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These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too! Screencast+from+2026-06-04+23-57-24.webm Screencast+from+2026-06-18+18-01-22.webm Screencast+from+2026-06-18+17-53-13.webm12 points
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Hey everyone! I made a simple mod for 0 A.D. that changes the civilization selection screen into a grid layout. No more scrolling through a single row – now you can see all civs at once and pick your favorite faster. Features: Clean grid display Works with vanilla and most modded civs Lightweight and easy to install Installation: Download the folder. Place it in ~...../mods/ (or your mods folder). Enable it in the mod manager. Launch and enjoy! Download: https://github.com/0ADMods/civ_grid Feedback is welcome! Let me know if you run into any issues.9 points
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@Lopess I had to translate a few things from Spanish (edit" Portuguese!), but I added it to Delenda Est and this is what I've come up with: So, here're some fixes I've made an some requested improvements: Green (verde), is the CivGrid section. gui\civs\civbrowser\grid\CivGridBrowser.js Line 154: Fixed the emblem's "squished" ratio from 4/3 to 1/1. This makes them perfectly round. Lines 156, 158, and 160: Values changed to make the emblem sizes more aesthetic for my 1080p screen. Desired Changes in this section: Remove civ name from under the emblems. The civ names clutter everything up. Change the tooltip from their history description to their civ name instead. The history information will show up in the CivDescription area anyway. I wish there was a selection sound when clicking on the emblems. Civs which are non-playable should either not be shown in the grid, or grayed out (still selectable so their history can be read, but not selectable to play) (this line is in the civ json file) Red (rojo), is the CivDescription section. gui\civs\civbrowser\controls\CivDescription.js Line 5: Fixed the emblem ratio from 4/2 to 1/1. Desired Changes in this section: That the large emblem shown here pull a larger sized emblem in a an emblems\512x512\ folder. So, whatever the civ xml says (athenians.png, for ex), but 512x512\civemblem.png (512\athenians.png) That there be a bigger gap between the bottom of the emblem in this section and the civilization name. The civilization name in this section should be bigger (more dramatic). "Civ Type" should be called "Region." "Region" dropdown should capitalize the regions and list them discretely. So: Asia Europe India Iran Mediterranean etc. Let's make "Civ Filter" into "Culture." We can extend "culture" in each civ json with more options: As others have suggested, adding buttons for the selected civ's Structree and Overview windows would be nice to have (but not 100% necessary). Perhaps right above the 'Pick Random civ' button. Speaking of this button, another 'nice to have' button would be 'Pick Random Civ (Hidden)', so that it picks a random civ for you, but you don't know which one until the match is started. It would highlight in red all of the civ emblems. This will work nicely, because you can choose a Region or Culture, and then click the Random (Hidden) button and it'll randomly choose a civ from the selected categories. In the Match Setup screen, it would show you as Random (All) or Random (Asia) or Random (Hindu). General changes: All Spanish in the code should be translated to English so it can be properly translated on Transifex. Summary If these changes and fixes happened, I think this feature would go nicely into the base game.8 points
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Adds support for up to 14 players in random maps (default is 8). Features: - Player slots 9–14 with unique colors and default civilizations - Works in game setup, diplomacy panel, capture bars, and end-game summary Installation: 1. Download and extract the zip into ~/.local/share/0ad/mods/ (Linux) or %appdata%\0ad\mods\ (Windows) 2. Launch 0 A.D., go to Settings → Mod Selection, enable Extra Players 3. If using ModernGUI or any other mods that are not made to handle 14 players, disable them or use the patched version below 4. Click Save Configuration and Launch Notes: - Only works on random maps (scenario maps have fixed player counts) - Try disabling other mods if you encounter issues - Tested on 0 A.D. Alpha 28 (0.28.0) If not using ModernGUI : https://github.com/asuralolxd/extraplayers0ad ( latest) - ZIP (full repo archive): https://github.com/asuralolxd/extraplayers0ad/archive/refs/heads/main.zip - Pyromod (0ad installer): https://github.com/asuralolxd/extraplayers0ad/raw/refs/heads/main/extraplayers.pyromod If using ModernGUI : https://gitlab.com/asuraxd/ModernGUI - ZIP (full repo archive): https://gitlab.com/asuraxd/ModernGUI/-/archive/master/ModernGUI-master.zip - Pyromod (0ad installer): https://gitlab.com/asuraxd/ModernGUI/-/raw/master/ModernGUI-ExtraPlayers.pyromod6 points
