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  1. https://www.moddb.com/mods/maori-0-ad/downloads/maori-0-ad-v110 This is my first 0AD mod and was originally part of a uni project. It adds new techs, buildings, and units to the game like the Pa or Waka. I would be keen to do some future updates to it, so any feedback is definitely appreciated!
    15 points
  2. Thoughts? @Thalatta @wowgetoffyourcellphone tropaion.zip
    8 points
  3. You can find the new version of my mod on mod.io: https://mod.io/g/0ad/m/earth-maps These are the files of this map. The file mordor.json goes in: ~/.local/share/0ad/mods/user/maps/random/rmbiome/mordor/ for linux. middle-earth.json middle-earth.js mordor.json
    7 points
  4. A proposed upgrade for Han houses: The Tower House +5 population bonus +5 vision range +1 projectile (short ranged attack added)
    7 points
  5. Biomes This map reconstructs the geography of Middle-earth on a real heightmap, divided into twelve climate zones that follow Tolkien's continental layout from north to south and west to east: Forodwaith (arctic), Angmar and the transitional Shire–Lothlórien border (alpine), the Shire and Lothlórien proper (temperate), Rhûn and Rohan (steppe), Gondor (Aegean/Mediterranean), Mordor and East Mordor, and North Harad and Harad (savanna and desert) to the south. Each zone is painted with its own biome, giving the continent genuinely different terrain textures, vegetation, and wildlife rather than a single palette reused everywhere: pine-covered alpine slopes around Angmar, temperate forest and farmland in the Shire, open steppe grassland across Rohan and Rhûn, Mediterranean scrubland in Gondor, and a dedicated custom biome for Mordor itself, distinguishing it visually and ecologically from the surrounding desert and steppe zones. Player starting positions are placed avoiding deliberately Mordor, keeping it a hostile, resource-marginal region rather than a viable base location, in keeping with its role in the source material. Visually, the map uses a warm, slightly desaturated sun tone against cool blue-green water, cumulus skies, and a light HDR tonemap with reduced saturation and moderate bloom, aiming for a muted, epic tone rather than the high-saturation look of the default temperate presets. Source materials Thanks to u/enpremi for his heightmap: https://www.reddit.com/r/lotr/comments/1avfmuw/high_resolution_middleearth_heightmap_link_in/ and to u/William_MM for the climate division https://www.reddit.com/r/imaginarymaps/comments/c5mzt9/oc_climate_map_of_middleearth/ This is my rielaboration for 0 A.D. base-1000.svg It is a 1000×1000 Inkscape overlay traced on top of the source heightmap, with one labeled rectangle per region (Forodwaith, Angmar, Shire, Lorien, Rhûn, Rohan, Gondor, Mordor, East Mordor, North/South Harad). Pixel coordinates read off this overlay were converted to the fractional `Vector2D` bounds (`fractionToTiles(...)`) hardcoded in `middle-earth.js`. It has no in-game role. Labels in .svg and in the .js script are informal working notes (a few are Italian).
    6 points
  6. I believe 0 A.D. has enormous potential – not just as a game, but as a platform for storytelling and community-created content. As someone who has created many scenarios in Age of Empires II, I see a key opportunity for 0 A.D.: Make the power of the engine easier to use. Right now, creating interesting scenarios often requires programming knowledge. This excludes a huge part of the potential creator community. My suggestion in 3 points: 1. Unify Triggers and Scripts A visual trigger system for beginners using simple Conditions → Actions. JavaScript remains available for advanced users. The two should become different levels of the same system rather than feeling like separate tools. 2. Upgrade Atlas Make Atlas a true scenario creation environment – with objectives, events, dialogues, reinforcements, ambushes, and dynamic gameplay. The creator should be able to focus on story and gameplay, not constantly think about the code required to make an idea work. 3. A Small Official Campaign – 3 Scenarios It doesn't need to be a huge campaign. Three well-designed scenarios could be enough to demonstrate what 0 A.D. can do. But there is an even bigger opportunity: Make the campaign editable and use it as documentation. Players could open the scenarios in Atlas, study how they work, modify them, experiment, and learn by doing. The official campaign would become more than content. It would become a living tutorial for scenario creation. The Vision Play → Discover → Learn → Create → Share → Contribute A player finishes an official scenario. They think: "I want to make something like this." They open Atlas. They experiment. They create their own scenario. They share it with the community. And eventually, that player may become a contributor. Why This Matters to Me I have experience with Age of Empires II scenario design, and I would genuinely love to contribute to 0 A.D. However, due to health limitations, I can't code or work on complex systems for long periods. That's exactly why I care about this problem. I know how technical complexity can prevent a great idea from becoming a playable experience. My suggestion comes from both sides – as a player, and as someone who wants to create. The Opportunity Much of the foundation is already there. The potential is already there. The community is already there. The opportunity is to make that potential easier for everyone to use. 0 A.D. doesn't necessarily need to become more complicated. It needs to make its existing power more accessible. Give players the tools to become creators.
