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Showing content with the highest reputation since 2025-12-11 in all areas
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Hello, fellow 0 A.D. players. I write to share (belatedly) the news that my peer-reviewed (academic) tutorial "Teaching History and Languages with a Strategy Computer Game: 0 A.D. in the Classroom" was published in the open access journal Programming Historian: https://programminghistorian.org/en/lessons/teach-history-and-languages-with-strategy-game The Programming Historian has an open peer review process on GitHub. All publications are released with the CC BY 4.0 license. If you might like to discuss anything in the tutorial -- or anything else, I suppose -- please feel free to reply in this thread. I am following. Thank you for making a beautiful, brilliant, and fully libre real-time strategy game.12 points
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9 points
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Buenos días o tardes; -Así se ven en el juego las facciones americanas; (Sólo faltan los Zapotecas ya que recibieron una actualización ,en unos días subiré las fotos) (Los Mixtecas y Chorrera serán incluidos en la segunda versión del mod) Adena Anishinaabee (nómadas) Arawakos (nómadas) Chibchas Guaraníes Hisatsinom Mapuches Mayas Mochicas/Moches Paiute (nómadas) Pámpidos (nómadas) Swift Creek Tiahuanaco Tupí Yaruma/Proto-lencas Disculpen las molestias*8 points
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Hello everyone! I’d like to share the latest updates from the project as we wrap up the year. I’ve redone many textures and improved several in-game structures. At the moment, I’m reworking all terrain textures, developing the building damage system, and refining many core gameplay mechanics. I hope you enjoy the updates and continue following the development. Wishing everyone a Happy New Year!8 points
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Screencast from 2025-12-20 22-10-37.webm Screencast from 2025-12-20 21-52-26.webm More organic formation movements for 0AD!7 points
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Olá a todos, gostaria de compartilhar algumas novidades sobre o meu projeto World Rising. Nas últimas semanas, enfrentei vários desafios ao tentar modificar o layout do jogo. Ainda não consegui implementar tudo exatamente como planejei inicialmente, mas estou progredindo e aprendendo mais a cada dia. Como parte desse processo, redesenhei completamente o logotipo , criei novas imagens de fundo e, sinceramente, estou muito feliz com os resultados até agora. Também corrigi alguns bugs que estavam causando problemas — e, como sempre acontece no desenvolvimento de jogos, novos surgiram pelo caminho haha faz parte da jornada. Meu próximo objetivo é me concentrar um pouco mais na IA do jogo antes de voltar a criar novas unidades, tecnologias e edifícios. Estou muito animado para lançar uma versão jogável para vocês testarem em breve. Por enquanto, aqui estão algumas imagens mostrando o progresso recente. Espero que gostem!7 points
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As many have noticed the server was at it's limit resulting in degraded performance for various services (Let's blame AI scrapers). As a result of the migration some services may experience interruptions, this includes the forum and the game lobby. If all goes well the the migration will be over in the next few hours. We ask for your understanding.6 points
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I hope this gets you as excited as me: https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 (please don't judge my sense of humor )6 points
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5 points
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There have already been 12 posts, and "NewWorldHero" only wanted one answer: how to run the older version of 0ad – ver. 0.0.23 (Ken Wood). I figured out a way to do it: https://wildfiregames.com/forum/topic/139802-must-have-xxiii23-ken-wood-linux-only/?do=findComment&comment=616373 But I only figured it out, not tested it. It was bothering me. So I did this: 1. I downloaded Live Bullseye version 11.11 (+non-free) https://cdimage.debian.org/cdimage/unofficial/non-free/cd-including-firmware/archive/11.11.0-live+nonfree/amd64/iso-hybrid/debian-live-11.11.0-amd64-xfce+nonfree.iso 2. I copied it to a USB drive with Ventoy installed and booted it.. The laptop was even relatively new – Intel TigerLake (11th gen.) + Intel Xe. Debian booted, and Wi-Fi was available (Wi-Fi on Intel too). Good news: the Bullseye repositories are still available. You can use 'apt install'; you don't need to install anything manually. 