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Using @Mythos_Ruler's map, I've been developing the idea of a campaign mod for 0A.D. The gameplay is inspired by other games with campaign mode like Total War, or developing cities like in Civilization. Develop your city : Cities can research upgrades that create economic activities around it. Campaign the map with armies, interact with other armies or points of interest : Get into battle missions by exploring ruins, or interacting with other player's buildings. Below an attack on a encamped army. The map generate a camp fitting defending army size and composition : Screencast from 2026-10-13 10-16-39.webm10 points
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10 points
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I'm elbows deep into a writing project I started wayyyy back in 2004 before the Athens Summer Olympics. I wrote a messy 169 page screenplay draft based upon the experience of ATHENS during the Greco-Persian Wars, and then proceeded to screw around with it for 20+ years off and on with no satisfaction. At one point, I'd lost all digital copies of it; only one printed copy remained and it was in the hands of an ex-girlfriend. She graciously gave it back to me and I digitized it again. Years go by and it's September 2026. I look at it again and I'm thinking no way will this behemoth ever get produced, let alone optioned or sold. It was also too melodramatic, Themistocles was an @#$%, and too much was crammed into it, even at 160+ pages. Then it hit me like a ton of bricks: turn it into a two-part cinematic event. Voila! Two 118-120 page film scripts and suddenly there is breathing room for characterization and plot! Not to mention cleaning up structure, narrative, dialogue, and action description. So, I've been on a 2-month tear just hammering these things like Hephaestus on his anvil into a couple of scripts I can be proud of, even if they're never produced. A small excerpt of what I've been working on. A particular battle you may have heard of: Other random excerpts: And, I've started a novel of the same story. Complimentary projects of the same story and characters. And now the novel is doing for my imagination what splitting the original screenplay into two separate films did a couple months ago. Deeper characterization possible, more historical detail. The excerpt from prologue to the novel: And page one of Chapter one:9 points
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9 points
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World Rising — New Development Updates and Improvements! Hello everyone! Today, I'm excited to share more updates on the development of World Rising! Over the past few weeks, I've been working extensively on several improvements, both visually and within the game's engine. My goal is to make World Rising more immersive, visually appealing, optimized, and packed with advanced gameplay mechanics. Here are some of the latest improvements! Dynamic Day and Night System I've implemented a dynamic day and night cycle, featuring smooth lighting transitions that change the atmosphere of the maps over time, creating a much more immersive experience. Dynamic Lighting and Particle Audio System I've developed a new system that allows particles to have their own sound effects. For example, fire particles now produce realistic burning sounds. In addition, I've implemented a dynamic lighting system that allows flames to emit light, illuminating units, buildings, vegetation, and other environmental elements during nighttime. I've also improved particle behavior, allowing certain effects to remain fixed in the game world instead of following the camera's movements. Environmental Audio and Naval Improvements Water now features a distance-based audio system. As the camera approaches the ocean, the sound of the waves gradually becomes louder. As the camera moves away, the volume smoothly decreases until it becomes completely silent. I've also made improvements to the canoes, adding realistic rocking movements and wave interaction effects to make naval movement feel more natural. Redesigned User Interface and Era Progression I'm currently redesigning the entire game's interface, creating a new visual layout that evolves alongside the different historical eras. Each era will feature its own visual elements, making civilization progression more engaging and visually distinctive. Performance Optimizations — LOD and Culling One of my main priorities has been improving the engine's overall performance. I've implemented LOD (Level of Detail) and Culling systems, which help manage object rendering based on camera distance and visibility. I've also made numerous optimizations to 3D meshes, vegetation, and other environmental assets to reduce resource consumption and improve performance, especially on maps containing large numbers of objects. Developing a Completely New Artificial Intelligence Another