Jump to content


Popular Content

Showing content with the highest reputation since 07/21/2018 in all areas

  1. 8 points
    A screenshot from one of my current "WIP" random maps, featuring a swamp (and the PvE elements that can be found in a swamp, but thats for another topic). Really shows what the engine is capable of even on low end machines. Same one but with rain visible at high zoom levels.
  2. 6 points
    The Council is both happy and proud to announce a special new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided into two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Xýlo. This is a byzantine word for wood, in recognition of vanilla 0AD’s founder (Play0ad.com ). That is respectful for the new release. What is new? Thanks to Alexandermb talented modder is responsible for the majority of the new models, Wackyserious our versatile texture artist, Stanislas69 our artist and Lion.Kanzen icon and texture artist, we are happy to introduce you to two new civilizations Byzantines and Carolingians as well as Anglo-Saxons and Norse faction are updated this release. Byzantines The mighty civilization which has its roots in Eastern Roman Empire dawns this release. This release Byzantines got a new market, variation of houses, corral, blacksmith, civ centre and many other buildings. Also, Byzantines use new units and ships including fire ships. Carolingians The time of Charlemagne has come and you will witness the might of his Franks. Last release Carolingians were hidden and worked on by Stanislas69 and this release thanks to fully redone building set and remodeled units are available. You can look forward to Cathedral of Aachen and Carolingian church or docks. From units, we can mention the Catholic priest. Anglo-Saxons This release Anglo-Saxons got Bixworth church(wonder) enabled and Offa of Mercia as their hero that together with his axeman will break through the lines of defense. The Norse Prepare for the new naval battles with the Norse. Since last release the Norse got new longboats and ships are fully animated. Many smaller changes were made in this release too, but it would be too elaborate to list them all. Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age), Millennium A.D. (about medieval times), Rise of the East (East civilizations, Current Terra Magna) and Ponies Ascendant (Pony factions) CoM aims to create an umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: ModIO installation: Main menu -> Configuration -> Mods -> Download -> doubleclick Pyromod installation: Download pyromod file, open with pyrogenesis.exe Zip installation: Download the zip file from here, drag and drop on pyrogenesis.exe In the last few years, some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
  3. 6 points
    What do you think? they are not finished xD
  4. 6 points
    1. When you kill an enemy unit/building you get the loot specified + what ever resource the unit was carrying. You would not get this loot when you delete an own unit/building. 2. All garrisoned units would be ejected when the building is damaged beyond a certain level. (something above 90%, not sure) 3. Attack bonus. 4. There arent definite hardcounters in 0AD(units are balanced using damage types and armor types), But yeah, a swordsmen beats a spearman. 5. Go to the diplomacy menu, the ring icon on the top right. There would be a coin icon for each player. 6. IIRC, formation bonuses are disabled for now, as some arent implemented. And the few implemented ones give an unfair advantage. 7. Maybe it is referring to the special building available for celtics, which have a farming boost aura. Name of the building is "rotary mill". (everything written on the history page is not implemented yet). 8. The right-click menu shows the information from the templates. Therefore, the unmodified base values. Bug or feature? I'm not sure. 9. You can select it on the trade menu. The coin icon next to the ring on the topright. 10. Gives +50% garrison loyalty for nearby buildings (harder to capture when garrisoned). You can see these type of bonuses when hovering over the icon. 11. AFAIK, not implemented yet. 12. You marked him as a buddy, double-click on name marks as buddy too. 13. He needs to mark you as a buddy. ==EDIT== 14. Green games are the ones not started yet. Red and orange are ongoing games. Orange being games where someplayer is offline. You cant join an ongoing game as a player. 15. Only soldiers count. And yes, the interval stays the same, but the number of arrows increase per unit garrisoned up to the projectile limit.
  5. 6 points
    I made Skalitz from Kingdom Come to see if i could. Dont really have high medieval castle bits do we, haha
  6. 5 points
    I like this, and it's not far from some of the ideas I have proposed in the past. Each CC should have its own territory that doesn't morph together like they do now. They start out as small villages and only "village" structures can be built within their territory. Upgrade each CC independently so you can build Town, then City structures within their territories. A Village CC would have a gathering bonus around it, while it loses this bonus as it's upgraded and perhaps different bonuses kick in. Now you have real provinces that are somewhat unique from each other, for instance, a couple of Village provinces where you do a lot of your farming and mining, etc, while owning a couple of Town provinces which may have a trading benefit and can build barracks and wooden towers nearby. Your City province allows the building of stone walls and fortresses. While your Capital province can grant some uber bonuses and unlock some unique structures, essentially more "Wonders" that give unique benefits. Now you're truly building an empire instead of some weird urban sprawl that makes no historical sense. The 3 major starting conditions would be nomad (of course), classic (start with 1 village center and some units), and empire (where each player has multiple village centers already congruently scattered around so that each player already has an empire of provinces and most of the map is already claimed by the players).
