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  1. Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fgod_v1.6.22.pyromod Main Features: Fixes 0 A. D. v0.0.23 lobby lag, Fixes gamesetup crash (especially on Mac), new features for lobby and additional behaviour (also for lobby dialog), in-game name change (multiplayer-name in general options page), in-game/gamesetup ping nick sound notification from lobby (sound and marker on menu button), replace offline in-game (when lobby authentification on host if disabled), unit experience status bar in-game, pause overlay clickable/actable units/entities, game reconnect on connection lost/kicked, replays/civilization structure tree and civ info/options/last summary from lobby more buttons (hideable), auto-away after time in lobby, highlight colors for buddies, buddy games in lobby, highlight color for user player and user player games, number of players games (and onlines/open games) in lobby, hide profile panel for longer player list in lobby, player / games deselectable (escape key) in lobby, improved nick recognition for pinging in lobby, improved player/game sorting in lists in lobby (and especially remembering sorting), in lobby dialog select game the player is in, more darkend background on overlay windows/dialogs, remember last opened options page, auto-complete tab in chat cycles through all possible names and terms, observer all player statistics in top panel, team statistics in top panel, fight activity ratio in summary, tribute resources show stocks in tooltip for easier resources sharing in team, name colors in chat text in-game, mouse wheel support for changing tabs on summary/options/ gamesetup/credits. and finally mod compatibility to normal 0 A. D. users. So happy testing and multiplayer game hosting to everyone! Easy Install: You now only need fgod.pyromod file (from page https://github.com/fraizy22/fgodmod) https://github.com/fraizy22/fgodmod/raw/master/fgod.pyromod Download & Start it with 0 A. D., To Start it with 0 A. D. do: - Windows/Linux: Right Click On File -> Open With -> Other Application -> Search 0 A. D. -> Open - Mac: Select file in File Manager -> Top Bar Hit File -> Get Info -> Click Open With Column -> Click the Dropdown -> Other -> Search 0 A. D. -> Open When 0 A. D. opens -> select Green fgod in List -> hit Enable -> hit Save Configuration -> hit Start Mods. The Mod will start and default settings will be setted. Have Fun! Older Install Descriptions: Drag & Drop this file over 0ad start icon and It will start the mod. Or run "0ad fgod.pyromod" from terminal within your download folder. Enable fgod mod in mod selection (settings) hit save and start mods. Mac OS install Video/Tutorial: If that not works download manual the archive https://github.com/fraizy22/fgodmod/archive/master.zip (from https://github.com/fraizy22/fgodmod) or git clone https://github.com/fraizy22/fgodmod fgod Unzip the files mod.json and the other into new folder under 0ad/mods/fgod to path: linux into ~/.local/share/0ad/mods/fgod windows typically: ~\Documents\My Games\0ad\mods\fgod mac: ~/Library/Application\ Support/0ad/mods/fgod or read OS gamepaths: https://trac.wildfiregames.com/wiki/GameDataPaths after start game go main menu under settings -> mod selection -> enable fgod, hit save & start mods Screenshots: Lobby (Profile Panel on click player demand, player/game selection clearable escape, Number of player/games, auto away after time inactive, ...): More Buttons hideable below Chat (Start Replays from Lobby, keep in lobby, show summaries, start replays from in replays and games): Darken Fades (Window dialogs darker background), Gamename remember: Team Presets in Gamesetup: Replace button observer in top-panel (when player offline and lobby authentification disabled), colored names in text chat context: Pause overlay units/entities/buildings everything still clickable/orderable for queueing. Top panel summed resources/pop from all players (tooltip shows also team sum and ofc all players): More Options in lobby Options: Easy Update/Download And Feedback In Forums: Fight Activity Ratio in Summary (Military Points / Economy Points): Also Next and Previous Buttons in Summary When Opened From Replay Menu For Replay cycling: If you like fgod donate, PayPal: fraizy@gmx.de. (Euro fees free)
  2. Hi everyone! We have decided to begin work on creating a mythological mod for 0 ad. The first version will include two factions, which two factions will be in the first release will be decided by a poll. This is a Council of Modders project, anyone is welcome to join or contribute. Here is a link to the discord channel, that we created for the mod https://discord.gg/MWq7EYU https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D. that is the github link. A mythology mod for 0 ad (DEVS and contributors): Asterix (Base code, github merging, plannning) Angen ((active) coder, planning) Stanilas (answered a lot my questions and helped all round) Alexandermb ((active) 3d work, github merging, planning) Smiley ((active) coder, planning) Rolf Dew ((active) concept and planning: forum stuff) Atilla Thorfinn the Shallow Minded (corrections, historical accuracy for units) Sundiata ((active) 2d work) Council of Modders