major challenge has been developing a custom AI system from scratch specifically for World Rising. The AI can already manage resource gathering, construct buildings, partially develop its economy, and launch basic attacks against opponents. There's still plenty of work ahead, but the system is already showing promising results and continues to improve with each update. Vegetation Improvements and New Maps I've also made several improvements to vegetation, focusing on both visual quality and rendering performance. Additionally, I'm working on the game's second map, which is already approximately 50% complete! Upcoming Improvements — More Realistic Water One of my next major goals is to improve the game's water rendering system. I plan to enhance the visual effects of oceans, rivers, and waves, making water look much more natural and realistic. And these are just some of the latest developments! Many other improvements and features are currently in progress and will be revealed in future updates. World Rising Continues to Evolve! Developing World Rising has been a challenging but rewarding experience, especially since I'm creating and modifying numerous systems directly within the game engine. Every new feature brings the project one step closer to the experience I want to deliver to players. I'll be sharing some screenshots and videos showcasing these latest improvements! I'd really love to hear your thoughts! What do you think about these changes? Which feature caught your attention the most? And what would you like to see in future updates? Feel free to leave your comments, feedback, and suggestions! Thank you to everyone who continues to follow and support the development of World Rising! teste.mp4 Gravando 2026-11-04 020424.mp48 points
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Major update : I recreated a battalion system and worked on a campaign map. A first campaign is playable: Two layers of play. On the campaign map you develop your economy, train battalions, organize them into regiments and armies, and move them around the map. Meeting another army, or besieging a city or camp, starts a battle. Battles are fought by controlling the battalions, with controls similar to Total War. The campaign is a playable demo: you start as a single battalion of bodyguards attached to a hero, and raise a city from ruins while dealing with brigands spawning around the map. Your hero gains experience, and at each level you spend skill points on campaign or battle effects. It's technically a fork, because it introduces some engine changes, mainly the rework I've been doing on UnitMotion and Formation. For convenience, you can download a Windows installer or a Linux AppImage at https://kleos.quest/ Hope you'll test and like it!8 points
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I had more something like this in mind https://stanleysweet.github.io/play0ad-website/ (made with Hugo) Based on an old design by @Pureon7 points
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I'd like to get these three animals finished up for 0 A.D. Each one should have its own issue, covering the model, rig and animations. For each animal, we need six animations: idle, walk, run, attack, feed and death. Each animation should be a separate Action in Blender and exported to its own .dae file. Walrus Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/walrus.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_walrus.dds Reuse the existing mesh and texture if possible, but the walrus needs a new rig. The camel rig can be used as a reference: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes%20and%20animations/skeletal/animals/camel/camel_animations.zip Animations needed: Idle Walk Run Attack Feed Death Muskox Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/muskox.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_muskox.png Entity: muskox.xml Same idea as the walrus: reuse the existing assets where possible, but make a new rig based on the camel rig reference. Animations needed: Idle Walk Run Attack Feed Death Dragon Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/dragon.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_dragon.dds The dragon needs at least a new mesh, along with a rig that works for it. New textures are fine too if the existing ones aren't suitable. Animations needed: Idle Walk Run Attack Feed Death Camel The camel is a bit special, we have the mesh A few things to keep in mind Keep one material per mesh, and pack the textures into the .blend file. When exporting the animations, remove the material from the export setup so the .dae files don't end up with texture paths. One blend per animal LODs would be nice to have, but they're optional. To import DAEs in recent blender versions you need to enable the plugin If you want something different it would be nice to have this building made in modular pieces. I had started but never finished Villa-of-the-lions-in-ostia-antica.blend7 points
