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Found 56 results

  1. Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.
  2. New Experimental Version. New features. fgod23_experimentalv2.pyromod Older Experimental version fgod_experimental.pyromod 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)
  3. Summary For a while I've been working on a new mod to balance 0 A.D. for pro players. It features a lot of changes, and may take some getting used to. A counter system: melee infantry counters cavalry which counters ranged infantry which counters melee infantry (rock paper scissors) All techs are now useful and new dilemas have been added: many techs were too expensive to be worthwhile before Only six civilizations: each one very different to the others, with more depth and possible strategies More military buildings: units are split between barracks, archery ranges and stables Balance severely nerfs "dancing" but allows for tactical manoeuvres Battering rams and bolt shooters are now available in the town phase, but catapults are still city phase-only Citizen soldiers cannot gather resources (except cavalry can still hunt) but they can still build Women can build all buildings but civic centers can't build military units any more Many features from similar civilizations have been merged into the six available civilizations Stone and metal are more limited and only 16 women can gather from a mine at one time Numerous small improvements: rams don't attack fields, loot is consistent, etc General Meta The game encourages rushing more since citizen soldiers cannot gather resources. Generally players will produce women at the start while using their citizen soldiers to build and defend the women from rushes. Some civs can use dogs/tigers/lions for very early rushes. It's important to build at least any two of the barracks, archery range and stables fairly early so you are able to counter incoming attacks. The civic centers can build "Minutemen" which are cheap, have high attack and train fast, but slowly lose health over a minute. They're ideal for buying time if a rush catches you by surprise. There are now extra techs in the civic center and houses to increase women's vision, health and attack which can be used to mitigate against rushes. In the town phase siege is available in the workshop and some civilizations get access to weaker champions. Many civilizations also have special buildings available. In the city phase heros and more tech becomes available. Champions dominate in the late game. Unit Counters The barracks now trains melee infantry: swordsmen, spearmen and pikemen. Spearmen and pikemen are now fast moving and are particularly effective at countering cavalry. Swordsmen "soft" counter cavalry and other melee infantry and have strong armour making them useful as a "tank" unit, but they're slow moving. The archery range trains ranged infantry: skirmishers, slingers and archers. All these units are effective at countering melee infantry. Archers have the greastest range but are slower to move. Slingers do the least damage to infantry but are somewhat effective against buildings and siege. Skirmishers are fast moving and soft counter other ranged infantry but have less range than archers. The stables train sword cavalry and spear cavalry. Sword cavalry is stronger in almost every way but only Brits and Mauryans have access to them. In addition, Ptolemies have access to camel archers which are weak and mostly only useful for hunting. Brits Opening Strats Starting units: 6 women, 2 spearmen, 2 slingers, sword cavalry and a dog. Brits are good at rushing with their strong sword cavalry. However Brits also have access to dogs which can be used to rush very early in the game. It's a risky strategy though since if you don't kill enough enemy women you will fall behind economically. Dogs are only useful while your enemy may not have much army and become useless after 2-4 minutes of play time. Brits also have access to slingers and spearmen. Iberians Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and walls. Iberians walls are more effective than in vanilla because of the fewer ranged units. Iberians have access to swordsmen, slingers, skirmishers and spear cavalry making them quite versatile. They also have upgraded towers with no minimum range. Their early game is mostly defensive and economy focused. They become stronger in the town phase with access to cheap Embassy swordsmen. Mauryans Opening Strats Starting units: 6 women, 2 spearmen, 2 archers and 2 worker elephants. Mauryans are good at rushing with sword cavalry and upgradeable archers. They have access to tigers in the civic center which can be used for very fast rushes like Brits dogs. Mauryans start with two worker elephants which allows them flexibility in taking resources however they're the only civilization not to start with any cavalry which means that women have to gather chicken instead, slowing their economy. Ptolemies Opening Strats Starting units: 6 women, 2 pikemen, 2 skirmishers and 2 camel archers. Ptolemies have free houses, farmsteads, storehouses and corrals making them great for booming. However early in the game they don't have access to any strong cavalry which means they need to exclusively build skirmishers and pikemen, which are slightly strong than spearmen. In the town phase they have the easiest expansion with cheap military colonies. Rome Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and a healer. Rome are mostly defensive early in the game but they can do small very early rushes with lions. Since they can build ranged units in their barracks, they they are slightly more versatile in the opening period. Rome become much stronger in the town phase with their strong siege. Sparta Opening Strats Starting units: 6 women, 2 spearmen, 2 skirmishers, spear cavalry and a farm. Sparta start with strong women (+100% health, +200% attack) which helps them if they're rushed. Sparta's early game should be focused on reaching the town phase and spamming their strong champion units and skiritai. Be warned there may be bugs! Use at your own risk. Please send me your suggestions and thoughts! champ-mod.zip
  4. Moderation Data: Currently only 1v1 quit list, displaying: offender reporter prosecution level moddata.pdf Next update due: 2019/06/08 Offence Reporting A sure-fire way to get your concerns read and addressed! Be sure to post with not only a modicum of dignity and self-esteem, but also a profound respect and understanding of others and their limits. Do not imperiously demand immediate solutions. Currently only supporting 1 vs. 1 Rated Game offence reports.