  3. Americas Ancient Empires Mod(Or some better name xD) Gameplay: It is very similar to 0 A.D., with some changes listed here: Some civilizations are good at some things (example: The Nahuas get faster food from the fields). Certain civilizations use some resource more than another (example: Tupis only use wood for buildings). Civic Centers are more expensive for civilizations that use stone, but cost more to build and are a bit stronger (obviously xD). There are villages that give tribute over time to those who control them, in addition to troops and some technologies. Current Civilization are: Mexicas: Good in commerce and agriculture, they have a greater number of units against infantry. Tlaxcaltecans: Good in defense and in generating resources, they have a small advantage against the other units of the Nahua civilizations (Toltecs and Mexicas). Toltecs: Good at gathering food from hunting and fields and extracting stone (it represents how good they were when collecting obsidian) Incas: They have the strongest infantry of all civilizations of the mod, they can create llamas, the buildings are very expensive, they have no market, the houses generate resources (representation of taxes, which was to work for the empire), they only have one hero The Inca Missing civilizations are: Maya from Tikal Mayas Kechies Pipiles Tarascans Purepechans Tupis Mapuches Hopis Tarahumaras At this moment I am remaking the templates and civ.json of the civilizations that I have already made Posible Maps: This list will be update Los mapas pendientes es porque me falta información :(. Valle del Anáhuac: A Lake whit a Island surrounded by mountains, Sometimes the island has a big city with an army. Andes Mountains: Different parts of the Andes according to the biome chosen in the map menu. Amazonian Rain Forest: A map with a lots of Wood and a big river. Caribbean Ocean: Map that represents parts of the Caribbean in a random way. Sonoran Desert: A desert with abundant animals sometimes you find a forest or a lake , the mines are plentiful , The chinampa and the fields are not avaliable in this map. Teotihuacán: A huge plain with ruins in the center and some everywhere you can mine by stone, the two pyramids of the center are wonders that you can control Araucanía: Pending. Pampas: Pending. Easter Island: Pending. Central America: Pending.
  4. This modification is located at: https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 0abc is an acronym for “0 A.D. is Actually Before Christ”. This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, and adds one new resource, silver. Instructions (for A23; replace "a23" with "a22" if you want the A22 version): Download the repository directly: https://github.com/0abc/0abc-a23/archive/master.zip or use: git clone https://github.com/0abc/0abc-a23.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Macintosh/Apple OS X typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Settings” and “Mod Selection” Select “0abc”, click “Enable” and “Save Configuration” Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods” Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented. Improvement suggestions are welcome, as are bug reports and other kinds of feedback. Please have a look at the complete pdf (attached) for more detailed information. 0abc-readme.pdf (detailed information) unitroster.pdf (one page overview)
  5. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
  6. Today, we are proud to announce the first design team dedicated to 0 A.D. Scion Development is a collection of ambitious developers and game enthusiasts who have come together to develop third-party content for Wildfire Games' real-time strategy title. Our group of talented, tight-knit designers donate their free time to development with a common goal in mind: to contribute to the 0 A.D. community and further the limits of the game. After extensive construction of the team's logistic aspects, we are thrilled to announce our debut project, The Rise of the East, introducing a brand new faction to the game: China. As a team, our mission is to deliver quality modifications and scenarios to the game community, all while adhering to a policy of high expectations and strong work ethics. Through our dedication to development, we hope to become an integral part the 0 A.D. community. The Team Rob Kimball is a texture artist from Solana Beach, CA. Mikhail Filimonov is a marketing representative and scenario designer from the Bay Area, CA. Robert Schultz is a 3D modeler from New Jersey. Matthijs de Rijk is a 3D modeler from the Netherlands. Joining the Team At the moment we are open to any person willing to contribute to the team, particularly those with artistic