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Buenos días o tardes: -A raíz de crear el mapa para los irlandeses, pensé que para los lusitanos también , ya que fueron el motor de este mod, de ahí el nombre del mod, por lo que les hice un mapa también: -Y como se verá vacío aún con la flora , les hice unos animales extra (Algunos también sirven para otros mapas europeos, asiáticos y africanos): ¿Qué opinan? Disculpen las molestias*6 points
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Hey, just wanted to introduce myself. My name is Sam but I go by Heliozah. I've been playing the game for roughly a week now and I'm loving it so far. It reminds me of when my dad and I played Stronghold. I'm more of a city builder game lover so I mostly focus on building up my city more than I focus on the war aspect, but I do enjoy that as well.. Just not when I first started and I was almost immediately attacked by the AI and barely survived... Just to have them come back and destroy everything again after I rebuilt everything lol I play as the Romans because come on... we all know they're the best! Anyways, I'd love to know any tips or tricks y'all have and just to get to know everyone playing.6 points
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6 points
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yeah mods change js components and easily modifiable things like damage values and other properties. Core engine components need to be compiled (c++ files) or depend on things that need to be compiled and therefore cannot be applied as a mod. Once added to the main game, we could, however, modify the weight values and other things @Atrik has set up in the unit templates. And that could be nice to test adjustments in the community mod.6 points
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6 points
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5 points
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Hello everyone! My name is Jorge, and I'm a software developer from Colombia. I'm excited to share a personal open-source project I've been working on, inspired by the incredible work of the 0 A.D. community and Wildfire Games. First of all, I want to express my appreciation to everyone who has contributed to 0 A.D. over the years. The dedication behind the game, its engine, artwork, and community is truly impressive. Introducing SourceQuest I've recently launched SourceQuest, a platform I'm building to showcase open-source games, explore their technology, and make some of them playable directly in a web browser. Website: https://sourcequest.games/ One of my main experiments is an unofficial WebAssembly port of 0 A.D., allowing players to experience the game in a compatible desktop browser without installing it. What I've been working on Rather than recreating 0 A.D. or developing a new game from scratch, my goal has been to adapt the original Pyrogenesis engine for browser execution. The current experimental port includes: The original C++ Pyrogenesis engine compiled with Emscripten and WebAssembly. WebGL 2 rendering. The original game simulation, interface, and Petra AI. Single-player gameplay against AI opponents. Browser-based game data loading and caching using IndexedDB. The port is still experimental and has limitations. Multiplayer is not currently supported, and the first launch requires downloading approximately 2 GB of game data. A compatible desktop browser with WebAssembly JSPI and WebGL 2 support is required. You can explore the port here: https://sourcequest.games/games/0ad/ Source code and modifications: https://github.com/MatiusRock1/0adwebassembly Experimental experiences built on 0 A.D. I've also been experimenting with two small mods built on the same engine: Kingdoms RPG: A prototype combining RPG progression, a controllable hero, quests, settlement building, and real-time strategy. Mare Nostrum: A strategy experiment combining turn-based territorial decisions with real-time battles. These are experimental modifications built on 0 A.D., not independent replacements for the original game. Credits, licensing, and respect for the original project I want to be absolutely clear about something important: 0 A.D. is developed by Wildfire Games and its community. SourceQuest does not claim ownership or authorship of the original game, the Pyrogenesis engine, its artwork, audio, or other original assets. My contribution focuses on the browser adaptation, its integration, and the experimental experiences built on top of it. This is an independent, unofficial community project. It is not affiliated with, sponsored by, or endorsed by Wildfire Games. The original licenses and attribution are preserved: GPL-2.0-or-later for the relevant game and engine code, and CC BY-SA 3.0 for the original artwork and audio, subject to their respective licensing notices. I've also included links to the original project, source code, credits, and