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  1. 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!
    8 points
  2. public Litterally, a must-have.
    7 points
  3. OS: macOS chip: M2 year: 2022 package_manager: homebrew version: 0.28 issues: none so far, the game runs smoothly. note: the lag issue that is usually present even in platform-native games is not present in 0 A.D., I am assuming it is due to how the Pyrogenesis engine handles mouse rendering? Message: I was so blown away by the game that I wanted to express my gratitude. Freaking awesome! 0 A.D. rocks!
    6 points
  4. WIP: Armature Redone. Easier to handle. armature name: bison_... please correct me if another quadruped has the same name cause will break the game.
    6 points
  5. Nice to see Millenium A.D. being updated
    6 points
  6. I was analyzing the commit from @Freagarach for regeneration to make some tooltips on it. Since there was an issue opened by @wowgetoffyourcellphone, and other modders might find it interesting, never know. @Emacz @Lopess It's possible now to give some arbitrary timer to resources for regeneration or decay, given certain states. For example, if you want dead animals to have some kind of decay you can do this: <ResourceSupply> [...] <Change> <Rotting> <!-- Add your new effect, name it however you want --> <Value>-1</Value> <Interval>2000</Interval> <State>dead</State> <!-- Add a state, "dead" or "alive" --> </Rotting> </Change> </ResourceSupply> The other interesting state supported is if the resource is currently being gathered or not (notGathered or gathered). <Spawn> <Value>1</Value> <Interval>2000</Interval> <State>notGathered</State> </Spawn> Above a current implementation in vanilla for Fishs. Below the results : Tooltips I added to ModernGUI for now.
    6 points
  7. This version is simply the old mod with very few changes, however, in this process I saw several points that could be altered. 1 - Focus on the end of the Bronze Age (Assyrian Empire, New Egyptian Empire); 2 - Exclude the ArkGreek models (generic and uninteresting), and instead develop Minoan and Mycenaean civilizations from the models we already have (I created a Minoan spearman, it was pretty cool); 3 - Includes art for the Jewish civilization (but I will validate if I can use it), however I will be careful not to fall into certain exaggerated content. 4 - I used existing Bkg civilizations, I can create new unique ones for each civilization. 5 - A Nubian kingdom would be interesting and easy to create, in this category a Phoenician kingdom would also be. 6 - I know there are several interesting civilizations to include, but I want to be realistic in this regard. NOTE: Any help is welcome (especially art and code).For those who don't yet have experience in mod development, but are willing to learn, I can help by teaching what little I know.
    6 points
  8. Enhancement to freehand formations: units now actually order themselves by distance, and don't cross each other's paths. Nice when microing ranged cavs. Before : After : Committed for integration in R29 too, as part of https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 (use common sorting functions).
    6 points
  9. WIP: Animations: IDLE 5 DEATH 1 WALK 2 RUN 3 FEEDING 1 Source diff: diff: Have 4 ref more.
    5 points
  10. Based on the work of @Duileoga & @Lopess
    5 points
  11. Instead of sharing the Excel, I put the data into a small web I found outdated so it’s easier to explore https://units-stats-0ad.web.app
    5 points
  12. Due to unproportional and unrealistic "meat steak" size i propose change chickens to be single citizen gathering slot and only once carrying chickens straight to cc as a dead hanging chicken. Carry_chicken:
    5 points
  13. Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
    5 points
  14. Update for the Aristeia mod to 0a.d. 0.28. The mod is playable and error-free; anyone interested can download it from this link: https://github.com/0ADMods/aristeia @Stan` Could you help us upload this version to Mod.io?
    5 points
  15. New Structures, units and art for Mycenaean and Minoans:
    5 points
  16. It's the wonder of the Anglo-Saxons, Church of Brixworth https://en.wikipedia.org/wiki/All_Saints'_Church,_Brixworth https://wildfiregames.com/forum/topic/22783-1000-anglo-saxons-all-saints-church-brixworth-wonder/#comment-336603
    5 points
  17. What think? First proposal on 4/5/2026 EDIT: Latest iteration. 4/6/2026 Technology Tooltip 1. A thematic, but readable header font, 2 points larger than the game's current header font. 2. Cost moved to the top. 3. Lines spaced out slightly for readability. 4. Effects text bolded for readability. 5. Bullet points for organizing the effects. 6. Tech portrait added @ 100x100 px.
    5 points
  18. These could be considered: -Artemisia I for Persians (or Carians, if part of the game at some point): naval commander. The one from the battles of Artemisium and Salamis. -Artemisia II for Persians (or Carians): naval strategist and medical researcher. Sister/wife of Mausolus, ordered the construction of his tomb: the Mausoleum at Halicarnassus. -LÇš MÇ” for Han: rebel leader that played a role in the restoration of the Han dynasty. -Teuta for Illyrians: not a playable faction still (eventually?), but since Gaia's units being more challenging has been mentioned, they could even have Heroes, and Teuta would be compatible with Gaia's piracy units (although I'd name them differently than Gaia, and reserve that for basically abandoned things).