abilities or those who possess some form of experience with Atlas. Obviously, anyone wishing to join must have a genuine passion for mod development and must be able to actively contribute to the team on a regular basis. If you think if you have the mindset, and more importantly the skills to become a part of our team, fill out and post an application in our forums. The form and job descriptions may be found in this thread. Rise of the East The Rise of the East is a modification that strives to bring China as a civilization into the game, meticulously researched to be as historically accurate as possible. In addition to the civilization, we plan to implement a full campaign, featuring recreations of famous historical moments, new random maps, and more. As development progresses, we will periodically update the fans with the latest news, and release promotional media although it will take some time before the entire modification is finished. To commemorate our debut, we've released a small unit pack to give the fans a preview of what is to come, which can be downloaded below. Follow us on our official Twitter for the latest updates and news. Also, be sure to stop by our forum and introduce yourself to the community and the rest of the team. We'd love to hear from you! Downloads Below, you can find a small demo of our progress so far. We've included three infantry units from our Chinese faction in this demo release: Dāo Fú Shǒu (刀斧手, infantry swordsman), Cháng Máo Bīng (长矛兵, infantry spearman) and Nú Shǒu (弩手, infantry archer). We've also released the Bīng Yíng (兵营, military center) so you'll have a building from which to train your three new units. Download Rise of the East Demo Release : Infantry (0.1)
  7. Please make sure that you apply all the steps correctly. 1-Download "AutoCiv" mod from the first post of this link: https://wildfiregames.com/forum/index.php?/topic/24649-autociv-mod-less-clicks-more-civs/ 2-Unzip it. / I'm using this app: https://theunarchiver.com/ 3-Change the name of the folder as "autociv". / it's very important. 4-Go to the mods folder. ~/Library/Application Support/0ad/mods Here you have two options to find mods folder: Option1: -Open Finder. -Click on "Go" / "Go to Folder..." on the top left of the screen and press enter. -Copy this path: ~/Library/Application Support/0ad/mods A window should pop up if it doesn't, try the second option: Option2: -Open Finder. -Click on "Applications" on the left bar. -Right click on "0 A.D." Folder / Show Package Contents. -Click on "Contents" / "Resources" / "data" /"mods" Let's move on 5-Move "autociv" folder into "mods" folder. / There is another folder called "mod" so be careful it should be "mods" folder. 6-Launch the game. 7-Click on "Settings" and then "Mod Selection". 8-You need to see "autociv mod" under Available Mods. (If you cannot see it that means you did something wrong when you try to move the folder. Go back to stage 4). Click on "autociv" and press "Enable" on the left bottom corner. 9-If you have "fgod" mod make sure that "autociv" mod comes after it. /this is also very important otherwise you gonna have error messages. 10-Click on "Save Configuration" and then "Start Mods". Done!
  8. Here's a list of Civilizations I would make without altering the unit costs or heath.1.) Imperial Rome2.) Byzantine Empire 3.) Holy Roman Empire 4.) Medieval Briton 5.) Medieval France6.) Mongol Empire 7.) Norse 8.) Aztec Empire9.) Ancient Chinese10.) Ancient Japanese11.) Samurai Era Japanese12.) Templar13.) Caliphate of Cordoba14.) Egyptian Empire 15.) Spanish Empire16.) Zulu Empire But I do not know how to mod that well but I will try my hardest so I would need help with files and programs I would need. I could go on for day's about content i would add like this. I'm home 24/7 so I could mod the game all day and night if I had to.
  9. Video Link: https://streamable.com/mzqiq 1-Download "fgod" mod from this link: https://github.com/fraizy22/fgodmod 2-Unzip it. 3-Change the name of the folder as "fgod". 4-Go to the mods folder. ~/Library/Application Support/0ad/mods Here you have two options to find mods folder: Option1: -Open Finder. -Click on "Go" / "Go to Folder..." and press enter. -Copy this path: ~/Library/Application Support/0ad/mods A window should pop up if it doesn't try the second option: Option2: -Open Finder. -Click on "Applications" on the left bar. -Right click on "0 A.D." Folder / Show Package Contents. -Click on "Contents" / "Resources" / "data" /"mods" 5-Move "fgod" folder into "mods" folder. Note: there is another folder called "mod" so be careful it should be "mods" folder. 6-Launch the game. 7-Click on "Settings" and then "Mod Selection". 8-You need to see "fgod mod" under Available Mods. (If you cannot see it that means something went wrong when you try to move the folder. Go back to stage 4). Click on "fgod" and press "Enable" on the left bottom corner. 9-Click on "Save Configuration" and then "Start Mods". Done!