license information on SourceQuest. Credits: https://sourcequest.games/credits.html Official 0 A.D. website: https://play0ad.com/ Why I'm sharing this here My intention is not to compete with or replace 0 A.D., but to explore another way for people to discover and experience this remarkable open-source game. I believe bringing open-source games to the browser could introduce them to new players and create interesting opportunities for experimentation. I'm sharing this project with the community because I'd genuinely appreciate your feedback, especially regarding: Technical considerations for the WebAssembly port. Attribution, licensing, and proper recognition of the original contributors. Potential improvements to browser compatibility and performance. Ideas for making this experiment more useful to the open-source community. If anything about the project presentation, credits, or licensing should be improved, please let me know. I'm more than happy to make adjustments. Thank you again to Wildfire Games and all the contributors who made 0 A.D. possible. Without your work, this experiment would not exist. Best regards, Jorge SourceQuest – https://sourcequest.games/5 points
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This mod connects 0 A.D. with Replay Pallas, the Wildfire Games site for sharing replays. It can upload your multiplayer games automatically and download all games of a player. This is mainly useful for LocalRatings: players you meet often but have few replays of can then be rated properly. Install by unzipping it into the right folder. Use the unzipped folder, not the zip, because the small helper program inside has to run: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) Then enable it in Settings > Mod Selection. You also need Python 3. How to use: Start the helper and leave it running while you play: helper/start_helper.bat on Windows, helper/start_helper.sh on Linux/OSX. Mods can’t access the internet themselves, so the helper does the uploading and downloading. Go to Main menu > Multiplayer > Replay Pallas, search for a player and press “Download games of …”. Open Local Ratings and press Rebuild. Uploading, the /pallas chat command, the filter options and everything else are explained in the README. Current version: 1.0.1 replay_pallas.zip5 points
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Alright, draft audio lines are made! Here is a list of the audio lines, first starting with the basic audio line for a specific order, then followed by the constituents of the draft Proto-Zapotec phrase, then followed by the final form of the phrase. (the final phrase for each audio line is denoted in bold). "I will build" – (“I will) raise roof and wall/I will raise wood and rock” si-/sa- (“will”) l(l)essa (“raise”) na’ (“I”) ya’ka (“wood”) kwe (“and”) kex (“stone”) = Na’ sa-llessa ya’ka kwe kex (“I will raise wood and stone”) "I will walk" – si-/sa- (“will”) sã (“walk”) na’ (“I”) = Na’ si-sã (“I will walk”). ALT. na’ (“I”) che (“go”) = Na’ che (“I go”) "I will repair" – kkokwi (“new”) ya’ka (“wood”), kkokwi (“new”) kex (“stone”)! = Kkokwi ya’ka, kkokwi kex! (“New wood, new stone!”). "I will guard" – tyenne (“blood”) a’ (“my”) lo (“in front of, before”) lu’ (“you”) = Tyenne-a’ lo (tyenne-)lu’ (“My blood before yours!”) "I will garrison" – na’ (“I”) si-/sa- (“will”) cche (“go”) llãnni/nnãnni (“inside”) = Na’ si-cche llãnni (“I will go inside”) "I will patrol – si-/sa- (“will”) sã (“walk”) na’ (“I”) kwe’ (“around”) = Si-sã na’ kwe’(che) (“I will walk around”) "I will heal" – si-/sa- (“will”) l(l)a’cchi (“care”) na’ (“I”) = Na’ si-llacchi (“I will care”) “I will trade” – si-/sa- (“will”) cche (“go”) a’ (“I”) yekkxa (“to”) kiya’a (“market”) = Na’ sa-cche yekkxa kiya’a (“I will go to market”) "What is it, my lord?" – Kwẽshwana? (“master?”) (ATTACK COMMANDS) "I will attack!" – pi (“they”) si-/sa- (“will”) (k)ati (“die”) = Pi sa-kati (“They will die”) "I will retreat!" – si-/sa- (“will”) *sho’nx (“run”) na’ (“I”) = Na’ sa-shoo’n (“I will run”) "(Battle cry)" - (GATHER COMMANDS) "I will gather" – si-/sa- (“will”) tyẽ’nna (“work”) na’ (“I”) = Na’ sa-tyẽ’nna (“I will work”) "I will fish" – si-/sa- (“will”) Ko’ti (“hunt”) na’ (“I”) nikwã-lla (“fish”) = N’ si-ko’ta nikwã-lla (“I will hunt fish”) "I will hunt" – si-/sa- (“will”) Ko’ti/a (“hunt”) na’ (“I”) kwã’la (“meat”) = Sa-ko’ti na’ kwã’la (“I will hunt meat”) "I will work land" – (“Wind will go through ears of corn”). si-/sa- (“will”) l(l)essa (“raise”) na’ (“I”) kes(s)a (“corn”) = Si-llessa na’ kessa (“I will raise corn”) "I will herd" - si-/sa- (“will”) l(l)essa (“raise”) na’ (“I”) kwã’la (“meat”) = Si-llessa na’ kwã’la (“I will raise meat”). I have not made a line for the Battlecry, because I do wish for some suggestions on that front. I will post at least some of the accumulated info I had synthesized into a document in a separate post, if anyone wishes for more information. On another note, making a phrase for "I will guard" was the hardest by far to craft, as any of you may notice .5 points
