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  1. I’m bringing more news about the World Rising project! All natural resources have now been created and fully implemented into the game! In addition, the first map has been completed and finalized! Check out some images of the new natural resources that will be part of the game world! The next step will be bringing the new animals to life through animations, as well as creating the second Japan-themed map — there will be 3 Japanese-themed maps in total. The project keeps moving forward step by step, always focused on quality, immersion, visual authenticity, and optimization. More updates coming soon!
    8 points
  2. You can be glad you don't see the amount of spam they're trying to post.
    7 points
  3. Problem: The replay folder format YYYY-MM-DD_NNNN uses a per-machine sequence counter. The same multiplayer game has a different folder name on every participant's machine and different games having the same name. This makes it harder for cross-player merging of replay data (rating aggregation, replay sharing, debug traceability) without parsing every commands.txt to extract the matchID. Proposal: Change the new replay folder format to YYYY-MM-DD_<matchID>, using the existing matchID already written into commands.txt. Date prefix preserved for chronological sort; existing replays unchanged. matchID already exists, is generated by the engine for every game (multiplayer and singleplayer), and is identical across all participants of a given match. Use cases: Replay-sharing site https://replay-pallas.wildfiregames.ovh: matches uploaded by different players collapse to the same identifier instead of being renamed. Mods (e.g. local ratings): users can merge rating data from co-players without name-collision workarounds. Bug reports: devs can ask for a specific replay by ID and the user finds it directly in their folder list. Edit: The date should also be unified in UTC-0 or such.
    6 points
  4. Welcome to the official topic for Classical Warfare AEA - A more in-depth version of 0 A.D., with an emphasis on historical accuracy. New units and technologies, but a similar approach to the game. (In simple words, we think it makes the game better.) Our original post was deleted when the account was accidently flagged for spamming Anyway, welcome and we hope you enjoy the mod. IF you have any suggestions or are fascinated with this part of history and want to contribute don't be shy! We are hoping to keep it going as long as there is interest from the community, after all it's the community that makes this game and this project so much fun! Big thanks for all the people along the way that have helped keep this project going. Starting with of course the one and only @TheCJ but also @Genava55 @Atrik (but he seems to mostly be retired now) @Tyrannosaurus @Thalatta @Seleucids (another retired OP soul) @Outis @Stan` and I'm sure many more that I am forgetting. Emacz2/classical-warefare-aea our git hub incase you want to download or check out some of the differences! you can visit our webiste here! Thanks @Asher for setting it up
    5 points
  5. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    5 points
  6. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    5 points
  7. The Yayoi culture is beginning to come to life in World Rising!!! I’m working on many different aspects of the civilization, creating clothing, armor, weapons, cultural objects, and many other details to bring even more identity, immersion, and historical authenticity to the game. More updates coming soon!!!!
    4 points
  8. This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them It is also on Github (which is updated more frequently, and has more bugs): https://github.com/Jeff-web-sketch/Scouting More info at the github page (see wiki: https://github.com/Jeff-web-sketch/Scouting/wiki) Thanks to everybody who helped! Changelog has moved to github: https://github.com/Jeff-web-sketch/Scouting?tab=readme-ov-file#readme Scouting-1.6.pyromodScouting-1.6.zip
    4 points
  9. LocalRatings Team Balancer A mod that extends LocalRatings by Mentula with two new buttons on the game-setup screen. One balances teams automatically by rating, the other evaluates the current setup and adds two outcome-based rating systems, Glicko-2 and OpenSkill, alongside the original LocalRatings score. Why outcome-based ratings? The LocalRatings ranking list already shows the problem: even with plenty of replay data, some known-strong players end up rated poorly and some known-weak ones look stronger than they are. Raw in-game statistics don't track skill cleanly. In a 4v4, if three players focus-harass one strong opponent, that player's stats look weak, though they're being targeted because they're strong. A useful comparison: modern chess engines evaluate positions with neural networks far beyond human understanding, yet FIDE still uses Elo, chess.com uses Glicko-1, and lichess uses Glicko-2. Even with perfect game analysis available, the established outcome-based systems remain the standard for tracking player skill over time. Win/loss results across many games carry a signal that in-game metrics miss. 0 A.D. has no chess-engine equivalent, so the case for outcome-based rating is even stronger