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  1. 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 lik
  2. What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Feature list General Hotkey viewer & editor: press F4 to open it Player mute Player reminder (show a written note when a certain player joins) Link opener (opens URL links from the chat) Lobby resize bars Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Game setup Auto-assign civilization with chat (o
  3. Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod Version from 6.12.2019: fgod23experimental.pyromod (Player statistics overlay fix work for me) New Experimental Version. New features. fgod23_experimentalv2.pyromod (Player statistics overlay doesn't work for me) Older Experimental version fgod_experimental.pyromod Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fg
  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 taxatio
  5. 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 t
  6. 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 (
  7. 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 pl
  8. Aye Pirates Mod attached as .zip version 0.9 BLM Captain your crew in the Carribbean back in the 17th century ... Boats -- Whales -- Boars -- Cannon(ish) -- Slaves (can become free) Muskets -- Original Music -- Re-worked gameplay -- Tides!!! I know Lion has asked for screenshots but my rig is broken ATM. More to follow ( I hope) Enjoy! aRRRRRRRRRRR - happy ps its really rough and a work in progress here is the hash ayepirates_0.9.zip MD5: 4e01f885ee0d237f09cdc5fe6ee4317b ayepirates_0.9.zip
  9. Hello everyone! May 15, 2020 So I (@HappyConcepts) am clearly not an artist but ...I like RTS So I am very happy indeed to present my mod for your gaming pleasure. Let’s feed your soul with pursuit of princely treasure! Aye pirates ! Plenty of ships we find laden with cinnamon, silver, or ivory or gold! In this life of adventure, lad You will ne’er grow old Aye pirates , known as scourge of the seas and the shallows! Yet I have known many who Would not rightly deserve gallows There be many with letters of Marque those Kingsmen … those killers! Th
  10. @Alexandermb, @Stan`, @wowgetoffyourcellphone, are these selection overlays something you'd like to have available in the svn version? 256x256 circle (left) vs 128x512 ellipse (right), for comparison:
  11. 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
  12. Some people like serifs. 0 A.D. uses the sans-serif font Linux Biolinum. I prefer Linux Libertine. Therefore I had a look at the source/tools/fontbuilder2/fontbuilder.py, generated new font images, and bundled them in a mod: linux-libertine.zip With the mod 0 A.D. uses Linux Libertine (Display and Bold) as the default font in game, and FreeSerif as the fallback font, which also happens to have a greater Unicode coverage (over 10,000 glyphs) than the default fallback font FreeSans (over 6000 glyphs). It should work with both the development version (A24) and the stable (A23), as
  13. 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 stra
  14. I recently created some building for a future MOD which won't include any of the current civilizations. One of these buildings is a large Minoan palace which will act as a civic center. So I was wondering what would be the best way to start testing them. Is it possible to test them as a new civ or should I use one of the current civs as starting point and just replace its building meshes with mines? These are my first steps into the moding area. I'd appreciate any help.
  15. 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 range
  16. 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 ev
  17. 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 wha
  18. 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
  19. 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.
  20. 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
  21. 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 coul
  22. 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 "
  23. 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 he
  24. 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:
  25. 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
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