  7. 5 points
    Hi, I've been playing 0 AD for a while and if there is a thing that I like the most is the feeling. The @#$%ing and great feeling. What is that? Is the "music-environment-faction specs" as a whole. I mean, the feeling is specially good when I play as Celtics. The music, the nature, the forest, the animals, the sunlight effects, the feeling like you are playing like a real celtic town is really good. I really enjoy 0 AD for that, the maps are very detailed and you can feel the ancient environment in your game. For that I would like tell you few points I really like of the vanilla 0 AD: 1. Citizen-soldiers: I LOVE every soldier can work and every man contribute for the success of the town. Not like just soldiers in stand-by doing nothing more than just live. Please don't make case to delenda est mod... 2. Music: Love it. 3. Maps: Skirmish maps are awesome. Treasures, and more maps with some villages or mercenary camps will be yeah! If you allow me to say some things that I think could improve the feeling could be the following: 1. higher grass: Im not sure about how can this be made but I'd like to see grass textures more like real grass, I mean higher and let the wind move it. 2. changing light through the day: dawn, mid day and sunset lights all in a game would be nice. 3. Can we see more birds in the sky? 4. More animal life... that's why I love savannah maps... lot of animals. I mean in the ancient world... animals ruled and animals sounds... 5. A bit higher buildings... more realistic 6. roads, similar to EEII or just for the feeling... 7. bridges, like EEII too 8. More music and more detailed maps... more flowers, grass, water, animals, weather, sun, buildings, totems, ruins, altars, stones, roads, this is the ancient world, we must feel that era. No more for now, I love your work 0 AD team as soon as a can I'll contribute. Nice day.
  8. 5 points
    Hello, I made a balance mod for online testing Its principal objective is to rehabilate champion units and balance civilizations between them. Here is the complete list of changes. Some are kind of extreme, the mod is very experimental. - sentry tower +4 pierce damage I may add a sentrynelle tech that adds an arrow for sentry tower only but is cheaper. - stone tower +4 pierce damage - all humans +10 crush armor (catapult nerf) - citizen soldier swordsman +1.5 melee damage - removed champion trainable at barrack tech for gauls and brits - iber stone tower -50 stone cost, but can garrison maximum 5 units - maur worker elephant train time reduced to 10 seconds - maur elephant archer now cost 150f 80w - rome military camp -5 pierce damage - Instead of mercenary skirmisher, ptols will train slingers p1 (not satisfied with this change but should help) - slinger accuracy nerf and -0.5 pierce damage - infantry skirmisher -1.5 pierce damage - loom now costs 100 food/wood but gives a 100% health bonus for women - ranged cavalry units damage (and accuracy) may be adjusted in the future to follow their infantry counterparts - I temporarily gave carthage a limit of 3 embassies until i can do something better - I will probably buff elephants and rams in the future. - Each hero is now trainable only one time through all game. (Thanks @(-_-) ) - Catapults area attack now 5 pierce damage. - Spearmen +1.5 walk speed - Spartan skirtai now cost 50 metal - Added hero changes by @Hannibal_Barca ( https://code.wildfiregames.com/D1400#change-6Pes5Jtrq5P9 ) very experimental champions buff : - Sword infantry champion +3 hack damage - Spear infantry champion +1 H/P damage - Archer and javelinist infantry champion +2 H/P armor - Black cloak train time now same as other sword champs - Every cavalry champions -5 seconds of train time Current version : 1.0.3 Changes through all versions: champions-civs-balance.zip To install, you can drag and drop the zip file to 0AD.