here. Rating systems Three systems are available, selectable in the LocalRatings settings: Local Ratings (original) - rates players by in-game statistics relative to others in the same match. Works for all game types but inherits the limitations above. Glicko-2 - tracks each player with a rating, a rating deviation (confidence), and a volatility. New players start at 1500 ± 350. The conservative rating used for balancing is rating − 2·deviation, so a fresh player is treated as significantly weaker than someone who has won even one game. OpenSkill - an open-source Bayesian system based on the Bradley-Terry full model. Each player has a mean skill mu and an uncertainty sigma. New players start at mu 1500, sigma 500. The conservative rating is mu - 3·sigma. Glicko-2 and OpenSkill only count locked-teams games with exactly two teams; free-for-all and unlocked-team games are excluded. All other LocalRatings filters (minimum duration, population cap, cheat games, etc.) still apply and can be configured in the LocalRatings settings. Win/loss counts are tracked separately and shown alongside ratings. Balance button When the host presses balance, the mod reads all currently assigned players, looks up their ratings, and finds the partition into two teams that minimizes the difference in conservative rating sums. It then reorders the player slots. The result is posted in chat with rating sums, the rating difference, and a predicted win probability. Note the win probability it calculated with the raw rating and the pairing done with the conservative rating. Non-host players with the mod see a suggest button instead. Pressing it posts the same proposal to chat without changing any settings, so the host can decide whether to apply it. Both buttons have spam protection: pressing them again with the same player constellation does nothing. Slot shuffles or team swaps don't count as a new constellation. Evaluate button Reports on the current team assignment without changing anything: rating sum and conservative sum per team, the rating difference, which team is stronger, predicted win probability, and a full player ranking by rating with win/loss counts. Observers in the lobby appear in the ranking as well. End-of-game rating updates When a game finishes, the rating database updates on every mod user's machine. To avoid multiple mod users posting the same numbers to chat, only one client announces the changes; the others update silently. There's a known chat-line spacing bug that pushes this announcement far below the regular chat area. It can be fixed with this patch Including older replays The engine only exposes replays from the currently installed version, so by default ratings are built from 0.28.0 replays only. To include 0.27.1 replays, copy them into the 0.28.0 folder. They count toward all three rating systems. Linux: copy or move everything from ~/.local/share/0ad/replays/0.27.1/ into ~/.local/share/0ad/replays/0.28.0/ Windows: copy everything from %APPDATA%\0ad\replays\0.27.1\ into %APPDATA%\0ad\replays\0.28.0\ macOS: copy everything from ~/Library/Application Support/0ad/replays/0.27.1/ into ~/Library/Application Support/0ad/replays/0.28.0/ After copying, open the LocalRatings page and press Rebuild list to re-process all replays in date order. This step is needed even when rebuild isn't normally required, because the imported replays are older than your existing ones and the ratings have to be recalculated from the beginning. The imported replays won't be playable as visual replays in 0.28.0, but their metadata is read correctly for rating purposes. Limitations Team rating is inherently harder than 1v1. Individual contribution isn't fully separable from team performance, and the rating systems see each game as a single team win or loss. This is a fundamental constraint of every team rating system, not something specific to this mod. Cold-start: ratings come from the host's local replays only. Since the database is built from whatever the host has played or observed, players who appear in the lobby with no recorded games start unrated, and their conservative rating sits well below average until they accumulate results. A genuinely strong player with only a few recorded losses will likewise look weaker than they are. The automatic team pairing works as a correcting instance: A strong player with low rating will be paired with players with a high rating, resulting in a very strong team and a high likely win. This strong player will then accumulate wins. These unbalanced games might be frustrating. Three things you can do meanwhile: Accept the balance and play. The fastest fix is more games with the automatic pairing. Adjust manually. Use /rate username 1600 to set a player's rating before the match starts. Useful when a rating is obviously off. Seed the database. Download games with known outcomes from replay-pallas and drop them in your replays folder, then rebuild. Pick a balanced selection - similar wins and losses for each player - so you don't accidentally bias the rating in either direction. A player can help to fix their rating by uploading a few decisive games to replay-palas for the hosts to download. Non-decisive games. Most 0 A.D. team games don't end with the entire losing side eliminated, and Glicko-2 / OpenSkill can only update on games where a winner can be determined. The LocalRatings Team Balancer ships with an Auto-Classifier that infers a winner from in-game data (surviving populations, final scores and defeated-count difference) for games that ended without a clean engine verdict. The quality of your ratings therefore depends partly on how well the Auto-Classifier performs on your replay set. Per-game rating changes under your current settings are visible in the replay section. Locked teams. The most sensible option usually would be only evaluate games with locked teams. The problem is when one switches the map e.g. from mainland to balanced-mainland the settings defaults to unlocked teams. In most cases this is harmless as the players just don't change their diplomacy states. Therefore the option Rate unlocked-team games exists. LocalRatings_Team_Balancer.zip
    4 points
  10. I have vibe-coded 3 mods that I have tested locally and that other players may find useful: Game Templates: Allows saving multiplayer game settings so it is easier to switch game types without missing a setting. https://github.com/jonnymccullagh/gametemplates Resignation Tribute: Allows you to send resources to allies when you resign. https://github.com/jonnymccullagh/resignation-tribute Quick Lobby: Adds a button to the main menu to get you to the lobby that little bit faster. https://github.com/jonnymccullagh/quicklobby I am also playing around with a player notes mod but I am still testing it.
    4 points
  11. A quick gameplay video showing some buildings being destroyed, suffering impact, and accompanied by sound effects. videogameplay.mp4
    4 points
  12. Experiment. Character Sheet. Some of the text is a bit wonky. I might try to have it rendered again, but without the text so I can add it myself.
    4 points
  13. https://www.moddb.com/mods/derphammer
    4 points
  14. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    4 points
  15. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    4 points
  16. just please dont disable me again
    3 points
  17. Hey Delenda Est team! First of all, thank you so much for this incredible mod. The gameplay mechanics, the tech tree, and the depth you’ve added to 0 A.D. make it an absolute blast to play and tinker with. I wanted to share a fun creative project I’ve been messing around with locally. I noticed there isn't much representation for ancient Southeast Asian maritime empires in the community, so I’ve been trying to put together an Empire of Srivijaya identity using Delenda Est as my baseline framework. Since I don't have the 3D modeling skills to build an entire civilization from scratch, I’ve been kitbashing and re-skinning existing assets from your mod to make a "proxy" faction. I am using the Mauryas as the mechanical backbone because Srivijaya itself was heavily inspired by india and its units are pretty much close in terms of appearance to those of the Srivijayan/Malayan (such as the infantry and elephants!). To dress the soldiers, I've had to get pretty creative with the props. I actually found that a few of your specific Hellenic helmets look surprisingly similar to ancient Southeast Asian bronze and brass helmets! By pairing those with the Mauryan armors, I've managed to piece together a really cool, convincing visual style for the frontline troops. Furthermore, I found the Xiongnu shields perfect for the regular infantries! (my main goal of reskinning the units is to differentiate them from looking too indianized, and more southeast asian!) In matters of the buildings however, I still have no idea on how to model 3d buildings with Melayu architectures or to implement it in the files, but I wish to learn more. But I did manage to change its names to Old Malay (as well as the units too!). Just to be completely clear: This is strictly a 100% private hobby project for personal use and to play LAN games with a few friends. I have absolutely no plans to publish this publicly, upload it to mod.io, or distribute it online anywhere. I just wanted to drop a message to say thank you for creating such an awesome, flexible modding framework that allows a history nerd like me to play around and bring a personal favorite empire to life on my own computer. Keep up the amazing work! I'll just drop some screenshots of the Melayu Swordsmen and Spearmen (Sorry if its real bad!) Short information on the Empire of Srivijaya: Flourishing from the 7th to the 13th century, the Srivijaya Empire was a powerful, Sumatra-based maritime kingdom that dominated Southeast Asian trade by controlling vital waterways like the Strait of Malacca. Operating as a flexible network of local rulers loyal to a central maharaja, the empire built a thriving commercial economy trading spices, gold, and timber with global powers like China and India. Beyond its economic might, Srivijaya served as a major international hub for Mahayana Buddhism, fostering deep cultural and religious ties across the region, including connections to Java’s Sailendra dynasty. Following a devastating invasion by the southern Indian Chola dynasty in 1025, the empire's political and economic grip steadily weakened, leading to its eventual decline and replacement by the Javanese Majapahit Empire by the 14th century.