  10. SALVEESTEGOFERRVMAVGVSTVSPRINCEPSROMANVM The neo Roman empire of the cyberworld is back with a new mod! A hardcore realism/strategy mod inspired by total war and the likes, for example there will be a bigger focus on capturing premade buildings in a map then literally building a set of city walls in 5 minutes. I intend to look for help from the community and from my roman style gaming community to be able to finish this very ambitious mod. The mod will be a fork of this masterpiece: as many of the planned features already exist there. This mod will: Have a heavy emphasis on friendly fire similar to total war, so one must be careful where their volley of archers shoots Have a heavy emphasis on battalion warfare, and it is planned for most units to be always in battalions (some new units are planned like patrol guardsmen that can walk around the city as single units, and scouts being able to be single units, etc) Have very strong buildings but more restrictive construction (similar to total war) so instead of building many buildings you will want to capture them, and battles will be more like: either fought in the wilderness where it is mainly just troops and temporary constrcutions (army camp will probably be cc there), defense battles similar to the OG total war games like this battle: Will try to add in some kind of supply lines feature and starving units, and also if possible a morale feature represented by some hacky method where when it reaches low it forces unit to be on the "fleeing" passive mode versions the animals that run away from you ingame are set to https://github.com/roman-modding-team https://discord.gg/vv5aWEn https://github.com/roman-modding-team/0ad-gameplay-mode
  11. Mod that shows you all the maps in a grid for game-setup /ease of use / map selection. Hope is added to vanilla Make click on top of map preview in game-setup to open it. Mod archive: mapbrowser_v0.1.1.pyromod mapbrowser_v0.1.1.zip eae ? * Not compatible with other mods that change gamesetup.xml (autociv is compatible tho) * You can play multiplayer with mod on
  12. I enabled a three mods and played. The mods: 0 A.D., Millennium A.D. and the formation fighting mod. I saved the game. Then I restarted the game and tried to load my saved game. The filter did not show me my saved game. I had the option to disable the filter. Selected my game and got a warning, saying that my mod selection is incompatible. The only difference the first and second time was the order in which I selected and activated the mods. The first time: 0 A.D., Millennium A.D. and the formation fighting mod. The second time: 0 A.D., the formation fighting mod and Millennium A.D. As you can see only the position of Millennium A.D. and the formation fighting mod are different. However, the order of the mod selection should not matter.
  14. Byzantine faction have bonus? They should be good with defense and booming at last have iron bonus. The others? Saxons Norse Carolingian
  15. Hello everyone i've made this mod for made a little change on the visual perspective between combat and city for myself with little changes but maybe someone could enjoy it too or have an use of it on their own projects, this is just an addition of what the UnitAi already has in the "COMBAT">"APPROACHING" line replacing the default animation variant with the "combat" one defined in the end of some infantry actor files What it does? well the infantry usually use this animations for walking and figthing: This mod replace the animations when in combat with their respective ready variant already ingame when approaching for attack, or when the Ctrl + RM hotkey is used i haven't played all factions yet so maybe one or another guy could have a wrong cape or something else, Enjoy. Files:Combat.7z
  16. The Scorch "We are in the late antiquity or early dark ages of an alternative universe. The Roman Empire (or rather, it's equivalent) was still expanding, while experiencing a relatively peaceful transition to monotheism. Philoshophical and scientific schools have progressed largely untouched by religious dogma, leading to great advances in knowledge and technology. That was until the past couple of decades, when a series of cataclysmic events, including natural disasters, climate change and a so-called barbarian invasion, reshaped the landscape to a largely barren scenery, while killing huge portions of the population and threatening all people of the known world with extinction. Superstition and hopelessness are on the rise, while tensions between the monotheistic majority and the pagan and secular minorities, as well as between the upper and the lower classes have never been higher in recorded history. The old world is divided in new factions, with current clashes and revolts bound to become large scale wars for survival and control of the remaining natural resources." This is a synopsis of the back story of a strategy game concept I'm developing, on and off, for some years now. It's ment to be social commentary and satyre as much as an RTS game. I've been thinking of using 0 A.D. or Warcraft 3 as the basis for it. The former would give increased gameplay flexibility and a more authentic setting, while the later ease of work and models for the inclusion of a variety of units (steampunkish