  5. 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. If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here. Please have a look at the complete pdf (attached) for more detailed information. 0abc-readme.pdf
  6. Americas Ancient Empires Mod DD v 2.0(Or some better name xD) Gameplay: It is very similar to 0 A.D., with some changes listed here: A new resource water. Civilizations have different ranges for their units There is no cavalry or stable. Each culture has its own animals. The boats are classified in this way: Canoe, Median Canoe, Large Canoe. Current Civilization are: I decided to remake everything, there no added civilizations( I don't like how was the civilizations except models and textures so i will redo all the ones I already had ) Well here is the final Planed Civilizations(whit names and some incomplite general information, need investigation) i like to show this as a table but i don't find an option for this Note: School of Nobles and School of Common People/Plebeians? are available for the mexicas,tlaxcalans and toltecs also unique militar and economic tech respectively and the chinampa are available to the nahuas civilizations Mexicas(Main Bonus: 25% in trade profits and They gather food for 5% faster,Team Bonus: TODO,Unique Buildings: Skull wall defence aura?,Cultural Bonus: They can have a greater influence on the villages / communities that are under their control(more benefice)). Tlaxcalans(Main Bonus:Militar Buildings 15% more strongers in every phase starting in city phase,Team Bonus:TODO,Unique Buildings:Mountain Fortress,Cultural Bonus:TODO) Toltecs(Main Bonus:Gather rate stone is 15% faster is added 15% Gather rate in every phase starting in the villager phase ,Team Bonus: You ally can train your basic soliders from embassy ,Unique Buildings:Toltec Embassy(your ally can build),Cultural Bonus: TODO) Incas(Main Bonus:The Tambo generate metal and the buildings only cost stone, but the units cost 5% more metal ,Team Bonus:TODO,Unique Buildings:Tambo,Unshu,Pukara,Cultural Bonus:TODO) Mayas form Tikal(Main Bonus:They have 15% more cultural influence,Team Bonus:TODO,Unique Buildings:Observatory,Cultural Bonus:TODO) Mayans Kaqchikels(Main Bonus:They buildings cost -25% of stone,Team Bonus:TODO,Unique Buildings:TODO,Cultural Bonus:TODO) Pipilians(Main Bonus:Her soldiers are 15% more weak but get 15% of attack,Team Bonus:TODO,Unique Buildings: TODO,Cultural Bonus: TODO) Tupis(Main Bonus: All buildings cost wood,Team Bonus:TODO,Unique Buildings: Warhut,Cultural Bonus: TODO) Hopis(Main Bonus: Some of its buildings have double functions,Team Bonus: TODO, Unique Buildings: Pueblo,Cultural Bonus:TODO) Tarahumaras(Main Bonus: All units are 15% faster(Who needs those dirty horses?),Team Bonus: TODO,Unique Buildings: Trading Post?,Cultural Bonus: TODO) Auracanians aka Mapuches(Main Bonus: Adaptable civilization, has better defence,Team Bonus: TODO,Unique Buildings: TODO,Cultural Bonus: TODO) Villagers/Communities A neutral village you can capture the villager to get soldiers, resources and techs the resource depends of the villager, i dont complite the idea but heres the avaliable villagers Zapotecs Villager Caribeans Villager Nabajo Villager Mixtecs Villager Huastecs Villager Chichimecans Villager Muiscans Villager Moches Villager Apaches Villager I will add more Cultures: Not info for now. Maps: Here is my idea of the posible maps. Sonora Desert,Western Sierra Madre,Eastern Sierra Madre, Southern Sierra Madre,Chihuahua Desert,Paint Desert,Texas,West Ocean(Veracruz Coast),Anahuac,Yucatan Peninsula,Chiapan Jungle(Old name of Chiapas),Coast of Oxaca,Cuaxtemalan(again other old name this time from Guatemala),Orinoco,Andes Mountains,Atacama,Auracana,Patagonia,Pampas,Amazon Jungle,Antillas,Easter Island,Llanos Hiden Civilizations: They are unlocked by doing certain actions during a game which unlocks a button that allows you to become one of the civilizations that are available based on what you have done to unlock them(i dont make a spoiler :v) Soon I will make the technological trees of the main civilizations and the villages. Note 1: I hate writing in English >:( Note 2:If someone wants to help improve this design document feel free to post your suggestions, i realy needed xd
  7. 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.