    3 points
  18. In this video, I'll be showing you the weapon swapping system for heroes. videoarmas.mp4
    3 points
  19. Olá pessoal! Venho trazer mais um vídeo de gameplay do meu mod World Rising! Tenho trabalhado bastante no aprimoramento da destruição dos edifícios, buscando deixar tudo mais imersivo e visualmente interessante. Tenho o prazer de anunciar que a cultura Jomon está oficialmente finalizada! Todas as unidades, construções e tecnologias já foram criadas! A próxima cultura será a Yayoi, que representará a evolução direta dos Jomon, trazendo novas mudanças, tecnologias e identidade visual ao jogo. A flora japonesa também está cerca de 80% concluída, faltando apenas algumas plantas para finalizar essa etapa. Outra tarefa que pretendo começar em breve é o retrabalho das formações das unidades, trazendo novas ideias e melhorias para o combate e movimentação no campo de batalha. Em breve trarei mais novidades sobre isso! Obrigado desde já pelo apoio, e espero que gostem do vídeo!! video destruição.mp4
    3 points
  20. tunic_short: tunic_long: player color:
    3 points
  21. By the way, I had an idea for a unique bonus for you: Silphium Monopoly. Cyrene was the only region in the world to produce silphium, a medicinal plant that sold for a price equal to gold until it became extinct. This could generate a permanent income.
    3 points
  22. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    3 points
  23. Ambiorix. Lucterios. Bituitos. Divico.
    3 points
  24. @Thalatta I think polls can certainly help foster discussion around certain proposals, but at the same time, 0 A.D. doesn’t really work as a democracy where changes are decided by majority opinion. It’s also very hard to get participation that is truly representative enough to justify implementing something simply because “most people voted for it”. Your intention to improve aspects of the game is genuinely valuable, and I think that kind of feedback will always be appreciated. That said, personally, I don’t think posting 20 suggestions at once is the most effective strategy if the goal is to eventually see some of them materialize as actual PRs in the repository. I think there’s also an important aspect of the development dynamics that’s easy to underestimate from the outside. All official developers and contributors are working on the game in their free time. There’s an enormous amount of work to do, many competing priorities, and far more ideas than available hands. I can’t really speak on behalf of the official developers since I’m still a relatively recent contributor myself, but in my own experience, the most effective path is usually either: working directly on a PR yourself, or getting the attention of another contributor/developer who becomes interested enough in the proposal to implement it. Always keep in mind that submitting a PR does not guarantee that it will be merged. For what it’s worth, I do think some of your suggestions are interesting, and I’d personally love to spend time on some of them eventually. For example, the last one you mentioned about being able to deselect specific units from the current selection sounds genuinely useful to me. And above all, don’t get frustrated. Some ideas will work out, become PRs, and eventually get merged and others won’t. That’s just part of how open-source development tends to work (at least here). What really matters is maintaining a constructive attitude and trying to filter, among all the things one would personally love to improve in this beautiful game, which ones are realistic and feasible enough to actually move forward and become reality.
    3 points
  25. I delete a hundred spam posts per month probably.
    3 points
  26. Cartimandua would make an excellent non-combat hero, and unique. As Queen of the Brigantes, she was allied to Rome. Her bonuses could actually be tied to being allied to non-Celtic factions. If possible, say, something like being able to recruit a foreign unit/units, depending on the ally/allies (maybe she can have a unique structure that does it? No clue), representing things like when Rome sent a cohort to defend her from her former husband, or just some kind of broader generic bonus, but something the Britons otherwise wouldn't have access to on their own.
    3 points
  27. We could probably update it for R28
    3 points
  28. What do you think of this: if I capture someone else's vassal settlement, the units it spawned when it was their's, become mine
    3 points
  29. connect your territory to ally and delete your cc !