airships/drones/vehicles and possibly even fantasy/magic). I'll propably not work on this for a while, but feedback and brainstorming is welcome, as well as suggestions for possile 0 A.D. building sets for the factions if the game is chosen. Short descriptions of the four factions/civs follow. Order: "The remnants of the old imperial state are rapidly turning into a much harsher totalitarian regime, of the religious variant, largely controlled through the influence of the Church Of Light. The majority of the population follows, willingly or not, providing the numbers of it's levy armies, along a small core of knightly imperial guards and elite church funded-zealots. Cheap propaganda, spoken to great effect by his holyness, the Minister Of Truth, demonizes whoever is living on the other side of the borders and promises rewards for the honorable and loyal servants of church and state, in this or the next life. The young ambitious emperor is currently little more than a glorified warlord, bound to prove his worth in military success, see what's left of his empire replaced by a complete theocracy or worse; face annihilation." Possible units: Greed: "A number of weathly merchants, landlords, provincial governors and other oligarchs have formed a shady (and possibly loose) alliance backing a claimant to the throne, which controls most of the few remaining valuable lands and a majority of the former imperial armies. Bolstered by mercenary soldiers and scholars, their force is a numerous as well as technologically advanced one. Their espionage, propaganda and provocazia methods are second to none, with their full potential largely unknown to outsiders, making this cunning faction the most likely candit for ruined world domination." Possible units: Freedom: "In the power vacuum caused by the retreat of imperial troops, a number of minor provinces have claimed independance. In some cases there are efforts of horizontal self-governance by the people, backed by some renegade philoshopers and inventors who refused Greed's gold and escaped Order's persecution, as attempts to survive the new conditions through cooperation rather than face oppression. Their raids on oligarch properties along their religious freedom often get them labeled as criminals, terrorists or devil worshipers." Possible units: Chaos: "Forced to migrate by the events of The Scorch, tribes of steppe riders have approached from the far northeast. Unified with clans living on the imperial border through conflict, marriage or blood oath, they marched towards the weakened empire in hopes of settling in what they hoped to be greener pastures. Since their entrance was forbidden, they have defeated several imperial armies during what has so far proved to be a desperate march against time and arid land. Regarded as barbarians, they have been largely fended off the strongholds guarding most of the few still fertile lands, while a number of them has found employment as mercenaries in Greed's armies". Possible units:
  17. Vox Populi - An Introduction This mod tries to address the main "weaknesses" of the current release: it aims to balance "op/up" units, it adjusts technologies and introduces some variety along the way As the name implies (Vox Populi = Voice of the People) , this mod is open to all suggestions of the 0 A.D. community and there is a high chance that if several "known" players agree on a suggestion, it could be added in here. Supported by a moderator and developer, the features of this mod - if found good - stand a great chance at entering the next release, perhaps even more so than some other balance mods. Anyway, I'm sure you all wouldn't like to read 349 paragraphs about why, what, where etc.. so I'll list the changes this mod brings (hopefully to 0 A.D. Alpha 23) NEW - Kushite civilization! (Differences from 22.1_KD) Replaced unfitting heroes with Nastasen and Arakamani Added Ptolemaic Trireme to be trainable - requires Nastasen hero Reduced Village Phase unit selection Righted the mix up of temples, now can separately build both Amun and Apedemak temples. - Amun temple is more expensive but offers unique technologies and a greater garrison number - at a cost. Mercenaries are promotable: made rank 2 and 3 actors for Clubmen -- placeholder, waiting for better others just keep actor but promote Vision Citizen-solider infantry base vision 50. (Maximum: 70) Citizen-Soldier cavalry base vision 55. (Maximum: 75) Champion infantry vision 75. Champion cavalry & Infantry heroes' vision 85. War elephants' vision & Cavalry heroes' vision 90. Elephant heroes' vision 95. All siege 90 vision except the Siege Tower's 100. Healers & Women base vision 25. (Maximum:45) Traders & Worker Elephants base vision 30. (Maximum: 50) Fishing ships base vision 10. (Maximum: 30) Merchant ships base vision 40. (Maximum: 50) Fire ships base vision 40. (Maximum: 50) Biremes and Triremes base vision 80. (Maximum: 90) Quinqueremes vision 100. Run speed adjusted to be reduced by same amount as Walk Speed. Players have long complained that such high vision is unrealistic and that it should be lowered. Attack Ranges & Movement Speed Archer units maximum attack range reduced by 4. Archer units gain +10 attack range per phase, slinger units +6. All units start with only 80% of original movement speed. Town