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Found 7 results

  1. 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 NEW - 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. NEW - 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 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 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_22.1.2.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
  2. Thracian art assets mod

    Im very creative this night (-6 GTM) and I have restless ideas. I can't sleep. I want create Design Document only create art, 2D and try some 3D. my idea with inspiration by creative genius.
  3. Hi there, I've been looking around and I could only find information about this regarding the OSx or Linux builds, so I was just wondering: are the mods included when building on windows? or do I need to add them to a folder if I want to deploy the game with mods on other pcs?
  4. These last to days we have some new members in the forum but not all are native English speaker, I'm trying to help them. but when i try to use the trac I can't find the answer for them because I'm not programmer I haven't the knowledge about for example why the mod selector don't show a mod. Probably is compatible matter but I'm not sure, but if I'm not sure I can't a solid answer. can be nice section about this. The trac mod section don't have a the common troubleshoot FAQS about mods, even the game itself don't have this guide. I can help but I'm not the right person to writing this.
  5. ATLAS troubleshoot

    Part 1: I downloaded Alpha 19 directly. As soon as I start the game from the shortcut in the Windows start menu, it initiates and takes me directly to the mod selection menu. Is this normal? I thought it should take me to the main game menu. Part 2: In the mod selection window, I select the Alpha 19 mod, enable, and then start the mod. Then the main game menu comes up. The game works fine. However, when I go to the scenario editor, it does not start. I have given it over 5 min for the user interface to show up. However, when I open windows task manager pyrogenesis.exe is running in the background. This does not seem normal. Intuitively, I would assume the main game menu starts from the beginning, then I can go straight to the scenario editor. This is not the case. Is this normal? What do I need to change to get Atlas working?
  6. Modding Reference Material

    Roman Reference Extensive Glossary of Roman military terminolgy: http://members.tripod.com/~S_van_Dorst/glossary.html Roman Army Talk forums: http://www.romanarmytalk.com/rat/recent.html Greek Reference Extensive Glossary of Greek military terminolgy: http://members.tripod.com/~S_van_Dorst/Ancient_Warfare/Greece/greek_glossary.html
  7. Welcome to my post, friends and family of 0ad and Com I would like to welcome you into my head, below i will be giving you some of the ideas and planns i have for my mods and some new mods i am planning Base Mods Cloth Blood Reward
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