3. After connecting to the network, I issued the command: apt-get update apt-get install 0ad I had to wait a while because one of the packages ('0ad-data_0.0.23.1-1.1_all.deb') is about 670 MiB. 4. After installation, in the terminal as a regular user, type '0ad' + Enter or click Menu – Games – 0ad. Done. I'm attaching the images. A short summary: user@debian:~$ cat /etc/debian_version 11.11 user@debian:~$ lsb_release -a No LSB modules are available. Distributor ID: Debian Description: Debian GNU/Linux 11 (bullseye) Release: 11 Codename: bullseye user@debian:~$ cat /run/live/medium/.disk/info Official Debian GNU/Linux Live 11.11.0 xfce 2024-08-31T16:39user@debian:~$ user@debian:~$ uname -a Linux debian 5.10.0-32-amd64 #1 SMP Debian 5.10.223-1 (2024-08-10) x86_64 GNU/Linux user@debian:~$ glxheads glxheads: exercise multiple GLX connections (any key = exit) Usage: glxheads xdisplayname ... Example: glxheads :0 mars:0 venus:1 Name: :0.0 Display: 0x56011f9c8da0 Window: 0x3c00002 Context: 0x56011f9eb4e0 GL_VERSION: 4.6 (Compatibility Profile) Mesa 20.3.5 GL_VENDOR: Intel GL_RENDERER: Mesa Intel(R) Xe Graphics (TGL GT2) user@debian:~$ dpkg -l | grep 0ad ii 0ad 0.0.23.1-5+b1 amd64 Real-time strategy game of ancient warfare ii 0ad-data 0.0.23.1-1.1 all Real-time strategy game of ancient warfare (data files) ii 0ad-data-common 0.0.23.1-1.1 all Real-time strategy game of ancient warfare (common data files) user@debian:~$ 0ad TIMER| InitVfs: 860.322 us Writing the mainlog at /home/user/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 559.181 us Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 0.239 us TIMER| resource modules: 2.12809 ms TIMER TOTALS (9 clients) ... etc. Best regards. Happy New Year.5 points
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New updates on the World Rising project! Textures I’ve recreated many terrain textures at 2048×2048, significantly improving ground quality and visual fidelity. I plan to apply this standard to all terrain textures, making the environments even more detailed and realistic. I’ve also started working on Japanese fauna, beginning with soil and ground textures, and I’m reworking building textures to push realism even further. Destruction Buildings now show visible damage as they are attacked, gradually deteriorating until they are fully destroyed, adding more impact and immersion to the gameplay. Buildings I’ve added new upgrades and new buildings, expanding strategic options and gameplay depth. Technologies I’ve also implemented new technologies, further enhancing progression and overall game complexity. Bug Fixes Several bugs have been fixed along the way. Right now, my main focus is on fine-tuning and reworking building textures, refining every visual detail. Thank you to everyone who’s following the project. I hope you enjoy the updates and keep sharing your feedback. Thanks for the support!5 points
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5 points
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-Es un gran proyecto, y quiero agradeceros a todos vuestra gran ayuda e interés: @Lopess @Alisson Fabrini @Stan` @wowgetoffyourcellphone @Seleucids @Genava55 @wackyserious @Ultimate Aurelian @Lion.Kanzen @Obskiuras @Carltonus @AIEND @Trinketos @Yekaterina @real_tabasco_sauce @Sundiata @lukamas @Tomcelmare @LordGood @DIYARAKUZA @Radiotraining @soloooy0 @andremm486 @Mr.lie @Dakara @Ardworix @Belisarius17 -Por último pero no menos importante , una Mención honorífica: @uovobw -Además ,con toda certeza me estoy olvidado de mucha gente. Disculpen las molestias*4 points
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Buenos días o tardes; -Así se ven en el juego las facciones asiáticas; (Sólo faltan los Yayoi y Xiongnu ya que recibieron una actualización ,en unos días subiré las fotos) ¿Qué otras facciones les gustarían que fueran incluidas en la segunda versión del mod? Asia(22) Anuradhapura Armenia Arsácidas/Parthos Asmoneos Beduinos (nómadas) Coreanos (gojoseon) Escitas (nómadas) Greco-bactrianos Hồng Bàng Himyar Kartli Malaydwipa Minyue Pyu Suvarnabhumi Tamiles Tocarios Vyadhapura Xiongnu (nómadas) (Faltan) Yawadwipa Yayoi (Faltan) Yuezhi (nómadas) Anuradhapura Armenia Arsácidas/Parthos Asmoneos Beduinos (nómada) Gojoseon (Coreanos) Escitas (nómada) Greco-bactrianos Hồng Bàng Himyar Kartli Malaydwipa Minyue Pyu Suvarnabhumi Tamiles (drávidas) Tocarios Vyadhapura Yawadwipa Yuezhi (nómada) Disculpen las molestias*4 points
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There is a new RC at https://releases.wildfiregames.com/rc/ There are small changes to the Germans and the warning in on the summary page has been fixed.4 points
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I've been following these projects from time to time and it's really nice seeing there's progress being made. Looks really promising and i can't wait to see the results!4 points
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Buenos días ,tardes o noches; -Así se ven en el juego las facciones africanas; (Sería de gran ayuda que siguieran este foro y compartieran referencias, información, sugerencias ,críticas,ideas etc...) (Só (Solo faltan los Cartagineses ya que aún no tienen la actualización,en unos días subiré las fotos) (Los Yoruba y Mauritania serán incluidos en la segunda versión del mod) Axum Batwa (Nómada) Cirene Garamantes Gétulos/Gaetuli (Nómada) Khoisán(Nómada) Libios(Nómada) Macrobia Mandé-Shoninké Nok Númidas Sao Shona Urewe(Nómada) Axum Batwa (Nómada) Cirene Garamantes Gétulos/Gaetuli (Nómada) Khoisán(Nómada) Libios(Nómada) Macrobia Mandé-Shoninké Nok Númidas Sao Shona Urewe(Nómada) -¿Qué opinan? Disculpen las molestias*4 points