Phase gives +10%, City Phase +14% Citizen Soldiers Cavalry rework Sword, spear and skirmisher cavalry have all been reworked. Based on tests so far: Sword Cavalry > Spear Cavalry > Skirmisher Cavalry > Sword Cavalry Ptolemaic camel units now inflict a 20% attack penalty on all cavalry (including allied) within a 40m range. Spear Cavalry 2s attack rate, attack reworked to suit the new values. Citizen-soldier archers' maximum movement speed increased to 10. NEW - Elite Seleucid Bronze Shield Pikemen now need 250XP to promote to Champion Silver Shield Pikemen Unit loot increases with rank. Elite units' stats improved slightly. Citizen-soldier cavalry capture rate decreased to 1, increase of only 10% hp per rank (instead of 20%). Logically, cavalry should have a lower capture rate than infantry. Champions All cavalry champions' capture attack reduced to 4. Archer champions' attack range decreased by 4. Skirmisher Chariot Champions now have 320HP and +2 pierce attack but require 2 population. Spear Cavalry Champions retain the 1.25x counter vs. other cavalry, likewise the 3 second attack rate. Gauls - Naked Fanatic pierce attack increased by 2. Heroes Carthaginians Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. Persians Darius I's movement speed bonus aura increased from 10% to 15%. Romans Scipio's aura range increased from 10 meters to 30. Technologies NEW - Unique technologies for each civilization. (current goal is 1/civilization - incomplete, feel free to suggest) 2 new technologies at the Civic Centre, affecting both movement speed and health respectively. Artillery Instructors: Siege weapons cost 20% less wood This technology now costs: 500 food, 250 stone, 250 metal instead of the original 500 metal. Unlock Spies: All support units may now be bribed, not only traders. Mounts: Unlock village phase cavalry, researchable for 100F 100W 50M at the Corral. Mounts icon changed, now uses a portrait imported from Delenda Est. 2nd redundant tech replaced with an autoresearched one - at the cost of a warning message when using the Structure Tree Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. Blacksmith features new Specialization technologies Hero armor tech split up into mounted and infantry ones, now supersedes infantry and cavalry armor upgrades respectively. Stoa technology added as fitting the Royal Stoa's functions - Price Control: +15% market barter values. Wall Tower technologies added, first may shoot arrows then bolts. Carthage Colonisation technology (500W 500M) now affects Civic Structures (Civil Centre, Temples, Houses) by reducing their cost instead of -25% build time. Structures NEW - Stables Stables now available for all civs like for the persians currently. Unlock champion units technology moved to fortress as a consequence. All civilizations have received a new animal trainable from the Corral, this new addition is the Chicken, for all civilisations. Ships The Ptolemaic Juggernaut now costs only 5 population instead of the original 8. Siege Siege Towers' maximum arrow limit increased to 15. Some changes by @Grugnas were incorporated. Support Healers now cost 200 food. Trade Trade income was re-balanced based on suggestions by @Nescio Incorporated several features of the Pro Balance Mod (by @user1) https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ GUI Changes Panels now showing Vox Populi mod name with version. Lobby title says "Multiplayer Lobby (Using Vox Populi) - to avoid players forgetting they are using the mod and joining a vanilla game. Download Here!!! vox_populi_22.1.3.zip lightweight edition (for balance and testing purposes) vox_populi_22.1.2_lightweight.zip Installation Instructions: Extract this zip file into the mods folder. The correct folder depends on your operating system. Windows replace USERNAME with your windows login name. Vista or newer C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000 C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X ~/Library/Application\ Support/0ad/mods/ Note: "~" is a shorthand for the current user directory. Linux ~/.local/share/0ad/mods/ Note: "~" is a shorthand for the current user directory. -------------------- Changelog 22.0.1 - base version 22.0.2 - Rabbits fixed, infantry archer champion speed increased to 13 to stay constant with citizen-soldier infantry archers. 22.0.3 - Trade nerf fix, vision rework based on suggestions by @elexis and @Grugnas 22.0.4 - Rabbits removed, cavalry rework, attack range and movement speed rework +++ 22.0.5 - Trade fix (based on suggestions by @Nescio), Skirmisher Champion Chariots rebalanced. 22.0.6 - 2 new CC techs, 2nd cavalry tech fix, new icons, new corral tech, increased training time for domestic animals, ++ 22.0.7 - Specialization technologies, hero armor technology rework, new stoa technology 22.0.8 - Wall Turret rework, new technologies first to unlock arrows then bolts. 22.0.9 - Unit loot increases with rank, cavalry only +10% hp/rank, some minor adjustments to elite bonus and spear champion cavalry. 22.1- Kushites added, seleucid pikemen can promote to champions 22.1.1 - Kushite hero rework, error fixes, reduced Village Phase unit selection 22.1.2 - Kushites: Temple rework and differentiation, mercenary fix 22.1.3 - Unique civ-specific technologies, hero abilities, stables added