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Looking through old issues there are a lot that are either old and out of date patches, design suggestions that need to be discussed and nobody has for 10 years, or units / creatures that were worked on in the past and haven't been touched for a while. If nobody objects I propose we make a project for orphaned issues with patches and existing work, that I can put them all in, so people can find them (and maybe eventually pick up). I can also close them if we want. Also I may start closing older issues that are just gameplay and balance suggestions that nobody seems to want to discuss. Again if i close something important, let me know and i'll unclose it !6 points
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Next, the Gerudo Navy: (These updates are multiple posts just in case something goes wrong) Badan: A small, fast fishing ship, this boat doesn't do much else than gather fish. Dhow: Used for transporting goods as a merchant ship, as well as troops for raids, this boat can easily escape enemy warships if needed to. Safin: The largest ship in the Gerudo fleet, and also the most dangerous, the Safin excels at capturing other ships (it's a pirate ship after all), as well as escaping from fights to difficult to win. (If this is posted before the Goron Navies, my apologies, for whatever reason my post needs to be approved by a moderator before it loads.5 points
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5 points
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I think @Lopess wants to do that, and I am committed to helping him make the Pull Request for it.5 points
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This is currently being worked on here #8989. I hope we can have it ready for the next release =)5 points
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4 points
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Six months has passed. Development of stevenlauBot did not stop, but I have been dealing with a really difficult problem - optimal field placement around CC. The algorithm improved over and over, and now reaches an optimal solution worth sharing. Before I go into technical details, here are some screenshots of optimal placements in random Mainland. Pink represents the region where we can place field freely, and blues are the fields. Now I am writing some technical details. I first define Gap and Hang. Gap Ideally we want to let a field to touch (snap) the CC (or actually any dropsite), so that farmers can efficiently drop resources without walking. However, since farmers have a size and dropping range, we can actually leave a gap (around 5.6m) between field and CC and the farmer can still drop resources without walking. Leaving such a gap might allow more fields to be placed. Hang In games, we often see players put field snapping at the corner of CC. This is not ideal, because farmers will have a walk a bit to drop resources. We name this case "hanging" entirely outside of CC. If we now shift that field a little inward toward the CC, it is still hanging, but only part of it is hanging. Then farmers can farm in the part where the field is not hanging, and they can drop resources without walking. That non-hanging part is around 8m. Now to state our problem more precisely, we want to place maximum number of fields around CC, allowing gap between CC, but keep certain non-hanging part. We disallow rotation. Although rotation might give better arrangement, the problem will become too difficult. In fact, disallowing rotation is the sole assumption of our algorithm. Under such assumption, our algorithm gives optimal placement. I also claim that if we allow rotation, no efficient algorithm exists. People who are familiar with algorithm, especially computational geometry, should realise this is a very difficult problem. This is shape arrangement in continuous 2D space, and deterministic algorithm might not even exist. Scientists usually do heuristics to find good-enough (but not optimal) solution in these problems. I had also been working on heuristics, but as I keep improving my heuristics, I found that our problem is quite special and is much simplified. It turned out that we can work out a combinatorial algorithm to really find the optimal placement. We basically do trapezoidal decomposition of the region, that we do sweep line algorithm over all such trapeziums, exhaust all combinations, and merge linearly related constraints. The algorithm is super complicated, but I think I made it. Do you like it?4 points
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I realized I haven't posted any updates on the progress of Revival for a few months now, so I thought I'd do a quick dump of stuff that me and my team have gotten done, before the upcoming release sometime soon. First, all of the Goron naval stuff: Barrel Sub: This is their primary trading ship. It's fragile, and not very fast, but it can submerge to escape some enemies. Troop Lander: Used for transporting soldiers and not much else, this ship is also a bit slow, but capable of holding a lot of units (30 garrison and 15 turret). Gunship: The primary warship of the Gorons, this large ship fires multiple cannons at once, and can carry a lot of troops. It is also super durable, able to resist most attacks.4 points
