily. So if you ever wanted to play a game where you can choose between defeating the enemy by taking out the hero or starting an ambush on the relics after building a citystate and assembling an army, now is the time! Two heroes fighting for victory ( 9MB 6k-HD) Attack Range Visualization Similar to the aura range visualization of the former release, fortifications and mobile towers now reveal the range they cover upon selection. Furthermore, the attack distance is also drawn when in the building placement preview, so that the player can find the best suitable location prior to settling the position. Attack Range Visualization during building preview mode ( 7MB 6k-HD) Diplomacy Colors Both in traditional games with two teams and in diplomacy teams with interactive alliance buildup, players could have often used a quick way to find out where the border to the enemy lies and which parts of the territory can be considered a safespace. With 0 A.D. Alpha 23 players are rewarded with a way to toggle between the player colors and team colors (one color per diplomatic stance), enabling them to react to every threat to their city instantly. Blue indicates the player, green allies and red opponents ( 12MB 6k-HD) Destruction Damage One of the new features that targets 0 A.D. (but also mods and other RTS that once might use the Pyrogenesis engine) is the ability of units to deal damage to surrounding enemies when they are destroyed. The effect is demonstrated by Fireships that can and will sink enemy ships if not taken care of by the enemy combatant. An Iberian Fireship sinks nearby fishing ships ( 4MB 6k-HD) Unit Information Dialog Players and observers can now open a dialog that displays all the game related details by rightclicking on a unit during a match. It is also designed to provide sufficient space for historic background information in future versions of the game. Everything you wanted to know about the Amun Temple AI Behaviors The Petra AI now supports configuration of different behaviors, such as Aggressive or Defensive. Although still in an early stage of development, it aims at more diverse singleplayer experience. AI Configuration Dialog Lobby Authentication To establish a safer multiplayer environment, the possibility of player impersonation was ruled out by an improved connect mechanism that requires lobby players to remain authenticated at the lobby server when joining games. The new match setup option Furthermore, the lobby chat was made accessible in the match setup, running games and the summary screen, so players can stay in tune with upcoming games without having to leave the party early. Nomad on all Random Maps Players have enjoyed the "Unknown Nomad" random map since years. It required players to scout the randomly generated map and find a suitable location to lay the foundation stone of their city. With 0 A.D. Alpha 23, this game mode is not restricted to this map anymore but can freely chosen on any of the random map scripts. A Persian player starting the city at the river ( 10MB 6k-HD) New Maps The entire random map generation code has been revamped. The results of this endeavor are many more possibilities and comfort for map authors to generate landscapes and a new quality standard in map design. With Alpha 23, 0 A.D. was enriched by seven random map scripts and three new skirmish maps. Six of these maps take place in the domain of the Kushites. New Random Maps Lower Nubia Lower Nubia is the area between the first and second cataract of the Nile and formed the traditional border region between Kush and Egypt. The hostile and merciless Sahara desert makes defending your position on the river and its steep banks an absolute necessity. This map, like most other realworld maps below was created using realworld elevation data from the NASA Blue Marble series. New random map "Lower Nubia" ( 10MB 6k-HD) Abu Simbel Temple of Ramesses II, photograph by Than217, Public Domain Jebel Barkal The "Jebel Barkal" is the holy mountain that was used as a landmark by traders crossing the Nile river, near its fourth cataract. It is located near the Nubian city of Napata, which later became the capital of ancient Kush. The remains of the Napatan temple complex and the nearby pyramids were declared a world heritage site in 2003. Stone Ruins and the famous Pinnacle of the Hill, photograph by Maria Gropa, UNESCO, CC BY-SA 3.0 "Jebel Barkal" is the first 0 A.D. map to present a vivid, procedurally generated cityscape combined with regularly spawned attackers of adjustable difficulty. City Walls of Napata ( 11MB 6k-HD) Procedural Generation of the City ( 10MB 6k-HD) Temple Guards patroling Napata ( 9MB 6k-HD) Players start near the fertile banks of the Nile river. In order to attain resources, players have to either establish a tradeline there or reach the mineral abundance in the shelterless desert. Contrary to the average map, players find complementary advantages and disadvantages depending on the starting location, making cooperative teamplay and strategic decisiontaking much more relevant. New random map "Jebel Barkal" ( 8MB 6k-HD) The Pyramids and the Hill, photograph by Ron Van