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5 points
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Here is my improved Mediterranean skirmish map, spent lots of time on this so hope you enjoy. Factions are pre set: Carthage, Roman Republic, Ptolemaic Kingdom, Iceni Tribes, Kingdom of Macedon, Seleucid Empire, Lusitani Tribes, Germanic Tribes. This map was made with Roleplay in mind so not everything is 100% accurate or balanced between each civilization. mediterranean_diplomacy.zip5 points
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5 points
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Hi everyone, I’d like to share a small tool I made for anyone who wants to build their own AI for 0 A.D. GitHub: https://github.com/lilypoppybooks/PetraBot_Template The problem Starting a new bot from Petra usually begins with a tedious step: copy Petra, then rename it everywhere. Since R28 introduced JavaScript modules, you also have to fix about a hundred import paths. Miss a single one and your bot silently loads the original Petra code, or two derived bots overwrite each other in the game’s file system. The solution PetraBot_Template is an exact copy of Petra from Release 28, isolated in its own namespace, with no change in behavior. It comes with a small Python script that clones it under a new name: python3 clone_bot.py Alpha # creates PetraBot_Alpha.zip The script renames everything (mod, AI folder, imports) and keeps the license and credits intact. You get an independent, working bot ready to install, and several clones can play against each other in the same game. I've tested it over roughly 10 hours of games: I tested both land and naval maps across different game settings, repeatedly comparing the Petra bot, the PetraBot_Template, and the derived Petra. The result is that PetraBot_Template works and behaves exactly like Petra. Why? To make developing Petra-based bots easier. Instead of spending time on renaming, developers can focus on what matters: new ideas and new strategies. And since every bot starts from the same reliable base, it becomes simple to compare them fairly and to share results. Three gaps I see in Petra Petra is stable, but in my opinion three areas leave room for improvement: Naval strategy. Petra’s naval manager mostly handles trade, fishing, coastal defense and transport. The comment at the top of navalManager.js even lists sea scouting as an “ultimately” goal. On island maps, war fleets that take the initiative, sea control and coordinated landings would make a big difference. Politics, dialogue and intimidation. Petra already handles tributes and alliance requests, but its diplomacy is reactive and its messages don’t form a real dialogue. Imagine a bot with a diplomatic personality, one that can intimidate (demand a tribute and actually attack if refused), remember betrayals, or make calculated alliances. Exploration and strategy. Petra mostly picks its strategy from its own situation and reacts more than it anticipates. Early scouting, adapting to what was seen, choosing targets from gathered information and switching plans mid-game are all open fields. Each of these could be a project on its own, and the template makes it easy to start one. Links GitHub: https://github.com/lilypoppybooks/PetraBot_Template License: GPL-2.0-or-later, same as Petra. All credit for Petra goes to Wildfire Games and the Petra contributors. This project is not an official Wildfire Games project. If you build a bot from it, please share it here! I’d love to see clones play against each other and compare approaches. Feedback and suggestions are very welcome. petrabot_cycle.svg5 points
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Here are some updates for the mod; this is one of the rebel factions. I am looking for a way to select various rebel groups within a single faction and am planning out this type of faction. Naturally, it needs to be very different from traditional factions, perhaps incorporating some nomadic characteristics. Recording 2026-10-07 192319.mp4 Recording 2026-10-07 192446.mp45 points
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How about: Cute caustic cats cutting cold carbonated chilly, continually cooking cool cucumber chips celebrating californium carbide; Considering collective credible creativity covering chaos conquering cool corrosive cookies changing current Carthage; challenging cheese community could corrupt cool codenames! Chasing cool carbonated calfinoium closet cats considering crazy codenames could cause caustic cancer continually close-to California! Collectively, cool codenames co-exist!4 points
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I never wanted to create any conflict. I want collaboration: I want the gameplay people to help me, and I want the experts to help me too. But I can't handle the conflict. I don't have the energy for it. I want this game to be the AAA of open source. But I want us to do it together.4 points
