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  1. I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic. Edit: 02/05/2026 Added latest version of the vassals mod. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce villagers to gather resources for their owner. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. Vassal produces units faster than in the final version for testing purposes. Edit: 02/05/2026 Added a new version with random and much better spawning of vassals around random maps. Edit: 02/05/2026 Last edit for today, improved vassal spawning so the game will try to spawn at least one per player. Also the game will try to make sure there is pathing to at least one other player before placing a vassal in an area. Edit: 09/05/2026 - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Edit: 10/05/2026 -Vassals now produce units much slower. -Fixed a bug where vassals would stop trying to build structures if they could not find a place to place a structure on their first try. Edit: 11/05/2026 -Impoved vassal spawning to make sure they now always spawn. Vassals Mod.7z
    11 points
  2. So, I've uploaded release 28 to mod.io: https://mod.io/g/0ad/m/theban-greeks#discussion Just waiting for approval! Luckily it's a very small mod (under 2mb). Here's the pyromod if you'd like to test it before it goes live on mod.io theban-greeks.pyromod Any suggestions on how to improve the mod? Keep in mind, it's a simple civ mod which adds to the base game and isn't intended to change the gameplay of the rest of the civs or change the meta (such as in Delenda Est).
    8 points
  3. That "group" you're talking about is the group of people who actually work on the game in some shape or form. These discussions gave you Spartans and Kushites. Those who work on the issues you listed largely do not work on things like this. Everyone has their own skills and interests. My interest lies in presenting the game in an interesting and historically authentic way. My skillset supports those interests. I assure you, the ones who can address most of those issues have "wasted" no time on this. And a "personal hobby" it is, for everyone here. You seem to be gravely mistaken about the nature of this project, and your tone and lofty criticisms indicate a person with deep entitlement for others' time and efforts.
    8 points
  4. Problem: The replay folder format YYYY-MM-DD_NNNN uses a per-machine sequence counter. The same multiplayer game has a different folder name on every participant's machine and different games having the same name. This makes it harder for cross-player merging of replay data (rating aggregation, replay sharing, debug traceability) without parsing every commands.txt to extract the matchID. Proposal: Change the new replay folder format to YYYY-MM-DD_<matchID>, using the existing matchID already written into commands.txt. Date prefix preserved for chronological sort; existing replays unchanged. matchID already exists, is generated by the engine for every game (multiplayer and singleplayer), and is identical across all participants of a given match. Use cases: Replay-sharing site https://replay-pallas.wildfiregames.ovh: matches uploaded by different players collapse to the same identifier instead of being renamed. Mods (e.g. local ratings): users can merge rating data from co-players without name-collision workarounds. Bug reports: devs can ask for a specific replay by ID and the user finds it directly in their folder list. Edit: The date should also be unified in UTC-0 or such.
    6 points
  5. You can be glad you don't see the amount of spam they're trying to post.
    6 points
  6. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    5 points
  7. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    5 points
  8. Definitely not, I think that was the print definition, I'll change the image.
    5 points
  9. Update: Managed to make a food.chicken specific resource and the UnitAI component to read the specific resource type to play the chicken specific animation: For testing purpose chicken is a single gatherer only and only 10 food. UnitAI code line modified:
    5 points
  10. I have vibe-coded 3 mods that I have tested locally and that other players may find useful: Game Templates: Allows saving multiplayer game settings so it is easier to switch game types without missing a setting. https://github.com/jonnymccullagh/gametemplates Resignation Tribute: Allows you to send resources to allies when you resign. https://github.com/jonnymccullagh/resignation-tribute Quick Lobby: Adds a button to the main menu to get you to the lobby that little bit faster. https://github.com/jonnymccullagh/quicklobby I am also playing around with a player notes mod but I am still testing it.
    4 points
  11. Experiment. Character Sheet. Some of the text is a bit wonky. I might try to have it rendered again, but without the text so I can add it myself.
    4 points
  12. https://www.moddb.com/mods/derphammer
    4 points
  13. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    4 points
  14. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    4 points
  15. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    4 points
  16. Right now the vassals produce units too fast for testing purposes, it's good they were able to do that though even if they are too powerful right now, it shows their basic combat AI is working. As for them having their own economy and Territory, that's interesting concepts that I will play round with, maybe have them send tribute in the form of a caravan to your town centre? I think the next step at the moment is having the vassals spawn as different civs with different bonuses, one could build more villagers, one could build siege equipment and so on. Having them spawn as mini unique civs as lopess said would be a very cool idea, and opens up more strategies down the line, it's definitely something I'll look into once I get a basis up for having different civs as vassals.