  8. 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
  9. If you are a community member of the Wildfire Games' forum, you might already had noticed that a new modding team is being formed, which consist of a few old modding teams. The merge process being almost finished, we discovered that we could use a few additional hands to help us in modding several aspects of game, with the ultimate goal the create an enormous mod pack targeting 0 A.D. in an as large as possible timeframe. Yes, indeed, this is a quite ambitious goal, but with your help I (and with me the rest of the Council) am sure that we will manage to achieve it! Let me now explain in what area's you could help us out. We are currently looking for persons capable of fulfilling the following jobs: Researchers, 3D artists, programmers, Scenario designers, Playtesters & balancers and finally 2D Artists. Researcher: A game falls or stands with information. Without, it is impossible to create a historically accurate game like 0 A.D. aims to be. Therefore we need people who like to dig in history and come up with information, plans to get that information implemented in the right way and finally provide references for the artists around. As already said, we like to get a large timespan so you will get acquainted with all kinds of history and learn lots of it. 3D artist: In case of 3D artist we have two kinds of jobs: Animators: Animations are needed to get a dynamic moving game. Imagine a game with only static puppets moving around! No one wants to play that! We need therefore people who like to animate all kinds of objects, including ships, animals and units. Modelers: Beside animators we do need persons creating the 3D object itself, before it gets animated or textured or something. Modelling a variety of objects you need to follow the references provided by the researchers (or get them yourselves if you like to do so) and get it usable for the other team members. Actually you provide a fundamental base for the game to get playable. Programmer: Modding includes programming. Therefore we need additional programmers capable of JS-scripting in various aspects of the game. Think of programming completely new gameplay features but also creating technologies, auras, modifying templates and creating Random Map Scripts and possibly AI scripting. It even is allowed to create your own glsl shaders if you like to! Scenario Designer: Of course we like to feature some scenarios of our own specifically created for our own projects. It is also possible to create Random Maps in collaboration with the programmers. Playtester / Balancer: To get a nice, playable game we need playtesters. They are there to improve the game's playability and eventually come up with ideas for gameplay features in collaboration with the researchers. It is also a possibility that it is needed to adjust some stats yourselves. For this you'll need a basic knowledge of XML (which is very easy to learn I can tell you). 2D artist: 2D artists can choose between various assignments in the following areas: Conceptual artist: Being a conceptual artist you'll pick up references and create concepts for it to be used by the 3D modelers. It is also allowed to search for references yourselves or collaborate with researchers in doing so. 2D designer: 2D designers take care of the UI. Think of designing new buttons, drawing wallpapers and everything you like to do to improve the GUI and create a lot of other art. The list has now come to an end. Nothing is prohibited and everything is permitted in our Council (sort of). If you feel that your function is not listed above: feel free to ask if we need you. If you feel you're not skilled enough to apply: we are there to help you improving your skills and get them good enough for you to be part of our team. If you do not exactly match a jobs description: no problem, we can use every hand to help us, also hands that are not able to (or do not like) certain parts of the jobs. On the other hand: if you might want to fulfill more than one job, you're welcome. To summarize: Everyone who is interested, whether he is capable or not, unable to spend much time or not, is allowed (or even better: asked) to apply! To apply, send me a PM or reply at this topic.
