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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. @Thalatta The actor actually uses several variations, so that it can be all things at once.
    3 points
  18. What's funny is that I have to approve my own posts. lol
    3 points
  19. 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
  20. Unfrotunately i cannot give two hearts
    3 points
  21. https://gitea.wildfiregames.com/0ad/0ad/issues/9142
    3 points
  22. 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
  23. thanks guys! now its working, now i will look forward for contributions.
    3 points
  24. 3 points
  25. Update: Game Templates and Quick Lobby are available on mod.io and thus in-game PR opened for Resignation Tribute to get it into the core game
    3 points
  26. Given the amount of sources already used in it, I can only recommend : I don't know what Feminine Mystique does, but Bibasis Dance could be an historical alternative making use of an interesting attested Spartan custom, and the icon a Spartan woman (who were famously fit because of their exercising) doing it: And as you might now, the armour progression shown is quite unrealistic (and I'm not sure about feeding wrong ideas just because they might look more intuitive ). This is explained by historian Roel Konijnendijk (posting as Iphikrates) in https://www.reddit.com/r/AskHistorians/comments/5d3bkk/what_is_greek_hoplite_armor_made_from for example, one of the main points being "no real evidence of the use of leather armour" in Ancient Greece (even when more medievally inclined people tend to think otherwise). Then, streamlining a bit what I proposed in Thoughts on the Spartans, one could start with Bell Cuirass, and go through the more period accurate techs (or their more prevalent adoption at least) Transitional Cuirass, Muscle Cuirass and Linothorax, while making them look progressively more interesting: One could add the pteryges (leather strips) on all armours, but they are an integral part of the last, and I ran out of free AI images (abs should be added on the second, and the last can be improved).
    2 points
  27. 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
  28. 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
  29. 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
  30. 2 points
  31. Really cool work here
    2 points
  32. 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.
    2 points
  33. hello i am back and figured, realistically im gonna come back with questions as i play an it seems to be so. i have three questions about the moblins, lizalfos and development coming, so i hope you can answer if you want. -the moblins are very fun to me, being a nomadic swarm faction that has everything from the start since i imagine they would be stuck at the village phase, that only needs time and resources to have everything faster than most factions gotten is fun. the fact that they need or can spread far across the map, sometimes because of migration or setting up tons of totems, i just like. because of this, i was a little confused that various tech was on the town phase and heroes were on the city phase. i imagine the blins are not fully complete or this wasn't changed yet, but i am curious behind why it is? -the lizalfos are my natural favorite. i like the little lizards and they're little gimmick of choosing a deity and unlocking bonus', units or buildings to that being. however i do feel, especially after looking into they're past counterpart, stuff is missing. i feel that locking the lizalfos into a specific deity and units make them a bit less versatile compared to the 3 of 6 choices from before and all the tech, units an buildings they all provided. i imagine, like the moblins an other factions, its because they are a WIP still an are gonna be more polished down the line or refined to be better. i am just saying, and because i am curious to know. -lastly, how ambitious is the project overall? so far, most or all of old conquest is adapted into revival. though with the twili,a faction that didnt get made properly before meaning designs an tech need to be built from the ground up (i believe?), it makes me wonder how much is gonna be added. the only notable factions from total war i cans see yet to be mentioned to be worked on, is ikana as the only total war major alongside the twili to n be put in old conquest. aside from them, are majora and the oocca planned for, in any capacity too? its mainly not so notable minor factions that are left, but after seeing how many factions from total war were in conquest, i def gotta say props to nephy for converting most factions into conquest and you and your team for recoding just about 80-90ish% of the old conquest into revival in under a year, pretty impressive. do give thoughts and hope it isnt a bother p.s, noticed something along the city phase of lanayru province causes the game to crash. dont know what exactly after three tests but it might be a unit or tech causing it
    2 points
  34. 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
  35. I was asking myself, since Naked Fanas are naked would it be possible to make it so the armor upgrades dont affect them (if not already the case) so they would be very good early game but die like paper as the game progresses
    2 points
  36. 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
  37. My first thought was "No.", and the discussion didn't convince me otherwise. You know what else would be more realistic? Latrines, STDs, sore feet (inf) & sore butts (cav).
    2 points
  38. Yes, just add to the user.cfg the config: host.autosave.interval = "60" the value is set in seconds.
    2 points
  39. thanks for the link. Good site, but a bit weird that one makes such a detailed site and it's only linked in the forum by a third party randomly in the middle of the tournament... At least for non-discord users. For me it is annoying to cycle through multiple sites and see if on any of them is any news. Forums, git-sites, social media sites, email, messengers .. all after work. So I'd rather not add another site. I'm not asking for some special treatment, only want to share my view on it.
    2 points
  40. WE GOT BERHUDAR ONLINE BEFORE GTA 6 ever since I joined this game they keep telling me there was a a guy whos goated at this game and i finally meet that guy
    2 points
  41. 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
  42. Hi, @Caroby. Welcome, and thanks for your contribution! I wanted to mention that cycling through buildings is already a feature available in the Autociv mod (you can get the latest version with some bugfixes here). In addition, this functionality has been incorporated into the next version of the game, along with hotkeys for constructing buildings and selecting units by class. The only difference compared to your mod is that, when cycling through buildings, the camera doesn't automatically focus on the selected building. To do that, you need to use the Focus Selection hotkey (default: F). On another note, I tried your mod, but it only selects the first building of each type that I constructed. It doesn't let me cycle through the other buildings of the same type.
    2 points
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