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Hello. I have built a web-based observer for live 0ad matches https://map.veredus.io It uses client-server architecture, so simulation does not happen in the browser. Browser only renders what server sends as a compressed stream. Right now it randomly runs 1v1 or 4v4 match with all players being AIs to demonstrate capabilities. I specifically asking @Dunedan and @Stan for permission/API to get live matches IPs/ports from lobby so that they can be broadcasted instead of soulless AI playing with themselves. I believe such a webpage is a good landing to attract more (potential) players. Some features(in random order): - desktop and mobile view - ~30MB of stream data per hour - assets served via CDN (2.4 GB full game, but only what is shown is downloaded, saved to local storage via Cache API) - translations from original game - WebGPU and WebGL fallback - playback control: pause, seek, rewind. - delay to live match to prevent scouting via observation - sharing with current time offset "I" key or four finger tap on mobile cycles through debug panels. Settings allow changing the visual enhancements. Please also share your ideas at to how this can be used. Any feedback is welcome.4 points
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Hey everyone, For the past month, I've been working on a project: a narrative campaign for 0 A.D., focused on Viriathus and the Lusitanian resistance against Rome. In-depth research, focusing primarily on Appian's *The Spanish Wars* Why : Because 0 A.D. clearly lacks a narrative campaign, and because the development faces significant technical and resource-related challenges. If this work can help the community, that in itself is a success for me. My goal : My goal is to create a story people will play, while discovering 0 A.D. But also to help the developers with my experience, through reports, and above all to create a reference for future scenario creation. For the past month, we've been working on the scenario. I already have 8 contributors on the project. Huge thanks to them. Release : The goal is to release Scenario 1. No official date yet, but I'll post an update every two weeks here, and also on Reddit. Also : This project isn't to release it as quickly as possible, but rather to ensure quality and also learn things like programming, digital painting,music, and collaboration. Thanks !4 points
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4 points
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Attacks by swarms of fpv drones Screen Recording 2026-10-20 232949.mp4 Screen Recording 2026-10-20 233146.mp44 points
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Hospitals and oil wells: hospitals will take over the healing function previously served by temples, while oil will be introduced as a new resource. Oil deposits will be distributed across the map, and a "shale oil extraction" technology could be implemented, allowing for oil to be extracted anywhere, albeit at a higher cost.4 points
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It kinda is at the moment actually. It's structured for having one turn where players can play (but armies have movement cap, and everything like training, building is counted in turns), then at the end of a turn, bots do they own moves. Well I haven't got multiplayer as a focus right now so it's missing some piping but nothing is being built that would make it too hard to do. Not yet, I want to put together all the work I've done past year to make it possible to have some "battalions battles", and maybe go on with a good naval system. I'd like it to have good variety of gameplay, for example currently you have the mini-mission for founding a city under waves of brigands attacks. So an economic battle. Then army battles where armies fight in battalions, and hopefully both sieges and naval battles can be unique too. Another goal is to mostly support creation of campaign ideas. The campaign I'm going to create will probably be very basic story that just try to show all the gameplay features.4 points
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I have nearly finished developing a few rebel groups, essentially a major faction type characterized by terrorist style tactics, but I want to introduce a wider variety of faction types alongside states with conventional armies (within this category, there would be great powers and mid-sized nations exhibiting distinct behaviors driven by a multi-mode AI, though I’m not yet sure if I can pull that off). However, I still lack concrete ideas for other faction types, and there are significant gameplay and balancing issues that need to be addressed.4 points