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4 points
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4 points
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4 points
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4 points
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4 points
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Buenos días o tardes; -Estaba pensando en crear unidades cartaginesas con un aspecto más púnico ya que ahora las facciones Auxiliares (Númidas, Mauretanos,Libios etc) ya existen en el mod como facciones propias y otras ya existen en el juego per se (íberos e itálicos)y se vería como una pobreza cultural en la facción de Cartago. -Ya creé un catálogo de edificios más únicos ,con nuevas texturas y nuevos edificios culturales : -¿Tienen alguna idea para unidades puramente cartaginesas? @Genava55 @Stan` @wackyserious @wowgetoffyourcellphone @Ultimate Aurelian Disculpen las molestias*4 points
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The Seleucid Empire emerged as one of the largest successor states to Alexander the Great's conquests, playing a pivotal role in disseminating Hellenistic culture across the Near East and beyond. Founded in 312 BC by Seleucus I Nicator, it initially spanned from Thrace and Anatolia in the west to the Indus Valley in the east, though eastern territories were soon ceded to local powers like the Mauryan Empire. At its height under Antiochus III (r. 222–187 BC), it encompassed the eastern Mediterranean, Mesopotamia, and parts of Iran and Central Asia. The Seleucids governed a multicultural populace through a formidable military - featuring innovative units such as Indian war elephants for shock tactics and heavily armored cataphract cavalry - alongside claims of divine kingship and the establishment of Greek-influenced cities, such as Antioch-on-the-Orontes, which evolved into a vibrant cultural hub. However, the empire grappled with internal dynastic conflicts, protracted wars against the Ptolemaic Kingdom (the Syrian Wars), and challenges in administering remote provinces. By the mid-third century BC, regions like Bactria (c. 250 BC) and Parthia (c. 247 BC) seceded, initiating gradual fragmentation. A major setback came with defeat by Rome at the Battle of Magnesia in 190 BC, followed by the Treaty of Apamea (188 BC), which stripped away western Anatolian holdings and imposed heavy indemnities. Persistent civil strife, rebellions (including the Maccabean Revolt, 167–160 BC), and incursions from Parthia and Armenia further diminished its power, culminating in Roman annexation of the remaining Syrian core in 64 BC by Pompey. Despite its eventual collapse, the Seleucid Empire endured for nearly 250 years and left an enduring legacy by blending Greek and Near Eastern traditions, influencing art, governance, and trade routes that shaped the Hellenistic and subsequent eras.4 points
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I am 78 years old and started playing 0.ad I can play empire earth 2 ok and Civ 4 but I have real trouble with hotkeys in this game, that I don't have in the other 2 I look at the hotkey chart and I am lost because Ctrl can do 20 different things . It is odvious that you have to click or select something first then apply the hot key but I just wish this first function was put in the hotkey chart . I don't understand some games where you're attacked and your military units just sit there This is not realistic to real life at all . If a printed manual was more complete the game would be more fun for someone my age . Regards Bob Forrest4 points
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Cavalry was always at the fore-front in every major historical battle. So, cavalry first, then infantry. Champions are tougher, so they maybe should be in front of CS in a formation. Another logic would be that CS are a good fodder, so we should place CS in front of champions. This is also more historically accurate, as many armies reserved their elite troops for later engagements, when the enemy was exhausted by "fodder".3 points
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Hello! The migration to the new server is now finished. Everything should be working as usual, with some significant performance improvements across the board. Please let us know if you encounter any issues.3 points
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También @Alisson Fabrini D desde mediados del año pasado y principios de este año, nos ha estado ayudando siempre que ha sido posible.3 points
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-Por el momento no hay ninguna civilización completamente terminada. -Es un trabajo en equipo, mayormente entre @Lopess y yo (aunque tenemos un grupo con más usuarios que nos ayudan muchísimo). -Por ahora la mayoría de civ's tienen casi toda la arquitectura ,unas cuantas(incluyendo todas las americanas) tienen todas las unidades y algunas tienen símbolos de facción, traducciones o bonificaciones.Por lo que la respuesta sería "cada una nos lleva años". Disculpen las molestias*3 points