    3 points
  30. Is it me or something with normals (the face is more gray than I expect)?
    3 points
  31. @AlexHerbert I assume you are referring to mass garrison of hoplites in barracks early-on so they promote to champions. This shouldn't be a problem in TGs because it's not very good against a standard minute 15 maxxed out attack. Some players might feel this offers them a shortcut but this is only helpful in for example Nomad matches. Normal hoplites esp. Athenian ones still have many possible counters like outplaying them with ranged (even archers) or making a 50/50 melee/ranged army with proper upgrades, champions or just making full melee-only of your own. Technically swordsmen should be stronger in hand-to-hand combat. In my personal opinion pikemen are actually much better when used in team with ranged units than hoplites. Honeslty I would just recommend making a normal army and fighting melee in front. I can see how champ spamming with the garrison might be a bit annoying and you might even compare it to Gaul fanatics. But in my opinion having such a 'secret' strategy is intriguing and that's exactly the kind of depth I like about 0ad. You still can make a big citizien-solider army and you will be fine but can be annoying.
    3 points
  32. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    3 points
  33. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    3 points
  34. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  35. I tryed to make it a random map. This time I used Mercator projection with some adaptation. This is the result. I will upload soon on earth-maps 0.28.3. world.json world.js
    3 points
  36. New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.
    3 points
  37. I saw this the other day and it made me smile. When we named the game, we didn't intend to get to the top of the list... Ha! Congrats on the latest release all, glad to see the project still making forward progress!
    3 points
  38. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    3 points
  39. Hello! I have been enjoying this great mod, and I simply love it. Just wanted to let you know I noticed this strange thing, it is a bug? I saw something similar trying Vulkan and fixed turning off GPU Skinning, in this case turning on/off doesn't make a difference. Screen Recording 2026-06-03 at 2.05.49 AM.mov
    2 points
  40. Using @ffm2 last upload, I've added fixes for : Minimap expand should now works as expected Should open lobby page and return to gamesetup without issues GUI scaling for the stat overlay should now work (probably that was your issue @SadRdz) KDR display fixed autociv.zip
    2 points
  41. There is also an alternative that might help prevent some of those suggestions from getting lost, which is creating Issues for the ones that seem more concrete, feasible, or broadly supported.
    2 points
  42. @guerringuerrin, no worries, there's zero frustration from my side, just wanted to make sure I was doing what one is supposed to do. Regarding PRs, as I’ve said before, since there’s a lot of work, I didn’t want to overload, similarly as to a thread per point, I wouldn’t want to spam (I’m already posting too much lately anyway). My intention with a poll was not to force the developers to do anything, but to gauge support and increase visibility of simple things that I think could be helpful for many or polish some details (and that have nothing to do with gameplay), which otherwise just get lost in this thread.
    2 points
  43. Not quite there, but a little bit better Bonus, Infantry Archer:
    2 points
  44. Heh, just got home from work, start up computer... and 372 email notifications (from across a 6hr 21min time-span) about posts from various users with usernames starting "888starz". Hope they're at least being paid well if they're that persistent. Anyhow, keep up the good work; and thanks to everyone who reports spam! (Everyone who posts it can <redacted>.)
    2 points
  45. In late 2000 / early 2001 me and Dire_Wolf met up via the AOK forums at heavengames, both of us with an interest in modding Age of Empires 2.. We messed about a little bit, never really did much but eventually decided to form Wildfire Studios as a simple modding group, similar to dozens that were around at the time. After forming Wildfire Studios nothing special happened for a while, nothing much happened at all.. We had a few members join up and leave etc etc then Dire_Wolf recruited Wijitmaker (AKA Jason) who pretty much stepped right up and reformed nearly every aspect of Wildfire for the better. He recruited new and talented members such as Agamemnon, BullsWool, Sud Commander, Topknot and Icewyvern to name a few.. And in march 2001 we began work on Rome at War... there Was even a trailer created for the Rome at War mod at the end of march 2001 (check the bottom of the page) . It was about here that I started sinking backwards into the shadows at WFS, I was more a spectator than anything else but continued to watch from the inside all the progress that was being made.. lending a hand every now in then in terms of ideas and discussion and web design.. Eventually RAW was released, after huge community hype it was and STILL IS (I believe it is fair to say) the most successful mod for AOK ever. With over 16,000 downloads from aok.heavengames.com alone and many more from wesites all around the internet, it was something that was never predicted. It was such a success that RAW was even featured in magazines such as PC Powerplay and Gamestar. For