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The Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc1- infix. The list of fixes with respect to Alpha 27 are updated in the top post of the thread. The bug with flood maps is not being worked on, so it will not be fixed in A27.1, we do not wish to delay the patch release further. We may do a A27.2 for this issue depending on timing. The OOS experienced by ffm cannot be reproduced (after investigation in PM) and may have been caused by the local compilation environment. Let's keep eyes wide open for this one during the testing of RC1. Thanks for your help!11 points
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The death of this game has been a long time coming and is truly inevitable. First, the heat death of the universe, something difficult to precisely calculate, will happen in roughly 10^106 years, which I doubt 0 AD will survive. Even if we prepare for that, there is the more immediate problem of the sun depleting its hydrogen reserves in approximately 5 billion years. Unless our team develops proper technology to survive in space, I think 0 AD will fail. In a similar vein, the Andromeda Galaxy's collision with the Milky Way in 4.5 billion years may pose a serious risk to the survival of the community. For these reasons, I regret to say that 0 AD is doomed.7 points
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Hey guys, I'm back with more news about my WorldRising project! I've created new resources and they're now functional! They are: bone, water, leather, clay and faith. Here's how to collect each of these resources: Water and clay can be found in the wild. Bone is passively created in hunting lodge buildings. Leather is produced in the primitive tannery. Faith is generated in ritual stones. In addition, I've implemented many new technologies, including new units such as the priest, archer and hero. I've re-textured many units and improved the textures of buildings. However, I've had some issues implementing certain technologies, such as promoting units when completing a specific technology or increasing the civic center limit by +1. I've also had trouble editing animals, even using existing models, due to issues with the skeleton. The same issue occurred when trying to implement flags on buildings. (If anyone can help me, I'd be very grateful!) I've now completed the Stone Age with all buildings and technologies. The Polished Stone Age is 60% complete and I will soon begin the Copper Age. Stay tuned for photos!7 points
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Hello everyone! I'm here to share some amazing gameplay footage of our project! It's now possible to create riverside villages without the need for a civic center! Docks have territory space, and as they evolve, the territory increases. In addition, hunting lodges can be built anywhere on the map. And that's not all! The houses also passively generate leather, making resource management even more efficient. Now, we're working on the next step: creating defenses to protect our villages! Share your impressions and comment on what you think of the project! We're looking forward to hearing your opinions!6 points
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Bom dia ou tarde; -Finalizámos a Primeira fase ,da Primeira versão do mod, (a arquitetura) a primeira quota de facções já está fechada: 65 em todo o mundo. (Proporemos mais futuramente). -Agora estamos com as unidades (primeiro as americanas), aqui fica uma antevisão: Tupí Tiahuanaco Mapuche Desculpe-me pelas inconvenièncias*6 points
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AI is probably researching this thread to train itself to recognize mental breakdown patterns.6 points
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5 points
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5 points
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The purpose of this mod is to allow access to options, hotkeys, or the last game summary directly from the lobby without having to exit to the main screen of the game. It’s especially useful if you want to adjust some settings while waiting in a host’s gamesetup without losing your spot. Other, more robust mods like ModernGUI or boonGUI offer the same functionality, but this option is suitable for those who prefer to keep things simple and like the original lobby interface. Just unzip LobbyMenu.zip and copy paste the LobbyMenu folder into your mod's folder and you are ready to go. If you have any suggestions or If you find any bugs, please contact me and I’ll fix them ASAP. Note: The small black lines visible on the buttons are not caused by the mod. On my 4K monitor, the GUI appears very small, so I had to scale it to 200% in the settings, which causes those small black lines to appear. Here are some screenshots:4 points
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4 points
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That's wrong. You might have been thinking about interpreted languages which use a Global Interpreter Lock (GIL), like CPython, which results in them not being able to utilize multiple CPU cores when using threads, but that's a limitation of such languages and doesn't apply to C++. And as a side note: Even in languages which use a GIL, multiple threads can be faster than multiple processes, depending on the kind of work to be parallelized. Check out for example the commit linked below, where I speed up validation of entities. I compared using multiple threads vs. multiple processes, but as more time is spent loading data from disk than doing actual CPU heavy computation, using multiple threads instead of using multiple processes was significantly faster, thanks to threads having a much lower overhead than processes. https://gitea.wildfiregames.com/0ad/0ad/commit/e755ef715565409b93cecdb2d84b5098a518fef64 points
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4 points
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I just make the PR https://github.com/JustusAvramenko/delenda_est/pull/70 that enable the summary work again and the game itsel work in current development phase :), let me know4 points
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but do they have to be twice as fast? wouldnt 1.5× or even 1.3× as fast be fast enough? I feel like this would be an unnecessary "unification" of playstyles across different civs. A civ with good defensive options could (if walls, forts, towers werent so bad) secure their eco without needing to keep troops at home and force the enemy cav to take a fight by attacking the enemy base. Then the cav die to normal spearman and no "quick" counter unit is necessary.4 points
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The topic here is not quality of code or variable names, but code obfuscation. The point in the license is Section 1 "source code". GPL authors clarify that "[...] Obfuscated “source code” is not real source code and does not count as source code. [...]". This is not sufficient to be compliant with GPL3, and not sufficient to qualify as FOSS. Obfuscated code violates Freedom #2 of Free Software as clearly explained here. But besides the "legal" part... if you are a developer who cares about free software (as autociv does), then you will also understand that distributing source code made intentionally hard to be understood is contrary to the purpose and principles of Free Software itself.4 points
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3 points
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3 points
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20250707-1630-58.7562044.mp4 now sure how to fix the oars going backwards.3 points
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3 points
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3 points
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3 points