  18. I was playing this. is better than AoE DE.
  19. Do you think units die to quickly and would like to double their health? Halve their speed? Reduce structure capture points? Increase unit training time? Change the batch time multiplier? Make technologies slower to be researched? Tweak loot? Alter gather speed? All that can be done easily. This mod just contains a single file that multiplies such values globally by 1 (i.e. no net effect). You can use it to set them to values you prefer. It is also possible to replace "multiply" with "add" or insert other lines of code. All you have to do is download the zip (attached, 2 kB), extract it, put the folder in the `0ad/mods` directory, launch the game, select, enable, and save the mod, and click start mods. This tiny mod should be compatible with any mod or game version. global_multipliers.zip
  20. Is it possible that I could change the game enough and make it into a World War 1 style RTS game? (With armoured trains, Zepplins, etc)
  21. Full body armor Persians and parthiansc and their pants. Indie pants
  22. This is more of an interest check than anything, as well as a place to ask for help or discuss the mod. Would people be interested in a mod like this? Would anyone like to help? Is someone already making a mod like this and should I give up? Sadly, I don't have anything to show at the moment but an idea. And a link to a discord where development will be discussed. Development Discord link: https://discord.gg/9AGJ2ya
  23. 0 A.D Mod Introduction to Antiquorum Antiquorum is a large-scale modification for the game focusing mainly on historical authenticity and completely reworking the games unit roster and balance throughout the phases. These additions add a whole new aspect to the game and would allow more variation in game battle compositions as well as overall strategies for certain civilisations. Currently, I'm working on this onerous task alone, but if you are interested in helping out you can contact me. Feedback and constructive criticism are welcome as well! Gameplay Changes The mod will focus on slower gameplay, adding a more diverse and strategical look on the game. Random maps will most likely be prominent in the mod seeing as I want scouting to stay important. Starting metal and stone mines will be placed much further away from the civic centre most likely. LOS will generally be much smaller than the base game. Unit Roster & Unit Creation Changes Overview Civic centres now only train women/villagers and the very basic unit of most factions. The Spearman. Certain civilisations might have exceptions. The barracks unlock several early units you would expect from a barracks and cc in the main game (not all!). The barracks cost has been increased. This gives players a more significant choice of economy or military. It also makes raiding with cavalry a much more viable strategy in the game. Light cavalry is much cheaper now. New Slaves fully implemented to all factions, created in the market (Have a finite life span). Numerous new units added to the game. Unit Class/Structure After reviewing the situation with my mod, I have decided to follow a Unit structure much like @wowgetoffyourcellphone's proposal in this thread (Did not quote here to save space): 1. Slave - Their sole use is for the economy, if possible, male and female versions. Possible short lifetime? (Can't build?) 2. Citizen/Villager - Much like the basic villager in the main game, a possible aura that gives nearby slaves a gathering bonus? 3. Citizen Soldiers - Normal barracks military units generally used for attacking, can also build military structures. Have the same aura as citizens. They do not gather materials. 4. Champions/Trained Soldiers - Trained from city phase buildings (<<<< There might be exceptions). Professional/Trained soldiers with a sole purpose of fighting/capturing. 5. Heroes - Very minor changes (balancing etc.). For the most part will stay the same as the main game. +. Extras - Mercenaries may vary, sometimes fitting in the citizen soldiers category (Maybe their own since they will not be proper citizens), Champions/Trained soldiers, and possibly even slaves? Quick Note: If you have any ideas for a new unit to be added to the game, please visit this google form and fill it out! This would be Hugely Appreciated, Thankyou. So hope you all enjoyed this little teaser! Look forward to heavy updates! Cheers,
  24. Hello. I made this topic to show the progress of my mod. accept suggestions
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