me, now to look back to when WFS was first founded, it was never ever EVER predicted that WFS would ever raise to such heights.. After the unbelievable success of the Rome at War mod, the members of WFS decided to create a new modpack this time under the code name of 0AD, with the aims of brining barbarians etc to the world of Age of Empires 2.. After large amounts of work and time spent on creating this modpack, with a large community following and also the formation of the team dedicated to creating The Last Alliance modpack it was finally decided that the teams were too limited with the mod capabilities of AOK and AOC and that for the mods to be successful they would have to look elsewear.. The exact date is unknown to me but in late 2002 / early 2003 the difficult decision was made by the members of WFS to embark upon the task of creating, not just one game.. But two.. Simultaneously it was decided that TLA and 0AD would be created together, along with this decision was also the decision to change the team name to Wildfire Games and also ( I believe? ) the purchase of domain name www.wildfiregames.com. And thus work on 0AD began, with Wijitmaker keeping the game on track and keeping a completely professional front. By now I had become less and less a regular visitor to this site.. But still remembering to stop by at least once in a while, to check the progress.. I have watched the forums grow and the games progress from the very beginning, but as of late I find myself coming back here more and more often, this game is beginning to become for me, more of a reality than the dream I once thought it would only ever be. Seeing the new screenshots posted for 0AD in the last few days have created a sense of emotion within me that is somewhat hard to explain. It is a sense of achievement as well as a sense of pride that I was at some stage associated with the team which has been able to create what to me seems like a masterpiece of work. I believe that if there is one person to thank for all that has been achieved over the 5 or 6 years since the formation of WFG that, that one person is Jason "Wijitmaker" Bishop. I know for a fact, that without him in the team from the beginning that WFG would never be where it is today, Rome at War may well have been released but our soon to be greatest achievement would certainly not be the impending reality that it is today. Jason has been responsible for keeping WFG going and giving us that kick start that was needed right from the beginning. Although I beleive Jason to be the key to WFG, it definately would not have ever been possible without the outstanding contributions from all the dedicated team members and community that have been a part of this great team over the years. THANK YOU everybody for supporting Wildfire Games over the years and thank you for making my dream (and im sure the dream of many others) a reality. I'm sure one day, i'll be able to look back on 0AD parts 1, part 2 and perhaps part 3 and be overwhelmed with the same emotion that I am today. p.s if anyone wants to view that old 0AD trailer (dating around december 2002) you can view it here. and the Rome at War trailer from 2001 can be viewed here.
    2 points
  46. Like any other RTS, the game keeps evolving as players discover tactics and strategies to exploit the strengths and weaknesses of different units and civilization mechanics. Maintaining good balance throughout each release is a very difficult task, carried out by very few people who dedicate a great deal of time and effort to it. It would be useful to properly identify what the actual problem is and why the unit is considered broken. Perhaps the issue is the capture system itself, which allows a ball of hoplites to steamroll everything and capture your base. Perhaps it is the Hoplite Tradition technology rather than the unit itself. Or perhaps there is also a lack of skill involved in dealing with a ball of hoplites, which are actually easy to micro against due to their slow speed. The frustration is completely understandable. Balance issues happen and will continue to happen. Contributing ideas to solve a potential problem is always welcome, but ranting about the supposed motivations of the person responsible for the unit’s design does not contribute anything at all.
    2 points
  47. https://gitea.wildfiregames.com/0ad/0ad/pulls/8907 Needs a better specific name. Right now, it uses a Google Translation which I'm sure does not follow the game's Greek guidelines.
    2 points
  48. The internal version I have currently supports different vassal races randomly spawning, as well as fixes several bugs when it comes to military units promoting into none vassal units. I'm planning on turning the ai on for vassals after they spawn in, meaning you have to fight to take control of them, this should make it so they are not just a free economy boost. Villagers should harvest stone and metal in the area if there is some close by. Their behaviour at the moment is a bit back and forth as you have noticed, I'll have the AI stop trying to find them jobs if they already have active orders. The current plan is smoothing out the vassal unit behaviour a little more, then having them build up a basic settlement, houses, a barracks to produce units and then farms. Once this is done, each vassal can be made more unique with how they act and what they build. Possibly a diplomacy UI could be implemented too, I'll definitely look into it.
    2 points
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