    6 points
  7. Hey everyone! I’m back with more news about my mod, World Rising! I’m currently working on implementing the Yayoi culture, and one of my main goals is to make players truly feel their civilization evolving gradually throughout the match. When you advance from the Jomon to the Yayoi, I currently plan to keep the buildings from the previous culture in your city. This way, progression won’t simply replace everything instantly. The old buildings will remain functional and will even be able to produce units from the previous culture. It will be entirely up to the player to decide when it’s time to destroy them, replace them with new Yayoi buildings, or even keep some of them. I want this transition to make each city tell its own story, mixing old and new elements as the civilization evolves. It’s completely up to the player to decide what to do with their city! The Yayoi buildings are still not all finished. Since this culture represents a more advanced period, I’m adding a lot more detail to the buildings, both in their architecture and in the smaller decorative elements. And personally, I think the results are looking incredible! =D There’s still a lot more to show, and I’ll be bringing you more development updates very soon. For now, enjoy these images! And please leave a comment! I’d really love to know what you think. Opinions, suggestions, criticism, and compliments are always welcome, as all of your feedback helps a lot with the development of World Rising. Thank you so much to everyone who has been following and supporting the project! More World Rising updates coming soon!
    5 points
  8. I've been working on a new feature to add to the game. The idea is to provide an easy way to preserve our hotkeys, create templates, and quickly switch between them. Potentially export presets into a plain text file. I currently have a basic implementation that covers the minimum functionality: duplicating and deleting hotkey presets, while always keeping a Default Preset as a baseline. The presets are stored in binaries\data\mods\public\moddata\hotkeypresets.json (in theory, this would be mods/user in a compiled redistributable version). Just like with user.cfg, this .json file only stores hotkeys that differ from the default hotkeys. Initially, I wanted to use an INI-style file structure, but I'm not sure if there is an equivalent function to WriteJSONFile for that. I chose this location because it is already included in the whitelist, so I can avoid making changes to the Engine. I also didn't want to use user.cfg and add dozens of extra lines to it. So basically, the code adds a .json file that stores, reads, and modifies hotkey presets, and then copies/applies the active hotkeys to user.cfg. As for mods that interact with hotkeys, the idea is to change the current workflow as little as possible. So if there are any details I should take into account from a modding perspective, please let me know. Do you think this functionality would be useful to have? And, especially for the devs, does this seem like an appropriate approach, or would you recommend a better alternative?
    4 points
  9. We need ideas for Han Xin and Wu Han. Global Aura, a Ranged Aura, a Special Technology, and an Upgrade (usually to a mount, but sometimes some other kind of upgrade, such as Empress Dowager for Empress Lu).
    4 points
  10. Copied from 'Closing Old Issues' thread in the 'Game Development & Technical Discussion' forum: As above-mentioned Issue was closed by @ShadowOfHassen and reopened by @Itms with a 'Needs Design input' label attached to it, I think I like to hear - from all of you - your thoughts. Copy of the Comments from the Issue tracker @sanderd17 commented 13 years ago: @wraitii commented 13 years ago: @Palaxin commented 11 years ago: Personal opinion I like the idea of Speed connected to Health, maybe by 25% steps of Units Health.
    4 points
  11. Yes, I also was thinking this, considering that the snowballing increase and formation depreciation are good arguments against the whole idea. Still, I'm somewhat in favour of it, more as to set in place the mechanism (for mods to tinker with), and because it's good that new players realise there are things going on besides what's obvious in most RTS. I was thinking then that: -All penalties should be minor, and apply only for very low HP (thus present gameplay is not that drastically changed). -Lowering attack speed (or/and damage) first, and later movement speed (something like at 30% and 15% of HP, or whatever makes sense). -That wouldn't "make hunting overly easy", but it has also been proposed to make animals faster (and weaker), which would work hand in hand. -It would indeed work hand in hand with my proposal of "use an area as target", which was intended to be applied also to many other things. -Would make healers more useful and retreats possible (except for those who are too wounded... understandably). -Penalised units should be sent to the back of formations, whose speed should not be affected by them (they should struggle to keep up instead). -In conclusion, things would mostly "behave as expected", except on extreme circumstances, which is useful for some variation in tactics. That issue has the worse consequence of making some things really funky, but I don't think penalising a bit very hurt units is such an over-realistic game-averse concept as many other concept would be.
