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Showing content with the highest reputation since 2026-03-23 in all areas
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I saw this the other day and it made me smile. When we named the game, we didn't intend to get to the top of the list... Ha! Congrats on the latest release all, glad to see the project still making forward progress!8 points
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7 points
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OS: macOS chip: M2 year: 2022 package_manager: homebrew version: 0.28 issues: none so far, the game runs smoothly. note: the lag issue that is usually present even in platform-native games is not present in 0 A.D., I am assuming it is due to how the Pyrogenesis engine handles mouse rendering? Message: I was so blown away by the game that I wanted to express my gratitude. Freaking awesome! 0 A.D. rocks!6 points
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6 points
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6 points
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I was analyzing the commit from @Freagarach for regeneration to make some tooltips on it. Since there was an issue opened by @wowgetoffyourcellphone, and other modders might find it interesting, never know. @Emacz @Lopess It's possible now to give some arbitrary timer to resources for regeneration or decay, given certain states. For example, if you want dead animals to have some kind of decay you can do this: <ResourceSupply> [...] <Change> <Rotting> <!-- Add your new effect, name it however you want --> <Value>-1</Value> <Interval>2000</Interval> <State>dead</State> <!-- Add a state, "dead" or "alive" --> </Rotting> </Change> </ResourceSupply> The other interesting state supported is if the resource is currently being gathered or not (notGathered or gathered). <Spawn> <Value>1</Value> <Interval>2000</Interval> <State>notGathered</State> </Spawn> Above a current implementation in vanilla for Fishs. Below the results : Tooltips I added to ModernGUI for now.6 points
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This version is simply the old mod with very few changes, however, in this process I saw several points that could be altered. 1 - Focus on the end of the Bronze Age (Assyrian Empire, New Egyptian Empire); 2 - Exclude the ArkGreek models (generic and uninteresting), and instead develop Minoan and Mycenaean civilizations from the models we already have (I created a Minoan spearman, it was pretty cool); 3 - Includes art for the Jewish civilization (but I will validate if I can use it), however I will be careful not to fall into certain exaggerated content. 4 - I used existing Bkg civilizations, I can create new unique ones for each civilization. 5 - A Nubian kingdom would be interesting and easy to create, in this category a Phoenician kingdom would also be. 6 - I know there are several interesting civilizations to include, but I want to be realistic in this regard. NOTE: Any help is welcome (especially art and code).For those who don't yet have experience in mod development, but are willing to learn, I can help by teaching what little I know.6 points
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Enhancement to freehand formations: units now actually order themselves by distance, and don't cross each other's paths. Nice when microing ranged cavs. Before : After : Committed for integration in R29 too, as part of https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 (use common sorting functions).6 points
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1100-1200: Pretty noob plays, always loses, except VS other noobs like him. 1300-1400: Can win if he really, really tries to, but still pretty noob. 1500-1600: Yeah, he is still a noob alright. Will lose a lot of 1v1 games, but win some 4v4s. 1700-1800: Finally starts winning some games, but it's still considered a noob by peers. 1800-2000+: A good player, someone who can be considered regular in 4v4s. 2000+: A literal God of 0 A.D., probably played the game since A17. As you can see, there is a fine line between being good and being a God here6 points
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I used chrome browser (instead of brave) to download the version 28 executable. I installed version 28 over version 27.1, without uninstalling version 27.1, now version 28 works. I don't understand why, but now it works. LOOOL Thank you very much ALL. Let's play !!6 points
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Screencast+from+2026-03-24+01-51-27.webm Would be nice along with some charging mechanics.6 points
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5 points
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5 points
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Instead of sharing the Excel, I put the data into a small web I found outdated so it’s easier to explore https://units-stats-0ad.web.app5 points
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5 points
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Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.5 points
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5 points
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5 points
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It's the wonder of the Anglo-Saxons, Church of Brixworth https://en.wikipedia.org/wiki/All_Saints'_Church,_Brixworth https://wildfiregames.com/forum/topic/22783-1000-anglo-saxons-all-saints-church-brixworth-wonder/#comment-3366035 points
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5 points