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I'm not sure if it's placebo or not, but the patch release is much more smoother and performance is now better. No more lag in the mid game, only some in the late game, and that is bearable when compared to the initial release. This is only single player, I'm sure multiplayer is more noticeable.3 points
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@Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue.3 points
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3 points
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Yes my friend, you do. Btw. the only buildings where archers add more arrows than other soldiers are walls.3 points
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I'd really love the ability to select the Phase in which the game commences. This would allow for a wider variety of singleplayer and multiplayer playing styles. It's a common feature of many games with technology or research phases. For me, I'd like to jump right into military composition, battle tatics, etc. without all the "boilerplate" of unlocking my civ's champion units and siege units. I'm wondering if there's a console command or config file I could tweak or some other hacky workaround. Also, as a programmer, I'd be okay with contributing this feature to the Matches UI.3 points
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3 points
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ChatGPT wrote massive trash. When the hero dies, the bonus is gone forever. The line of sight of the hero is far greater than 45m. There is indeed a fixed radius. The cavalry unit doesnt have to be newly trained, it just needs to be a cavalry unit.3 points
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45 meter around this heroe all cav have +2 armor (take less damage) in french translate it type +2 attack but it wrong3 points
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This is a great start. I wonder if it wouldn't benefit from its own new texture. I think we could save some triangles by getting rid of the 2 staircases we won't commonly see. I think the original building abutted walls and other buildings on those 2 sides anyway. So, copy the double staircase on the front over to the left side we see here, then get rid of the 2 staircases on the far side. I might be able to help with textures for the staircases. The game does have this: Which would be verrrrry useful for the Wonder. Here it is on the Tachara:3 points
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I have played many of the available maps and wanted to create something new. I like not only making attractive maps, but ones that add some new twist to the game play. I though of mazes and other ways to make maps more challenging. I sort of went that way, using terrain to control movement Here's what I've come up with. It would be great to get some feedback on this. Nile Delta Conquest 1.xml 1745219202_NileDeltaConquest1.pmp2 points
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2 points
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2 points
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That's just Atlas and the actor editor. @trompetin17 is rewriting it using the engine GUI.2 points
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I mean, you would try not to kill the horse, but capture it, no? That sentiment is very understandable. You seem to have reached a point where you have a good understanding of the basics of most/all civilizations, hence why you notice that some units being equal for certain civs doesnt really feel right. But there is a counter-argument for more differentiation, as it is more complex, especially for newer players. When you first pick up the game, you would be happy if you could rely on a spearman doing the same no matter which civ you are, no?2 points
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2 points
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2 points
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It takes one infantry javelineer 2 throws (so 1.9s) to kill a women, while it takes one infantry javelineer 200s to take a house. He can kill 100 women in the time he takes 1 house.2 points
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That's actually a really cool breakdown — love how you're balancing things while keeping that historical flavor. The camel addition for the Persians is a great touch. It’s a fun detail that also has a real tactical logic to it (horses freaking out around camels is historically documented, after all). Definitely adds depth without just stacking more cavalry. I like the idea of giving the Romans a sword bonus too — feels appropriate, and the nod to Iberian steel is a nice bit of realism. As for Sparta, champs being stronger makes sense, and having the heroes appear in P2 with nerfed stats but full bonuses sounds like a solid compromise. That could create some really interesting early-game decisions without being OP. And yeah, the Celtic Coalition is shaping up to be really diverse. Even if the Gauls were more about raw infantry and numbers, bringing in units from other tribes makes it more exciting to play them. Looking forward to seeing where you take this next — keep it up!2 points
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Your horse doesn't fit in a tower. In the cc or fort it's ok. Except when the game setting is regicide and hero garrison is off, then also no additional arrows. Maybe just change the tooltip to "it's complicated".2 points
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2 points
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Ideally it would be nice if it was extended to: Nomad Village (standard start) Post-Village Town Post-Town City Post-City And then be compatible with mods which have more phases, such as Delenda Est, so: Empire Post-Empire Post- means that all of the techs up to that point have been auto researched. Only exception is paired techs. In that case, resource and time costs are set to 0 and all the player has to do is click one out of the pair they want. So, Post-Town would mean every tech in Village and Town are automatically researched for free. Make sense?2 points
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don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.2 points
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yes! and much more! I actually wrote my list of changes on paper and pen so I'm gonna type them out here soon2 points
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I will keep it general and go for just "page". It's not the 100% fitting term, but it's simple, and players will understand what it refers to.2 points
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My comment wasn't a direct reply to you. If anything, I agree with you here. My comment is in response to those who would rather obfuscate what their mods are doing while claiming "freedom" and twisting the meaning of open-source software as justification.2 points
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We gave them bonuses in Historical via aura. My understanding is currently formations don't quite work, you cant attack in formation. So the only way to apply bonuses is through auras. Hopefully it is something that will get looked at and implemented in the future. Its a great idea!2 points
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This was discussed off and on in the past. I was thinking it would be nice for the game to name the different Civic Centers based on historical city names (similar to how the AI is given a cool historical name). In a standard match, the names would be pulled from a pre-made list (either in the civ.json or {civ}/civil_centre template). Secondarily, Atlas could be extended to allow scenario/campaign designers to give custom names to Civic Centers on the map (or done with triggers).2 points
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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip2 points
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2 points