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I am starting to build structures for the factions (the rebel factions already have buildings, but they were AI generated, they are quite simple and I didn't want to put too much effort into them). These are the first structures for a faction inspired by real world South Korea: the National Assembly building, a hospital, and two types of apartment buildings. I am modeling them in SketchUp because my Blender skills are limited.4 points
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@lilypoppyhey there, i have decided that i will be trying my best to make atlas as good as possible. The First Step that I have taken is adding some basic shortcuts like Ctrl+O, Ctrl+S, Ctrl+Shift+S. Well, right now, this may not be much but i am always looking forward to make the atlas even better as a new developer in the 0ad community, because it is the most flawed areas in the game as by now.4 points
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Good afternoon. I managed to port it without emulators. I’m playing on a Samsung Flip 6. I’ve posted it on GitHub. https://github.com/Gubinskii/0ad-android3 points
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3 points
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Wow, it looks great! I guess now we can start shifting issues with a website tag to that repo. This will make things a lot simpler. Just guys, lets try to not let the issues pile up like they are in the main repo.3 points
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3 points
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Reconstruction of a comparable Iron Age structure at Fison Way, Thetford3 points
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3 points
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3 points
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Yeah they are I'm just really under water with all the recent security breaches :d3 points
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3 points
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Several changes have been implemented regarding the camera and map dimensions. The largest map now has a diameter 2.5 times that of the "giant" size. The camera has also become more flexible, with its minimum and maximum altitude ranges significantly adjusted; this allows for a human-eye-level perspective and a view of the horizon, while also providing enough height to spot anti-aircraft missiles and jet aircraft, exciting features currently in development. Screen Recording 2026-10-19 213153.mp43 points
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From less to more radical: I've proposed for not all to have basically the same Storehouse techs (just the names are different, I think), this would give more variation on how each civ would obtain and trade resources. I haven't carefully checked the other economic techs among civs, but all that is an opportunity to add variation. The same regarding religion, that being something that should be quite different among civs, and luckily many current temple techs lack decent names and icons, giving ample space for change and (needed) improvement. I've mentioned that all civs could have their very different special units, like the Ministers are for the Han. Also, the naval system I proposed is actually not that radical (after boarding is implemented) and gives more opportunities for strengths and weaknesses, thus each civ would have a more characteristic, interesting and historically accurate way to do things at sea (which right now it's something quite avoided, when it could be fun, as it has been in some Total War games).3 points
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I totally agree ! There aren't really any major gameplay differences between two civilizations, apart from slightly different units and a few bonuses... I'm currently working on a mod that will (I hope) almost completely overhaul the civilizations, including the addition of slaves. I hope to release the first civilizations before November 1st.3 points
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improvements: Escalate the general animation Add Head and Hat bouncing Improved foot path Amplified cape swing Amplified general run bouncing before-after.20001-0210.mp43 points
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3 points
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Hi @marga_, I'm only seeing mention of animations from @Stan`, not from you, so I'm not sure if I missed something.. I think they are a different skillset then modeling? However if you are actually into animations I would love for you to consider helping with some that would heavily enhance : With the above, units can be kicked away, staggering, and they can charge (attack while moving, or attack while turning). Each of them would look so much nicer with proper animations! If this is something that get your interest, it could be very helpful.3 points
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3 points
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3 points