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What think? First proposal on 4/5/2026 EDIT: Latest iteration. 4/6/2026 Technology Tooltip 1. A thematic, but readable header font, 2 points larger than the game's current header font. 2. Cost moved to the top. 3. Lines spaced out slightly for readability. 4. Effects text bolded for readability. 5. Bullet points for organizing the effects. 6. Tech portrait added @ 100x100 px.5 points
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These could be considered: -Artemisia I for Persians (or Carians, if part of the game at some point): naval commander. The one from the battles of Artemisium and Salamis. -Artemisia II for Persians (or Carians): naval strategist and medical researcher. Sister/wife of Mausolus, ordered the construction of his tomb: the Mausoleum at Halicarnassus. -Lǚ Mǔ for Han: rebel leader that played a role in the restoration of the Han dynasty. -Teuta for Illyrians: not a playable faction still (eventually?), but since Gaia's units being more challenging has been mentioned, they could even have Heroes, and Teuta would be compatible with Gaia's piracy units (although I'd name them differently than Gaia, and reserve that for basically abandoned things).5 points
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Perhaps in "Birdseye View", the structure portraits can show up like this for a true strategic overview. Almost as if the whole screen becomes a kind of huge minimap or strategic map. Portraits at 64x64 px and with a 2 px stroke around them of player color (on the left you see white for gaia player color) and a 1 px black stroke around that. I would also suggest the status bars show up by default too and that we put a button by the minimap (in addition to the hotkey) to toggle this. We could possibly go further by adding icons for other things, like berries and huntables, perhaps at a smaller size (48x48?). Huntables genericized to a meat icon instead of their individual icons (deer, etc.).5 points
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I totally forgot how to export, but maybe @Stan` can help you with the file: 0.A.D_Attack_Ranged_Throw_Rock.dae5 points
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The gaul trumpeters should make sound. I was just scrolling reddit on the trumpeters. Some user says it's somewhat altered and provides 3 other examples: https://open.spotify.com/episode/0eABuyDFXAM09jKd7MWPZh?si=vc-gGIsATEij3GbV-p0Ebg&t=1 https://www.bbc.com/news/articles/cgk1p8xk7z7o https://www.instagram.com/reel/DU4spHMAM1H/?utm_source=ig_web_copy_link&igsh=NTc4MTIwNjQ2YQ==5 points
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5 points
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I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here.4 points
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This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.4 points
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Committed the first draft of the Guptas I need ideas for: 4 heroes and their bonuses Unit references (for textures) Mercenary Unit ideas (at least 3) Unique technologies Civ Bonuses Team Bonus Catafalque4 points
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This is a small mod I made that creates a work elephant unit for the Kushite and Carthaginian civilizations, who can train it at the elephant stable. It's not meant to be historically accurate, but more for fun, as I like the idea of the ancient North African civilizations using elephants for work as well as war even if I'm not aware of any historical evidence for it. I will admit the building animation is a bit buggy, as the elephant's ears always bunch up during this animation. Only way I know this could be fixed is if the African elephant models had their own building animations instead of using that of the Asian elephant, but I am not yet at the stage where I am able to animate meshes for this game. african_work_elephant.zip4 points
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4 points
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These faces are generative AI products, I used the Persian face texture update which I committed some years ago and instructed it to retain the UV placements and change the ethnicity from ethnic Persian to ethnic East Asian. I’ve read this thread and was just wondering if the stance regarding AI content has changed. In my workplace we adapt some AI integration with some cases but retain majority of our work to be done without it. This one is also quite interesting, I have loaded some of my old screenshots for new texture features, and instructed AI to “try” to reconstruct the image into “historically accurate” other cultures similar to the generations below. AI may also helpful for concept visualizations for possible new content such as mods or new features. From the images below, I think artists can simply work around and create something it. Generative AI is still a work in progress and usually faulty, but it could also become useful if trained thoroughly and procedurally.4 points
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4 points
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I think people will use them as-is if we can fix their rebuilding mechanic (placing towers at the end of wall segments).4 points
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4 points
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4 points
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4 points
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The issue with building a system revolving on different archer types, is that for balancing, it would be necessary to give it to most civs. No matter what historical justifications one might find. Personally, I feel like the current system, with archers, slingers, and javelineers, isn't being used to its full potential.4 points
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4 points