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Me too. The campaign features have higher priority for me since they'll probably be more exciting for players, but as I said in the encyclopedia thread, I am also going to continue working on the encyclopedia eventually and then hopefully finally get it into the game. They are both huge projects, they have taken and will still take a lot of work and time, but it'll be great when they're completed, I believe we gotta think long-term here. In theory, yes, but you always have to account for smaller screen resolutions, where the in-game screen is quite cluttered already, so there aren't really many options. Maybe moving it to the right edge instead could also work, but there on small screen resolutions it'll conflict with the dropdown menu and also the tooltips of the units and buildings in the selection panel. Yeah, I'll do that, it's a comparably quick change, I just want to get a few things of my plate first.3 points
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@Gönndolsalv Hey, I only just now saw your message. So here's an update from my side: I remain convinced that the game would really benefit from a new tutorial and that the story around Carthago Nova would make for a great campaign. And this project is still a big long-term goal of mine. And, yes, there absolutely is progress, even though it might no be always visible to the outside. As I explained above, when I started making the campaign last year, I essentially came to the conclusion that the game just lacked the capabilities to tell the story and teach the player stuff the way I had imagined it and would personally be content with. So what I decided to do was to lay down the campaign and instead to first implement these features myself, and only then pick up the campaign again to write it using that new functionality. And in the last year I have worked on all points that I mentioned above: https://gitea.wildfiregames.com/0ad/0ad/pulls/7785 https://gitea.wildfiregames.com/0ad/0ad/pulls/8318 https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 No PR yet, but I have started working on this and more (like highlighting GUI objects to explain what they do) locally. I ended up creating a new set of terrain textures for it from scratch: https://gitea.wildfiregames.com/0ad/0ad/pulls/8214 And the first map is basically done. Now, all of these PRs are still open, meaning the features aren't in the game yet. And realistically, it'll be quite some time before all of them do and until there's an actually playable version of this campaign. Especially since lately I've obviously focused more on stuff for the R28 release. However, even though I can't promise anything right now, my personal goal is to get it all ready for R29. I can always use help, but not really with coding, just input and feedback is always helpful to me. Also, I would love to have illustrations in the campaign, so if anyone is, knows, or finds an artist to draw some images to our story (when we eventually get to writing it) that would be incredible.3 points
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I said there can be a capturing animation (the lowering of the corvus onto the other ship). Also, we can make the loyalty line show up above them and a "capturing" icon, complete with some ambient sound effects of battle.3 points
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I closed a few issues that were redundant or seemed to have been already done. I may do more later.3 points
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3 points
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In two tutorial files, the text states "Civilians gather vegetables faster than other units" but there are no "vegetables" as a resource type in the game Files/Lines: binaries/data/mods/public/maps/tutorials/introductory_tutorial.js line 6 binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js line 40 Suggested fix: Change "vegetables" to "fruit" to match actual game mechanics. For sake of completion I found these two vegetables: plant_medit_artichoke.xml and olive trees. I can't comment on plant_medit_artichoke.xml, but the olive tree can only be gathered for wood.3 points
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The pull request has been merged by @Vantha. Thank you very much for reviewing Vantha and @wowgetoffyourcellphone!3 points
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For the case that the "capture the wonder" will victory condition will be included someday, I spent some thoughts on the "game type" menu, which is somehow counterintuitive imo: For the game speed and ceasefire, there's the category on the left, with the options on the right. For the victory condition, there's no category, instead the options are on the left, with the on/off buttons on the right. The "No"s are also kind of confusing. So what I was thinking of: 1. Put the category to the left: "1. Victory Condition" 2. Add a dropdown at the right to choose from all possible victory conditions 3. Add a second "2. Victory Condition" with the option "none" 4. For every further victory condition that is selected from the dropdown, add another victory condition with "none" This way all unused victory conditions are hidden in the dropdown. Since the victory conditions only appear after the previous one is chosen, at the first look it will be less text, so less overwhelming for beginners. This would allow to add more victory conditions in the future without overcrowding. Options for each victory mode could be shown directly under each one, not at the end like it is now. Also the logic between the victory conditions are clearer, as all conditions right now are alternative, not additive, ways to win. Later a button could be added to define for each condition whether it is necessary or non-mandatory to win. This could look like this: This could be the layout for the options:3 points