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4 points
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Potential Athenian design elements, which would be re-scaled obviously. They could even be combined into a texture sheet.4 points
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4 points
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I think the 'generic' theme could be based on this Athenian example. Just remove all of the Athenian-specific things, like the owls, anchors, and ocean waves. That way, when a modder adds a new civ or the base game adds a new civ, the new layout will still work without necessitating a whole new theme right away. The theme for the new civ can be created later and will be helped with the fact that there will be a dozen examples of how it's done. I really like how the bonuses are represented by stencils, while the 'entities' such as technologies and buildings are represented by simplified, aesthetically pleasing round icons.4 points
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4 points
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4 points
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@wowgetoffyourcellphone@Stan` Or any of our active 0ad developer friends, I'd like you to test this mod and, if possible, add it to the base game. I welcome feedback for code/logic improvement; I created it with the intention of it being easy to use with any mod. The only detail is that the region filter only works with the civ.json file if the "Region" key is filled in.4 points
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3 points
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3 points
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This is just a simple mod that allows you to set up to 8 teams. I got the idea from Version 1.1 doesn't require everyone to have the mod, only the host more_teams1.1.pyromodmore_teams1.1.zip moreteams.zipmoreteams.pyromod3 points
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Everyone think that game needs more balance! Too balanced! Not fun! Catas fine! Fanatics and champ cav fine! Stop ruining game! It's going to be boring! Stagnant! Old! Everyone leave and play mods only! No one wants to play same civ with different colors! STTTTOOOOOOPPPPPPPPPPPPP!!!!!!!!!!!3 points
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Oh, that's a good idea. I'll put the reason I close the issue in the issue itself so we have it. I may also compile some of the bigger/ cooler issues here for people if they want to pick up3 points
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+++++1. I think the same could be done for Structree. The LED proportions in DE is so much better for widescreens:3 points
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Edited the Athenian mockup with some DE-accurate information: I threw in some vertical scrollbars for 3 of the information panels and a horizontal scrollbar under the Hero portraits at the bottom.3 points
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Items like this for Civ Bonuses and Team Bonus. Stencil format. onHover tooltips give Description/History: Then for technologies and structures, we get icons like these, which have onHover tooltips giving costs, etc., as in-game or in structtree, plus Description/History: (technologies) (Structures)3 points
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Exactly. All we need at first is to make a generic layout (so every civ's Civilization Overview will look nicer right away), and then a civ-specific layout: perhaps for either the Achaemenids and/or the Athenians. If can make that work, then it should be a lot smoother making the rest of the civs follow suit with their own themes. All of the features will be in-place and all we need to do is plug-n-play.3 points
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Yes, looks great. I also think that all the civilization-specific ornamentation adds a lot of personality. I can imagine a base template with more generic decorations that act as placeholders until they're replaced with civilization-specific ones. I think that could help the visual development of each civ overview.3 points
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3 points
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Gotta say I like the inertia in these two videos: https://gitea.wildfiregames.com/0ad/0ad/pulls/8957#issuecomment-140218 Especially the ships slowly drifting before stopping looks so much more natural than the abrupt stop now.3 points
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Yeah, either remove the names entirely, or something like a name plate that overlaps the emblem could look really nice too:3 points
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3 points
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3 points
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3 points
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3 points
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3 points
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3 points
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3 points