    4 points
  12. We now try to release roughly at the same date each year. We don't wait till all issues with that milestone get implemented. We would push them back. Almost certainly there will be no new civ in the next release.
    4 points
  13. What do y'all think of adding Empress Lu Zhi for a hero? She was a very strong ruler, brutal even. And then, how she'd look in her Empress Dowager form:
    4 points
  14. Looks amazing! I can't wait to try it out lol. My only critique is that the hay roofs look a bit too shiny; from a distance (like in your last picture) they look more like metal than hay.
    4 points
  15. I've been working on a custom random map for 0 A.D. inspired by the continent of Tamriel. It uses a real heightmap to recreate the shape of the landmass, then splits it into distinct climate zones that roughly mirror the regions from the source material: from snowy tundra in the north, to alpine terrain, arid deserts, temperate woodlands, and tropical jungle in the south. The heightmap source is: https://www.nexusmods.com/skyrimspecialedition/mods/573 And I used a simplified version of this work for biomes: I want to thanks both the creators of these artworks. This is the result: And now the sources: tamriel.json tamriel.js You can find it on https://mod.io/g/0ad/m/earth-maps, version 0.28.4
    4 points
  16. Hi guy me and my friend was trying 0.A.D over network (LAN) but we run out some problems due to losing connection from clients(poor wifi signal from one of the clients). ChatGPT suggested that if we save it we may restore and continue our gameplay without problem, but it is not easy to remember to keep saving just in case, then I asked GPT to create a mod to autosave and it did and it works very well and I would like to share. I don't know it already exists but GPT said there is not such native function. The default autosave time is 300s, but I changed mine to 60s and it doesn't freeze the game while saving. More instructions at github. https://github.com/tiekookeit/0ad_mod_autosave
    4 points
  17. Thanks! Glad you like it All done: All the shields, armor and helmets are defined in tropaion_post.xml (so it's basically a small tropaion). I've added all kind of spartan shields: We can easily add or cut out any asset to match historical accuracy tropaion_0.28.1.zip
    3 points
  18. Three versions ago? Maybe? Supposedly? It was communicated then. I never paid attention to it, but I believe @guerringuerrin.
    3 points
  19. @Thalatta The actor actually uses several variations, so that it can be all things at once.
    3 points
  20. What's funny is that I have to approve my own posts. lol
    3 points
  21. I think it is pretty nice! and you can presumably share custom hotkey setups as a .txt file. I think it is useful, and simple enough that it fits with the existing intrastructure.
    3 points
  22. Unfrotunately i cannot give two hearts
    3 points
  23. https://gitea.wildfiregames.com/0ad/0ad/issues/9142
    3 points
  24. I think surely all special techs and hero techs will be unique, while standard technologies will stay common. For instance, I just committed a big change to the Ministry with an all-new tech tree and all-new tech icons, while the common Forge tech icons remain the same as other civs. A nice improvement for techs and their icons would be to allow a _civ or {civ} element in the icon line of tech files: https://gitea.wildfiregames.com/0ad/0ad/issues/8734 This would allow for techs to look unique in the UI, but underneath still be common among civs.
    3 points
  25. Indeed this should not happen, but I also think siege towers should be used for what they were actually used. Then, some other things would need to be changed, like making siege towers extremely slow and expensive.
    3 points
  26. thanks guys! now its working, now i will look forward for contributions.
    3 points
  27. I think firstly that walls must be made more useful and less buggy before another countermeasure to them (new Siege Tower features) is implemented. Walls need: 1. Environmental Snapping, such as to (very important) cliffs and impassable water edges, and to objects such as stone mines. 2. A health/cost/buildtime rebalance once they become more ubiquitous in multiplayer. The balance here will be crucial. Perhaps they should be slightly OP in most situations so that countermeasures such as Siege Towers (and other things? Undermines?) are warranted in the first place. 3. (not crucial) I'd like to add Sally Ports, which are like narrow "gates" but only allow one unit through at a time. So, they allow your units through and are more defensible than gates, but are allowed much lower passable bandwidth (and only let soldiers through, not civilian units, elephants, or siege weapons). Battle for Middle Earth II had these and they were nice. 4. I think the way archers "unturret" off of the wall is goofy-looking. Furthermore, which side of the wall they ungarrison to is not immediately clear nor easily controlled (if currently even possible at all?). We should fix this somehow. Maybe we can animate units running laterally across the wall's parapet to the nearest wall tower and ungarrisoning from those.
    3 points
  28. 3 points
  29. It is not the original version but is based on the Hyrule Revival mod. The structures were created using the Atlas terrain tool.