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You should really bake ambient occlusion on your models. https://stan.wildfiregames.ovh/tutorials/bake-ao-pyrogenesis/ Video version3 points
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@Duileoga unfortunately, I can only give you and the team only one like, but you would deserve many!2 points
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2 points
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2 points
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It would be useful if in Ui we could see which bonuses were applied to some price/time2 points
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@Dunedan Good. If compiling older versions of 0ad is as you describe, there's another way. Probably easier than compiling. In Debian, version 23.1 of 0ad was available in Bullseye (11.x). 1. Install Debian 11 Bullseye on a USB stick just like you would on a hard drive. https://cdimage.debian.org/cdimage/unofficial/non-free/cd-including-firmware/archive/11.11.0+nonfree/amd64/iso-dvd/ Includes firmware. 2. Run the installed Bullseye from the USB stick on your computer. Of course, unless it's a recent computer that the Bullseye kernel (5.10.x) can't handle. 3. Since the Bullseye repository is already down (I think), 0ad and its dependencies (there aren't many) must be installed manually. https://packages.debian.org/bullseye/0ad The standard command: apt install 0ad will not work. 4. Download the following: http://ftp.de.debian.org/debian/pool/main/0/0ad/0ad_0.0.23.1-5+b1_amd64.deb http://ftp.de.debian.org/debian/pool/main/0/0ad-data/0ad-data_0.0.23.1-1.1_all.deb http://ftp.de.debian.org/debian/pool/main/0/0ad-data/0ad-data-common_0.0.23.1-1.1_all.deb 5. Try to install it: dpkg -i 0ad-data_0.0.23.1-1.1_all.deb dpkg -i 0ad-data-common_0.0.23.1-1.1_all.deb dpkg -i 0ad_0.0.23.1-5+b1_amd64.deb We're taking a look at what dpkg outputted. The first two packages should install correctly, unless some fonts are missing, in which case they need to be installed. https://packages.debian.org/bullseye/0ad-data-common The last command will be the hardest, as dpkg will output something like: "error – package xxx is missing". You'll need to download this package manually, install it, and try again: dpkg -i 0ad_0.0.23.1-5+b1_amd64.deb And so on until you succeed. After a few rounds of this, we have 0ad ver. 23.1 installed for good. Now you can run 0ad and finally put the Bullseye + 0ad USB stick away. Best regards. Happy New Year2 points
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What all of you seem to forget is that the instructions to compile a23 are quite different from the instructions to compile recent versions of 0ad and that the versions of some libraries a23 depends on aren't available on modern Linux distributions. In my opinion that makes compiling a23 on a modern Linux distribution quite complicated.2 points
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In this game Persian guy had also a Seleucid ally (me) and the build times look about right after taking into account the -30% construction time team bonus from Seleucids. I don't know about the other building bonus.2 points
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I've been gone for long, last played in 2021 and I'm ready to make some new moves in this game, Do people want tournaments with cash prizes still cause i'd be willing to host them again2 points
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I'd like to have a grid underlay for the line charts in the summary. Also it would be cool if "battles" were shown, like in AoE. So when a certain percentage of the total kills happen within a few minutes, the spot is marked on the graph.2 points
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2 points
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Is that a custom model for the body? Looking specifically at the skirt length. These are really well done btw.2 points
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I suppose since the patch contains engine changes, for that you'd currently have to build the game locally... but that version would be incompatible with any other releases or patch releases. If you don't want to do that and are working on a campaign, I recommend you to finish it without the dialogues for now and to just note them down instead. When the PR is merged, the feature will be part of the nightly builds where you can then embed the dialogue and test it.2 points