  9. 5 points
    The supertuxkart Steam state wasn't clear to me. Here a summary from their blog and github: February 23, 2017, SuperTuxKart is on Steam Greenlight, http://blog.supertuxkart.net/2017/02/supertuxkart-is-on-steam-greenlight.html March 1, 2017: "WE ARE GREENLIT!!!", http://blog.supertuxkart.net/2017/03/weare-greenlit.html April-May 2017 Steam-Wrapper repository: https://github.com/hiker/steam-synchron-manager Steam TODOs on github: https://github.com/supertuxkart/stk-code/projects/2 July 8th 2017 on #supertuxkart as quoted on https://wildfiregames.com/forum/index.php?/topic/16476-steam-greenlight/&tab=comments#comment-333867 August 24, 2017 Steam Release Date? https://forum.freegamedev.net/viewtopic.php?f=17&t=7591&p=74286&hilit=steam#p74286 November 20, 2017: SuperTuxKart 0.9.3 released http://blog.supertuxkart.net/2017/11/supertuxkart-093-released.html Summary: supertuxkart is not available on Steam yet, the GPL licenses are incompatible with most Steamworks API features, can partially workaround it with a separate non-free standalone process, the team needs to register a legal entity and figure out how to apply the donation policy to Steam. I doubt one can have the Steam linux GPU drivers that were wished in February 2017 in a GPL licensed application due to the stand-alone process workaround. Commentary: At least some of the supertuxkart devs seem to wish to use the cloud, useraccount and leaderboard service. It seems a bit against the spirit of the GPL that one could not host a multiplayer lobby oneself with free software unless implementing the Steam features as a networked service oneself. It would be a bit nicer to be able to get the benefits (more players, donations?) from Steam without getting too many disadvantages (putting them in charge of the project directly legally or indirectly by service or money dependency). The next post will show in how far Steamworks API and GPL are compatible or not.
  10. 5 points
    1. You only get loot when an enemy unit / structure is destroyed. 2. When a structure has been weakened to a certain threshold, all units inside will automatically be ungarrisoned. More units inside of a building make it more difficult to capture, so if you want to capture a strong building (like a fortress), it is best to weaken the structure to force the automatic ungarrisoning. You can then attempt to capture it. Holding the CTRL key down while right clicking to attack will change the cursor to the attack cursor and let you choose to attack and weaken it first. 3. I believe the bonus (3x, etc.) only applies to attack. 4. There may be basic units that appear to be shared, but each civilisation's citizen soldiers can differ in more then just name and appearance. Not sure about the 1v1. 5. The Espionage tech is somewhat unintuitive the first time you use it. It is based on enemy traders. If the enemy has no traders, then the technology cannot be used. You pay an amount and get the vision range of a random enemy trader for a limited time. 6. I think formations are position based only at the current time. I don't think they provide any additional bonus. 7. The rate in the actual template files are what the game uses. I'm not sure if those values in the history section are reading those values directly or if they were copied manually and haven't been updated. The Gauls do have a unique structure that increases farm gather rate. 8. That info is probably read directly from the unit's template file. Each rank has a different template. The modifiers from technologies are not reflected in the unit's base stats. Perhaps that should be updated to reflect that though. 9. Yes. Select a market and in the center panel where the icon portrait is you will see several small buttons at the bottom. Click the rightmost one which has an icon with three ancient coins. You will see a dialog where you can set the current rates for each resource. 10. It might be, I'm not sure. There are some variants of structures for scenario design purposes. 11. I'm guessing your territory only, but would need to verify. Like the blacksmith upgrades, I'm guessing that all stat modifiers won't be shown because those values are read directly from the units base stats. [Edit] Looks like you got some answers already [Edit 2] 12. - 14. I'm not familiar with the lobby. 15. Which units are allowed to garrison varies per building. For example, the Fortress allows Support, Infantry, Cavalry, Siege, while the Civil Center only allows Support, Infantry, Cavalry. I'm not sure which classes are used to generate arrow fire or exactly how the rates are affected. @stanislas69 do you know about the lobby questions or garrison fire rates?
  11. 5 points
    Nyeh heh heh, well I tried @wowgetoffyourcellphone
  12. 5 points
    Here is a new 0 A.D. multiplayer analysis video by @superflytom
  13. 4 points
    @Sundiata thank you for this useful resource I was pleasantly surprised to find out these tracks are fairly similar to the tracks I drafted for the Kushites! I'll aim to upload them for the team to review next week. Also, I'm working with another composer to add more music to the game, and I think he owns some of these African instruments, it will be interesting to explore some of these sounds with him. Updates coming soon! Thanks again,
  14. 4 points
    Hello everyone! I was just wondering, why elephants were used as a replacement for seige machines in 0ad? Historically they were used to scare away enemy troops, break formation, trample and kill enemy soldiers quickly at the start of the battle etc.., Elephants are, more like Iberian fire ship, vulnerable unless used in the very beginning. Or they were made to damage buildings because of lack of replacement for seige? I'd suggest the following, (1) Aura - War elephants scare away enemy military, especially cavalry. All enemy cavalry has -20% attack and enemy infantry has -5% attack within X meters. (2) Elephant madness - War elephants, once it comes under attack, should be used within Y seconds. Else, elephant becomes mad and tramples nearby troops (even friendly troops) (3) Elephant Charge - War elephants can charge towards enemy troops.to kill them within a particular radius, then die. Charging speed should be at least 15 or so. If the enemy formation is tightly packed, then the elephant will kill more and if not, elephant will kill fewer troops. Civilizations like Mayurya, Carthage needs some seige machines like catapult or rams. I don't know specifically about those two civilizations, but other Indian civilizations had used catapults and bolts (bolts were sometimes placed above elephants too), so it won't be historically inaccurate to give bolts and catapults to those civs.