    2 points
  30. The Thebans were quite big in music (mythologically, the walls of Thebes were built by Amphion with his golden lyre). Since the Han have Ministers, and I proposed Ephors for the Spartans, I'm going to propose Philosophers for Athenians, and had in mind Musicians for Thebans, for each civ to have a unique limited non-combat unit. Apparently, Theban aulos players were credited with adding keys to the instrument around 400 BC, like clarinets today (https://lucianofsamosata.info/wiki/doku.php?id=2013:aulos), with the most famous player of the instrument being Pronomos of Thebes (https://instrumentheritage.com/aulos). Timotheus of Thebes, as another example (both him and Pronomos had long beards):
    2 points
  31. The WFG team is in current discussions revolving around the inclusion of LLM content in the base game. The consensus seems to be swirling around these points: No LLM-generated Art or History articles in the base game. Must be written or created by a human. LLM-generated code is only okay if the one presenting the code understands the code. This is important for further improving the code and in being able to communicate with the other programmers. I support both contentions. However, for mods, I think the sky is the limit and we should be able to push the limits of what's possible. For the base game, let's push the limits of what's possible by volunteer human minds and hands. I think being looser with mods is a good trade off. So, yes, in Delenda Est you'll see these LLM-generated images.
    2 points
  32. Sometimes a commander realizes that some equipment is just redundant and no longer needed. So it was a waste of money (iron and wood), and it would be better to return it. For example, on a map with a river or sea, ships might turn out to be useless — because everything happens on land, there's nothing to transport by water, and no one to fight. My idea: what if we could return every ship to the shipyard, garrison it there, and sell it, even for half price? The same for siege equipment. Why not ? This will provide some more possibility to get resources and change the strategy of future battles during the match. Your thoughts ? Good ideas ?
    2 points
  33. Here I will now share a modified map of "battle of the tiber" scenario. I call it "rome with crossing". Water depth is modified so that ships have more movement options. Especially in the swamp area. Altough there first the trees need to be cut. There is also a small foot-path to cross the tiber river in the middle of the map so that land units have a small path to cross the river. Altough not wide enough for rams etc. they still need to take the long way around the bridge. Hence the change of the name. In the beginning only merchants and fisher can pass, also when trees cleared all ships have passage there. Merchantman can travel almost up to Vai while military ships only half the way. There are also lot of treasures all over the map but also to give rome a boost in the start, because they start with no units unlike other parties having a small group of champs. The screenshot shows a arrow ship in the swamp surrounded with worker units. PS: This is the map with my water-fall messing up in topic "waterfalls" Rome-with-Crossing9.xml Rome-with-Crossing9.pmp
    2 points
  34. Depends on what. Rendering and simulation are on the same thread, pathfinding runs in multiple threads. Sound is in its own thread. The OS decide which threads goes onto which core. @vladislavbelov is working on a way to run the rendering on parallel to the next simulation turn. That will help although on higher end machines, rendering isn't so hard on the GPU.
    2 points
  35. You could always open issues or even better pull requests and get the problems fixed. It is surprisingly easy to make a PR for text changes using just the web UI.
    2 points
  36. 2 points
  37. Really cool work here
    2 points
  38. Tomyris Skilurus
    2 points
  39. Had to run a few commands but seems to work. $ python3 -m venv .myenv $ source .myenv/bin/activate $ python3 main.py $ pip install PyQt6 $ python3 main.py
    2 points
  40. 100! I totally forgot about that! Wall Tower replacement is a crucial item. Let's fix up walls to be really nice abd feature-complete, then let's design countermeasures for them.
    2 points
  41. Yes environnemental snapping is a must, we need to find a way to make sure the wall is impassable. Too many NOMAD games where we discover that there just a tiny little gap that allows all the enemy cav to come right through.
    2 points
  42. I'd also want to have turret restoration patch merged/improved
    2 points
  43. The battle of Cannae is 2241 years old! The anniversary passed three days ago on August 2, 2026. To mark the occasion, I wanted to share an excellent recent documentary on the battle by the channel Invicta, featuring the brilliant Dr. Adrian Goldsworthy as a guest.
    2 points
  44. I really do not suggest applying this idea. Modifying unit speed according to their health just implements a huge amount of gameplay inconsistency. It is important that units respond to commands and behave as expected. I suppose there could be niche scenarios in mods where the ability to do this could be useful, or possibly for new unique units, but you have to ask yourself what benefit to gameplay this will realistically bring. To me, the idea is just not well motivated, it seems like throwing in some inconsistency for no reason at all. On the realism argument, I have said this before, but making specific aspects so realistic while leaving other aspects of the game very unrealistic sends mixed signals about what kind of game this is. I think we would be better off just changing those units' base stats to begin with.
    2 points
  45. Yes but this flagging should be limited to users with a certain age. Otherwise it could be exploited to hide the entire forum xD
    2 points
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