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Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own , my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion). It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion.3 points
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Could you create an interactive map for selecting civilizations? It could display the civilizations for easier visualization, or simply group them by region, because the number of civilizations in this mod is truly overwhelming; we need a way to avoid confusion.3 points
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3 points
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2 points
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this is because this Germanic civilization is based on Cimbri and Teutons. these tribes were nomadic while the later Chatti and Cherusci were not. https://en.wikipedia.org/wiki/Cherusci2 points
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If you want you can try to finish some of the 70% done new animals here are a few https://gitea.wildfiregames.com/0ad/0ad/issues/1983 https://gitea.wildfiregames.com/0ad/0ad/issues/1993 https://gitea.wildfiregames.com/0ad/0ad/issues/2003 there's most of the info in the forum post that the issue links to.2 points
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I totally agree, but there are some issues that maybe need some more thought: -"Spear 111 hp for some civ but 100 for other, no sense": I don't see a problem with this, it could be some civ equipment characteristic. Maybe it would be nice to specify why exactly. -"cata too much hp", "catas too op": it has been said that the whole siege stuff is messed up, and that engines were capturable at some point. I've argued that civs should be able to capture/use them after building the Arsenal. -"héroe OP": it has been argued that the unit represents the whole retinue, which would be composed of the most elite warriors (most units would actually represent a bunch of them). -"champ cav is nonsensically fast", "naked fana has capture speed of a champ despite not having any of the drawbacks of a regular champ": it doesn't seem ideal to have units banned from games (and people whining about if they are being produced or not). Can't champion cavalry be more expensive, and naked fanatics have less resistance, for example? Or whatever that doesn't give an unfair advantage, without making things bland. Personally I don't care about unbalanced factions, but plenty of people here are too obsessed with MP, so there's that. -"palisades are useless,but when spammed are somewhat annoying": I'm not a fan of the "territory" stuff, but given that's there, I don't get why palisades can be built outside of it, doesn't this just enhance spamming? It doesn't make much sense to build palisades in the middle of nowhere, considering that they needed maintenance (the wood would rot). On the other hand, making them a bit stronger but weaker against siege would make them useful in the early game and not annoying later. Maybe civs that have weak siege should have other advantages, like fire units, if even. Also, Towers should be able to be built just besides Palisades (while pressing CTRL), Walls don't have this problem. Ideally, but more radically (and needing new animations), Palisades and Walls should be strong but not very useful if not supported: some units could be able to slowly climb over them, but have extremely reduced resistance when doing so, making Palisades and Walls quite useful when combined with Towers or ranged units.2 points
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would like to share a few suggestions to improve the tactical depth and usability of unit formations in 0 a.d.: Maintain Formations During Attacks: Currently, when ordering a formation (like a Roman Testudo or Greek Phalanx) to attack, the formation breaks apart as units rush to fight individually. It would be great if formations could move and attack as a single cohesive block, maintaining their defensive bonuses and structure during defensive advances or slow pushes. Improved Stance and Range Management: Managing ranged units or tactical retreats is currently difficult because troops automatically engage anything in range, disrupting the battle plan. We need better control or dedicated stances to prevent units from breaking formation to chase retreating enemies or breaking ranks to attack targets of opportunity. Custom Formation Dimensions (Width and Length): It would be extremely helpful to choose the specific dimensions of a formation before or during placement. For example, allowing players to adjust the grid to be 10 units wide by 5 units deep, or vice versa, either through hotkeys or by clicking and dragging the mouse to draw the line of deployment If you see any AI, it's because I used it since I don't speak English. Thank you for your hard work developing this magnificent game.2 points
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The ship collision is cool. Could both units be affected, so the attacker gets a little backlash too? With this maybe we can have naval capturing soon, with two ships dragging side by side for boarding.2 points