  15. 4 points
    Hi all, my name is Astrid,and I live in Bergen,Norway. I enjoy reenactments, {Yes I participate} medieval history, HEMA,martial arts {been practicing since 7}, the dark ages,and Vikings I been gaming since I was a child,and always loved RTS games {3 things to do in Norway as a girl if you hate the mall,skii,drink or game heh} I choose the third and add nature/history to substitute for the first two lol My rl name is Astrid and my nickname ? Well I have several nicknames given to me by friends/strangers from Rapunzel to Lady Godiva to Idun to Sif because I have straight golden blonde hair that sweeps my ankles. I don't really fancy being called these nicknames,and I wear my hair up as much as I could when going in public {mind my English lol} I prefer to be called Astrid over any nickname. My husband introduced me to OAD after he got sick of AOE,and wanted a game similar,and yes he is a player also heh This game is beautiful,and fun,and I am looking forward to the release. At the moment we are having a lot of fun,and it's wonderful how playable it is just being in alpha. If you forget about the words "missing features" you can really have a nice match going. I talked enough heh Great game !
  16. 4 points
    Interesting read, thanks for looking into this (Y)
  17. 4 points
    Hello everyone! First of all, congratulations for this latest game version and its new mods selection/installation functionality. It really is an important step to facilitate the access to the amazing work done by modders. However, let me say that, in a way, History is also important for mods, lol. What I mean is that it would be cool to embed inside the vanilla version of the game itself, inside some menu (I dont know exactly where), a bit of the all the history behind the 0 A.D. active and inactive mods, with some screenshots, a brief descriptive paragraph, and basic information about release date of the latest version and official website. All this may give us all a sharper dimension of all the collective effort around 0 A.D. and its mods - present and past. For instance, look at both screenshots below: a real image of the game mods selection, which despite making things easier, is still difficult to understand for a novice player... The second image intends to give a general idea of how a mod history menu may looks like, just like on the site: https://www.moddb.com/games/0-ad/mods, although it is possible to expand and make things even clear / better / more information. What about?
  18. 4 points
    The poly counts really does make a difference. Hopefully one day LOD's are a thing so I don't have to sacrifice my higher poly models for performance or vice versa.
  19. 4 points
    I was waiting for this amazing release and it is here! I've been waiting for a accurate Byzantine faction in a rts ever since Rome Total War: Babarian invasion! Now it is finally here!
  20. 4 points
  21. 3 points
    Ok, i just tried out the lastest version. Everything is so good so far but it seems battering ram speed is way too high and unrealistic. They have almost the same speed as light infantry. I don't mind the fact that it is hard to be destroyed and deals lots of damage to buildings but the speed is way too high. Please reduce it. Everyone who is familiar with history knows that battering ram is a very heavy siege engine, it should not be as mobile or move as fast as currently depicted in the game. Thanks
  22. 3 points
    While pacing is most of the time associated with movies or books, most games have a similar format, but the structure can vary from one to the next. In many this can be due to artificial barriers. Are these barriers necessarily bad? Not really, but the important thing for most games that take longer than five minutes is to have a distinct feel to what could be called the early, mid, and late-game. The most familiar example to many would be Age of Kings, which had ages serving that purpose. Assuming that all of you are acquainted with some of the strategies of the game, I will simply point out that it offered diverse options from doing a dark age rush, turtling, and then going fast castle often to do a knight rush or just boom; alternatively one could aim for a faster feudal age, and then do a feudal age rush, which most of the time consist of archers or scout cavalry and then going to castle age at a later point, usually hoping that the map control could pay off. There were many variations to these, but the point I want to make is the fact that there were fairly diverse options for every civilisation. Unfortunately, I do not see the current iteration of the game having these options. To clarify, I understand that the game is in alpha and such things cannot be expected to existed in any full-fledged state. Still, I find it disconcerting that no one has been able to better define viable strategies for each civilisation. A pressing issue is the fact that in its current state, 0 A.D, with unique aesthetics, implies that each civilisation will have extremely unique gameplay mechanics on par with games like Starcraft, but when looking on paper, the spearman of one civilisation, although drastically differing in armament and historical context, is practically identical. This ultimately makes 0 A.D. seem like false advertising; its visuals are almost as different from one culture to the next as in Age of Mythology, yet the gameplay does not follow this. I am not going to say what each civilisation should be like right here and now. I don’t