    5 points
  19. Perhaps in "Birdseye View", the structure portraits can show up like this for a true strategic overview. Almost as if the whole screen becomes a kind of huge minimap or strategic map. Portraits at 64x64 px and with a 2 px stroke around them of player color (on the left you see white for gaia player color) and a 1 px black stroke around that. I would also suggest the status bars show up by default too and that we put a button by the minimap (in addition to the hotkey) to toggle this. We could possibly go further by adding icons for other things, like berries and huntables, perhaps at a smaller size (48x48?). Huntables genericized to a meat icon instead of their individual icons (deer, etc.).
    5 points
  20. I totally forgot how to export, but maybe @Stan` can help you with the file: 0.A.D_Attack_Ranged_Throw_Rock.dae
    5 points
  21. The gaul trumpeters should make sound. I was just scrolling reddit on the trumpeters. Some user says it's somewhat altered and provides 3 other examples: https://open.spotify.com/episode/0eABuyDFXAM09jKd7MWPZh?si=vc-gGIsATEij3GbV-p0Ebg&t=1 https://www.bbc.com/news/articles/cgk1p8xk7z7o https://www.instagram.com/reel/DU4spHMAM1H/?utm_source=ig_web_copy_link&igsh=NTc4MTIwNjQ2YQ==
    5 points
  22. Like some people might have noticed I worked on some janitor tasks in the last weeks. Now every open Issue has a Type label (some 35 closed ones are still lacking: current state), a Priority label (some 24 closed ones are still lacking: current state) and countless tickets have gotten a Theme label. As of today we have 112 open and 181 closed Issues lacking a Theme label (current state). I probably opened everyone of them, but have no more clue on how to label the last ones. Therefore I call for support! I you have the corresponding user rights on our bug tracker, please consider working on before mentioned list - and when opening a new Issue, please remember to use at least the three important label categories and a milestone. Why is this label important? If bug reports arise on the forums, it's not always possible to check on Gitea for the existance of already opened Issues by using the search function. We have no semantic search function, so it's sometimes just luck to find something if the words are matching. Then the search by Theme labels really helps. But if tickets haven't such label, we might open duplicate Issues which leads to problems in the future like redundant work etc.
    4 points
  23. NEWS: New mesh fabrics for women (Long tunic variant, dress with centered texture; I'll show the women's version with a robe soon): I am creating new textures and East Asian units are being created. Great help from @Alisson Fabrini with baking AO and 3D improvements.
    4 points
  24. I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here.
    4 points
  25. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    4 points
  26. Committed the first draft of the Guptas I need ideas for: 4 heroes and their bonuses Unit references (for textures) Mercenary Unit ideas (at least 3) Unique technologies Civ Bonuses Team Bonus Catafalque
    4 points
  27. This is a small mod I made that creates a work elephant unit for the Kushite and Carthaginian civilizations, who can train it at the elephant stable. It's not meant to be historically accurate, but more for fun, as I like the idea of the ancient North African civilizations using elephants for work as well as war even if I'm not aware of any historical evidence for it. I will admit the building animation is a bit buggy, as the elephant's ears always bunch up during this animation. Only way I know this could be fixed is if the African elephant models had their own building animations instead of using that of the Asian elephant, but I am not yet at the stage where I am able to animate meshes for this game. african_work_elephant.zip
    4 points
  28. ((5+5)/2)*(1/5) then it could be opened a ticket todo. For future city building game mode could be usefull also. i made those animations for feeding with longer staring-breaks and it seems they always have more importance than idle's ones:
    4 points
  29. These faces are generative AI products, I used the Persian face texture update which I committed some years ago and instructed it to retain the UV placements and change the ethnicity from ethnic Persian to ethnic East Asian. I’ve read this thread and was just wondering if the stance regarding AI content has changed. In my workplace we adapt some AI integration with some cases but retain majority of our work to be done without it. This one is also quite interesting, I have loaded some of my old screenshots for new texture features, and instructed AI to “try” to reconstruct the image into “historically accurate” other cultures similar to the generations below. AI may also helpful for concept visualizations for possible new content such as mods or new features. From the images below, I think artists can simply work around and create something it. Generative AI is still a work in progress and usually faulty, but it could also become useful if trained thoroughly and procedurally.
    4 points
  30. What did you have for lunch? Also, happy Easter!
    4 points
  31. I think people will use them as-is if we can fix their rebuilding mechanic (placing towers at the end of wall segments).
    4 points
  32. will do adjustment's to idle ones. UPDATE: Texture variants baked:
    4 points
  33. The issue with building a system revolving on different archer types, is that for balancing, it would be necessary to give it to most civs. No matter what historical justifications one might find. Personally, I feel like the current system, with archers, slingers, and javelineers, isn't being used to its full potential.