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I know some people (myself included) who use it when designing their base to get a better sense of the spacing between buildings. And having the same icon repeated many times—for example on houses or storehouses, which tend to be numerous and small—could become annoying. I really like the idea! However, having the option to toggle it on and off would be ideal to accommodate both preferences.4 points
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I think I may have found the issue, the new version of the game seems to have trouble running Vulkan rendering, I disabled it and enabled OpenGL, restarted the game a few times, enabled Delenda, no issues, disabled it, no issues. Will keep you guys informed, thank you guys. @Stan`@guerringuerrin@Deicide4u@Obelix4 points
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I'm updating the mod this weekend. I hope to finish soon, so it will be available for the community to use and update Mod.io. https://github.com/0ADMods/aristeia4 points
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@wowgetoffyourcellphone Scaled, changed proportions, the columns and the gate. I also added some more deco around the top and closed some supposedly "hidden" downward faces, because I could imagine a cutscene walking up the acropolis with the new camera path possibilities. The Nike sculptures are those from Athena Parthenos. temple_athena_nike.zip4 points
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Improve the AI's personality rather then efficiency. Rather then a balanced army, make it so that they have a certain build in mind to play against you. Mass horseman, siege focused, spearman mania, ranger runner, champion gigachads build type of memes. The goal is to have fun rather then being competative all the time, as well as strategize many weird build to counter their army rather then booming, turtling and aggresive only, might as well introduce a new strategy called countering Sun-Tzu.4 points
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4 points
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4 points
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3 points
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I wonder if people who use this Counter-Strike mod also come up with those familiar excuses? "Okay, but this is available on the internet and open to everyone. That means it’s not cheating. Go download it yourself." "A lot of other people use it too. Why are you criticizing me? That means you have a personal problem with me." "Aiming is repetitive and unnecessary anyway. I’m actually improving the game. I help new players get used to the game faster." "This isn’t a cheat, it’s a mod." "You can aim with a mouse too, there’s not much difference. In fact, the other day someone killed me just by aiming normally with a mouse."3 points
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While developing stevenlauBot, I read a whole lot of 0AD source code. I got a closer look on the behaviour of attacks, which isn't available in user guides / manuals. Advanced players might find this useful. Dodge CC arrows with 5 cps Consider the simple case in which some enemy units are constantly running under a defensive building. The building is angry, and would shoot all arrows evenly in the first quarter of repeat time, i.e. 4s ÷ 4 = 1s for CC. During that 1s, the arrows are shot evenly in 5 batches. As a result, to dodge under CC, you do 5 clicks per second, then you have 3s of free time. For stone tower the repeat time is shorter, so you have to click a little bit faster. In addition, the arrows are shot to the same target until it dies, so you only need to dodge one unit, which is by default the closest one. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/BuildingAI.js#L292 Snipe a formation by enclosing them When attacking an enemy formation, you can't choose to snipe an arbitrary formation member. The member closest to your unit will always be attacked. You could theoretically surround the enemy formation with snipers, so each sniper will see different "closest member", and achieve certain extent of sniping. To attack you just have to right-click the whole formation and the closest member will be chosen automatically. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/UnitAI.js#L5407 Shoot farther on turret or mountain Suppose the maximum attack range of a unit (CC, archer, jav etc) is said to be 60m. The actual maximum distance is different when the unit is on mountain or turret. It is calculated using the formula: actual_max_distance = √(max_distance² + height × max_distance × 2) While this formula produces plausible numbers, I don't think it is physically realistic. It is parabolic but it doesn't represent an actual projectile curve. Anyway, what it means is, if you stand higher, you shoot farther (with larger spread though; and spread considers horizontal distance only). If you stand so low, like 30m below enemy, then you can't shoot them at all. The max height (30m) is half the max distance (60m), which is arbitrarily fixed by the 0AD team. All units and buildings are considered equally on ground level (0m) except that outpost is 8m, sentry tower 9m, stone tower 15m, and Han great tower 20m. So stone tower actually shoots as far as √(60² + 15 × 60 × 2) = 73.48m. An archer turreted on wall (roughly 10m tall, different with civs) will shoot at √(60² + 10 × 60 × 2) = 69.28m. What about fortress? Although we see fortress shoots arrows at a height, it is still considered to be on ground level (0m), so the max distance is still 60m. This might have to be fixed. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/simulation2/components/CCmpRangeManager.cpp#L13873 points
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I do! If you want, I’ll throw together the wonder stuff and you can take a look at it.3 points