know enough about many cultures outside of Persia, Hellas, Italy, and the Hellenistic states. What I do want to argue is that there should be an intentional way allowing civilisations doing things such as rushing, booming, and turtling to some capacity and also in a way that plays to its historical strengths and weaknesses. Obviously there could be exceptions; Sparta seems impossible to viably turtle with. What this can broadly mean though is a better attempt at designing things such as the tech tree and phases to fit to encouraging interesting options for all civilisations and then with a stable foundation like that, refining the ideas behind each one. One other note to be made is that there should be a feeling of reward to advancing a phase. These currently feel like some of the most lack-luster aspects of the game. First, I would advise making them be named things that are more thematic. Village, town, and city seem matter-of-fact. I would recommend basing it around legal reforms such as “Code of Laws” and so on and so forth; there could be other ways of doing this, but the main point is that there should be some theme behind them, not just what seems like a placeholder name. Also, there should be some fanfare or sound when someone advances to a new phase to signify that something great has taken place. If at all possible, there could even be variations in the music tracks give them slightly thicker musical textures when possible in the subsequent phases. Lastly although changing the models each phase might be difficult, there could be as simple of changing the textures to look dirtier and staler in the village phase to more vibrant colours in the later phases.
  23. 3 points
    The repository containing the code and assets is publicly accessible online, and the part of it that defines how 0AD acts and looks can be found at any of the following locations: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/ https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public https://github.com/0ad/0ad/tree/master/binaries/data/mods/public The music can be found under audio/music/, the pictures for the loading-tips are under art/textures/ui/loading/tips/, and the quotes themselves are in gui/text/ If you intend to use them outside of 0AD, then please bear in mind that all art and audio are licensed under Creative Commons Attribution-Share Alike 3.0, and most of the other assets in the above folders are under GPL-2.0. See LICENSE.txt for specifics, and search the forums for questions as to how to legally use the assets. If you wish to listen to the game's music on your personal device, then you can find versions that are specially mastered for such use here. (An earlier release with older versions of the tracks can be found here.) Again, these are licensed under CC-SA 3.0, as above.
  24. 3 points
    On the legal possibilities of having GPL licensed games on Steam, consider their documentation: https://partner.steamgames.com/doc/sdk/uploading/distributing_opensource. GPL requires modified versions of GPL licensed works to be licensed under a GPL compatible license too, but Valve does not want to have their Steamworks API code released (also their application key): https://www.gnu.org/licenses/old-licenses/gpl-2.0-faq.en.html#MereAggregation So GPL licensed projects can only use Steam by not using most Steam features and adding odd workarounds to use anything of that. Some of the features seem to be unusable entirely (for example the GPU drivers, screenshots, probably voicechat) since they would have to communicate to the separate wrapper process. So to implement video or voicechat using Steam one would have to implement a custom voicechat protocol, but then why not reuse an existing p2p voicechat protocol without reinventing it and being independent of Steam? It's many small steps from not using anything of Steam and making Steam our hoster and software API and having main features of the game depend on Valve. Other GPL licensed project examples: Warsow was submitted to Steam Greenlight on February 9, 2013and was greenlit on September 18. https://steamcommunity.com/sharedfiles/filedetails/?id=125965803 but never released. Xonox is not submitted to Steam because they want to make it more stable first. They also rule out to use the Steam multiplayer services because they can't want to ditch their own platform: "There’s just no way currently we could do two way synchronisation between Xonstat and Steamworks - extracting data from Steamworks might be possible, but injection from Xonstat is impossible. In the end we might have to choose to use Steamworks and ditch Xonstat - obviously this is totally unacceptable, it’s out of the question." http://xonotic.org/posts/2013/about-xonotic-and-steam/ Blender and DosBOX - presumably don't use any of the Steamworks services, are downloadable free of charge at Steam and hence must be there for the popularity. They are also automatically updated, can only be used with Steam being started and Steam submits usage statistics to the developers (which seem like weaker reasons to use that platform in comparison to the popularity). https://store.steampowered.com/app/365670/Blender/ Worthy to note that Valve asked Blender Foundation to come onto Steam: https://www.reddit.com/r/Games/comments/1kbn7y/valve_wants_to_integrate_blender_into_steam_games/.
  25. 3 points
    Picture of roads, auxiliary camp, new champs and heroes, buildable onagers and visible Garrison of SiegeTowers etc. of my mod: the-age-of-0-ad