  10. This is the first version of my Tower Defense mod. Tower Defense maps were very popular in Warcraft III times: Basically a Tower Defense is a game where waves of enemies walk into your base, and you have to build and upgrade towers to protect it from these invaders. In the case of this mod, I included two maps, one for 1 player and another for 2 players. The map for two player can only be played in multiplayer, as the AI cannot play this map. The goal of the game is to protect your base against the invaders by building towers. The one who survives longer wins. The strategy consists of choosing the best positioning and the best types of towers. As you upgrade your towers, there will be choices to be made between different types of specializations. As you kill the enemy waves, you gain loot. With these resources you can trade in the market and build towers/upgrade. Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. Definitely will need balancing. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: tower_defense.zip tower_defense.pyromod
  11. This will be a project to carefully document with as much detail as possible what is being changed in the Borg gameplay Mod offered for download on mod.io New Balance. New Technology Trees. New Bonus. New Auras. New Units. New Buildings and much more. All of these changes need to be enumerated and tracked, as this mod or parts of it may end up being rolled into a future release of 0ad Alpha (vanilla). This is being done so that current vanilla 0ad players can make informed decisions about how to adapt current strategy to these significant changes should any or all of these changes make it into the next or some subsequent Alpha release. The approach will be, first, to communicate the changes from the actual experience of playing the Mod against the AI, to second, loading the mod into the Eclipse IDE and finding the actual changes that are being made and clearly enumerating what they are. For the purposes of clarity, I will as much as possible list what the current stat of a unit or tech is in the current release, and then what the new values are in the mod. This will give the players complete transparency on the changes. Phase One: Apparent Changes from actual GamePlay Test One - Britons against the AI on Oasis 1. CC has been changed - cannot train citizen soldiers, only women. (need to verify if this is the same for all civs now) Concerns: Training male unit types in the CC was not the same for each civ - so this is a very significant change that is effecting each civ in a non-uniform way. Must now build three different buildings to get the same type of units out that were available in the CC before this change. Barracks produce Melee units, Archery Range produces ranged units, Stable produces Cav units. Please note that all three of these unit types were previously able to be produced by the CC. 2. Two new techs in CC - "Siege Rations" and "Peasant Laborers" ( will need to find and enumerate in IDE) & (need to verify if this is the same for all civs in game) - "Siege Rations" described in game as "+5 Health for all organic units" cost is 500 food time is 20 seconds - "Peasant Laborers" described in game as -10% build time for all structures cost is 100 food time is 20 seconds Concerns: Do all civs build structures at the same speed? If not, if the civs that build structures at a faster speed research "Peasant Laborers" early in the build order, they will now have a massive advantage over those that don't and have slower build times. (need more data) 3, Wardog Kennel now build-able in Age 1 Concerns: This gives what is already considered an OP civ in vanilla the ability to harass early resource gathering of opponents. 5 war dogs plus the starting dog for Brits is a significant capability. The cost for these dogs is only food, women have a bonus for gathering food. Not really sure why this is being moved from Age 2 to Age 1. Test Two - Persians against the AI on Oasis 1. Persian stables now the same as stables for all other civs- there was a differentiation in a24, where as - all other civs built barracks only, but Persians could build both barracks and stables. Concerns: Unique attribute of the Persian civ has been affected, perhaps unintentionally. (need more data) Test Three - Seleucids vs AI on Oasis 1. Elephant Stables can now be built to produce elephants. There is no limit on the amount of these stables that can be built. Elephant Stables significantly cheaper and faster to produce than Fort. Concerns: The ability to make Elephant Stables is a unique Mauryan tech in a24, giving this to other civs negates that unique tech. The "Elephant Stables" are significantly cheaper to make than the Fort (in a24, Seleucids must build a fort to train Elephants), and forts are limited to 10. This means Seleucids can now produce more elephants much faster (this needs much more investigation, will be testing the addition of Elephant Stables extensively in the coming days) - (need to carefully investigate all elephant producing civs in both a24 and borgmod) (to be updated as I make progress)
  12. This is my first time making a topic here I believe. Of course, my memory isn't exactly the best but lets not dwell on that. This here is a place to throw up concepts and ideas for all to see for review, constructive criticism, and inspiration. Perhaps even garner support for someone to aid in making the mod a reality. Mods can be either implementing your favorite franchises into the game to duke it out (example Warhammer vs Warcraft), to suggestions for gameplay elements for other people to use, or even concepts you've conjured in your Original Setting that you have in your head. Example: If you have Ideas for the modding community to use or make, pitch them here for inspiration or review. If you like an Idea, be sure to click the heart of the post and copy past it into your computer just in case.
  13. 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/AjZeHA6 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, planning) Angen ((active) coder, planning) Stanilas (answered a lot my questions and helped all round) Alexandermb ((active) 3d work, github merging, planning, gameplay concept) Smiley ((active) coder, planning) Rolf Dew ((active) faction and gameplay concept and planning: forum stuff) Atilla Thorfinn the Shallow Minded (corrections, historical accuracy for units) Sundiata ((active) 2d work) TheScottishFiana ((active)planning and faction concept) Adeimantos ((active) coder) Council of Modders
  14. 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)
  15. 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!
  16. 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.
  17. 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!
  18. 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
  19. Mod that shows you all the maps in a grid for game-setup/ease of use/map selection. Mapp browser mod is now included in the mod AutoCiv version >=0.5.0 Link:
  20. 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.
  21. GAME ID COULD NOT BE RETRIVED FAILED TO PARSE RESPONSE AS JSON" I'm getting this error :c
  22. Byzantine faction have bonus? They should be good with defense and booming at last have iron bonus. The others? Saxons Norse Carolingian
  23. 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
  24. 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:
  25. I was playing this. is better than AoE DE.
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