    4 points
  34. Oh boy I worked for so long on that feature.
    4 points
  35. I know some people (myself included) who use it when designing their base to get a better sense of the spacing between buildings. And having the same icon repeated many times—for example on houses or storehouses, which tend to be numerous and small—could become annoying. I really like the idea! However, having the option to toggle it on and off would be ideal to accommodate both preferences.
    4 points
  36. I think I may have found the issue, the new version of the game seems to have trouble running Vulkan rendering, I disabled it and enabled OpenGL, restarted the game a few times, enabled Delenda, no issues, disabled it, no issues. Will keep you guys informed, thank you guys. @Stan`@guerringuerrin@Deicide4u@Obelix
    4 points
  37. I'm updating the mod this weekend. I hope to finish soon, so it will be available for the community to use and update Mod.io. https://github.com/0ADMods/aristeia
    4 points
  38. @wowgetoffyourcellphone Scaled, changed proportions, the columns and the gate. I also added some more deco around the top and closed some supposedly "hidden" downward faces, because I could imagine a cutscene walking up the acropolis with the new camera path possibilities. The Nike sculptures are those from Athena Parthenos. temple_athena_nike.zip
    4 points
  39. Improve the AI's personality rather then efficiency. Rather then a balanced army, make it so that they have a certain build in mind to play against you. Mass horseman, siege focused, spearman mania, ranger runner, champion gigachads build type of memes. The goal is to have fun rather then being competative all the time, as well as strategize many weird build to counter their army rather then booming, turtling and aggresive only, might as well introduce a new strategy called countering Sun-Tzu.
    4 points
  40. The idea is to turn storage buildings into actual resource containers, so the economy becomes spatial, resources are stored locally, not globally. If you deposit 500 wood into a specific storage, that storage literally holds those 500 wood. If that storage is attacked, up to that exact amount can be looted.
    3 points
  41. Spread of common infantry - Archer:2.25 Crossbowman:3 Javelineer:4 Slinger:3 Spread means how inaccurate the shooting becomes at 100m from target. The spread is less when closer than 100m. For example, it is half at 50m. Thus, archer and crossbowman are proportionally the same: 2.25 x 60 / 100 = 3 x 45 / 100 = 1.35 A projectile (arrow / stone / javelin) is considered to hit a infantry when it arrives at radius < 1.5m from target (indeed, a circle). A projectile is considered to hit a calvary when it arrives at the 3m x 6m rectangle of the target (indeed, a rectangle), which is a little larger than the size of two infantry. Dog is smaller, elephant is larger, charriot is larger. Now, at the beginning of a shoot, after waiting a short initial prepare time (once only), the future location of the target (because it may be walking) is very often precisely predicted, and the projectile is shot there, at a speed around 70m-100m per second, depending on unit. It should mathematically hit the target at the exact position when the projectile lands. Therefore, if the target changed direction during this time, the predicted future location is no longer correct, and the projectile might miss. This behavior is the principle of dodging. Even if the target did not change direction, the projectile might also miss due to the spread. The exact spread is given by a pair of independent normal random variable at variance of 1m. It is then multiplied by the spread. The result is some sort of 2D normal distribution, but since x and y are independent random variables, the 2D CDF is not circular, but more like a square. It seems super difficult to mathematically calculate the exact probability of it hitting a target. Let's get a rough idea by assuming the 1D case. I don't know how much would it deviate from 2D case, would be great if some mathematician could help. (Edit: I solved the 2D case, see reply below) In the simplified 1D case, I just use some online normal CDF calculator, fixing lower bound at -1.5, upper bound at 1.5, mean at 0, standard deviation at 2.25 x 60 / 100 = 1.35. Archer hits an infantry at 60m with probability 73.35%. After an upgrade of spread (-20%), standard deviation = 2.25 x 0.8 x 60 / 100 = 1.08, the probability is 83.51%. Crossbowman and slinger hits infantry at 45m with probability 73.35%. At rank 2 spread -20%, the probability is 83.51%. Indeed, exactly same as archer at 60m, coincidentally. Javelineer hits infantry at 30m with probability 78.87%. At rank 2, the probability is 88.18%. The best unit would be rank 3 archer plus spread upgrade, at standard deviation = 2.25 x 0.8^3 x 60 / 100, hitting target at 60m with 97%. Last but not least, when a projectile misses a target, it is not wasted. It will hit some innocent person standing there. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/Attack.js#L714
    3 points
  42. I do use them often, as my first line of defense until I can afford better walls. Also THANK YOU! I did not know you could connect Walls in this game and continue to work around corners!
    3 points
  43. Yes, following the standard currently used in 0 A.D. and this proposal, it should be: Unlocks "Scale Body Armor". I also think an elegant way to remove the quotation marks would be to use color to highlight the name of the unlocked technology. In this thread (which I finally found, bc we went totally offtopic ), @Atrik and I were discussing different designs for unit stats tooltips:
    3 points
  44. That would be awesome! I've been and hope to be adding more wonders and a capture mode would make good use of them.
    3 points
  45. Finally!!! The germanic tribes are here, I will enjoy playing with this faction. I just want to say thank you!
    3 points
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