Oers , UNESCO, CC-BY-SA 3.0 Elephantine Together with Philae, the fortified Island of Elephantine was situated on the Nile River at the first cataract and an important Egyptian city, often under Kushite control. As the border between Upper Egypt and Lower Nubia, Elephantine became an important way-station for the trade in ivory and other goods. It was considered to be the home of the god Khnum, guardian of the source of the Nile, and boasted an impressive temple complex whose remains can still be visited today. This map was created using OpenStreetMap data. New random map "Elephantine" ( 10MB 6k-HD) Temple of Isis on Philae Island, photograph by Olaf Tausch, CC-BY 3.0 Temple of Aswan on Philae Island, photograph by Osama Awny, CC-BY-SA 4.0 Goddess Hathor in the Satet Temple on Elephantine Island, photograph by David Stanley, CC-BY 2.0 Fields Of Meroë The "Island of Meroë" is a vast peninsula flanked by the Nile and Atbarah rivers and formed the heartland of ancient Kush. This map comes in two variants, one depicting the dry season and one for the rainy season. The map demonstrates the new possibility to select the map biome in the match setup. "Fields Of Meroë" - dry season ( 9MB 6k-HD) "Fields Of Meroë" - wet season ( 10MB 6k-HD) Temple of Amun in Naqa, photograph by Coordinamento delle organizzazioni per il servizio volontario, CC-BY-SA 3.0 Hellas This unique random map script choses a random area of Greece each time, yielding a much greater surprise effect each terrain generation. A "Hellas" map generation showing a part near the Aegean Sea ( 9MB 6k-HD) Dodecanese "Dodecanese" is greek and translates to "twelve islands". It names a group of 15 large and 150 small islands in the southern Aegean Sea . This is the first random map script placing little bridges. New random map "Dodecanese" ( 10MB 6k-HD) Scythian Rivulet This is a map focusing on the beauty of pristine winter, featuring crispy mounds of snow, shown under a not-too-bright sun. New random map "Scythian Rivulet" ( 8MB 6k-HD) New Skirmish Maps Alpha 23 "Ken Wood" comes with three new Skirmish maps: Egypt, Butana Steppe and Via Augusta: "Egypt" (6 players) comes with prebuilt cities of geographically accurate civs ( 10MB 6k-HD) "Butana Steppe" (2 players) ( 11MB 6k-HD) ""Via Augusta" (3 players) ( 14MB 6k-HD) Under The Hood This release consists of almost 1900 patches (r19923 to r21819), i.e. several hundred of bugfixes, commits restructuring of the engine code and small features that can barely be listed. It also includes solutions to prevalent crashes and performance bottlenecks. Finally, the Pyrogenesis engine can be compiled using Visual Studio 2015 and premake5. The name "Ken Wood" Ken Wood, also known as Phoenix-TheRealDeal or tonto_real, was one of the three original gameplay designers of 0 A.D, together with Wijitmaker and Acumen. He was a retiree in his 60’s from Arizona, but he sadly passed away in 2006 after a long fight with cancer. It is thanks to the amount of energy and passion he poured into the early stages of 0 A.D. that we are celebrating another great release of our favorite game! We managed to reach that symbolic letter W for our twenty-third Alpha, and we keep remembering him through the development of the project. Ken Wood was instrumental in conceptualizing some of the core concepts of 0 A.D. Most notably, he laid the foundations of the citizen-soldier concept, and its female villager counterpart. He was also fascinated by Celtiberian civilizations and designed the Iberian and Carthaginian factions. He designed a Rock-Paper-Scissors counter system for units of the game, biomes for maps, and had big ideas for naval combat and realistic ship movement. If you want to know more about the story behind 0 A.D., see this article. We have also re-published an interview from the old website here. And let us not forget his famous quote, which gives us all the motivation we can need: For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter X. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 B.C. – 0 A.D.) and post your proposal here! Support Us The work is still in progress and can use every helping hand. You can support us by translating the game in your language at transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the irc chat. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireTROYgames.com without the capitalized name of a city Ulysses spent some time in.
  19. 4 points
    Yes. Should also fix the player disconnects upon gamestart and OSX lobby crash.
  20. 4 points
    Yeah hopefully we can make things happen (as in be ready for signing) at the end of the week, but it mostly depends on @wackyserious & @Alexandermb
  21. 4 points
    A crown for the saxons:
  22. 4 points
    The building is finished with 43k tris
  23. 4 points
    I would love to pitch in and get one of the orchestras that I play at to go and see whether or not we could record it live.
  24. 4 points
    You should get in touch with @OmriLahav by email is the best way
  25. 3 points
    I'd say any PC that came out the last years should be able to run this game
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