    4 points
  17. There are several ways to make Hamippoi work. I opted to make them all 1 actor and unit. Other ways could be: Cavalry can train cheap melee footmen called "Hamippos." Either as a default feature or unlocked with a tech. A tech called "Hamippoi" which boosts cavalry. A "Hamippos" infantry unit with a strong aura benefiting cavalry. Mix and match any of the above. I went with the one unit option for this release. Next release I could try something else.
    4 points
  18. I had issue fixing one problem to end with another, after replacing the monitor i bought an UPS to keep it safe but had an electromagnetic interference because of a cheap HDMI cable that comes with the monitor but i replaced the whole graphic drivers thinking it was GPU issue's so basically blender 4.0 died for new AMD drivers. Note for self: Normal bake output compositing nodes (Don't touch again): Mossy wall tower decal:
    4 points
  19. Like some people might have noticed I worked on some janitor tasks in the last weeks. Now every open Issue has a Type label (some 35 closed ones are still lacking: current state), a Priority label (some 24 closed ones are still lacking: current state) and countless tickets have gotten a Theme label. As of today we have 112 open and 181 closed Issues lacking a Theme label (current state). I probably opened everyone of them, but have no more clue on how to label the last ones. Therefore I call for support! I you have the corresponding user rights on our bug tracker, please consider working on before mentioned list - and when opening a new Issue, please remember to use at least the three important label categories and a milestone. Why is this label important? If bug reports arise on the forums, it's not always possible to check on Gitea for the existance of already opened Issues by using the search function. We have no semantic search function, so it's sometimes just luck to find something if the words are matching. Then the search by Theme labels really helps. But if tickets haven't such label, we might open duplicate Issues which leads to problems in the future like redundant work etc.
    4 points
  20. I am from Vietnam and would be happy to help if I can.
    4 points
  21. NEWS: New mesh fabrics for women (Long tunic variant, dress with centered texture; I'll show the women's version with a robe soon): I am creating new textures and East Asian units are being created. Great help from @Alisson Fabrini with baking AO and 3D improvements.
    4 points
  22. Welcome to the official topic for Classical Warfare AEA - A more in-depth version of 0 A.D., with an emphasis on historical accuracy. New units and technologies, but a similar approach to the game. (In simple words, we think it makes the game better.) Our original post was deleted when the account was accidently flagged for spamming Anyway, welcome and we hope you enjoy the mod. IF you have any suggestions or are fascinated with this part of history and want to contribute don't be shy! We are hoping to keep it going as long as there is interest from the community, after all it's the community that makes this game and this project so much fun! Big thanks for all the people along the way that have helped keep this project going. Starting with of course the one and only @TheCJ but also @Genava55 @Atrik (but he seems to mostly be retired now) @Tyrannosaurus @Thalatta @Seleucids (another retired OP soul) @Outis @Stan` and I'm sure many more that I am forgetting. Emacz2/classical-warefare-aea our git hub incase you want to download or check out some of the differences! you can visit our webiste here! Thanks @Asher for setting it up
    3 points
  23. By the way, I had an idea for a unique bonus for you: Silphium Monopoly. Cyrene was the only region in the world to produce silphium, a medicinal plant that sold for a price equal to gold until it became extinct. This could generate a permanent income.
    3 points
  24. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    3 points
  25. Hello, my name is Senaron and I played the original Total war mod and spoke with Undying a good few times on total war center, even helping with balance fixes for some of the factions (like Ikana and the Deku Kingdom) late in it's life. I was curious about this mod and the game it runs on in general and would also like to cheer on your efforts to keep it alive!
    3 points
  26. Ambiorix. Lucterios. Bituitos. Divico.
    3 points
  27. @Thalatta I think polls can certainly help foster discussion around certain proposals, but at the same time, 0 A.D. doesn’t really work as a democracy where changes are decided by majority opinion. It’s also very hard to get participation that is truly representative enough to justify implementing something simply because “most people voted for it”. Your intention to improve aspects of the game is genuinely valuable, and I think that kind of feedback will always be appreciated. That said, personally, I don’t think posting 20 suggestions at once is the most effective strategy if the goal is to eventually see some of them materialize as actual PRs in the repository. I think there’s also an important aspect of the development dynamics that’s easy to underestimate from the outside. All official developers and contributors are working on the game in their free time. There’s an enormous amount of work to do, many competing priorities, and far more ideas than available hands. I can’t really speak on behalf of the official developers since I’m still a relatively recent contributor myself, but in my own experience, the most effective path is usually either: working directly on a PR yourself, or getting the attention of another contributor/developer who becomes interested enough in the proposal to implement it. Always keep in mind that submitting a PR does not guarantee that it will be merged. For what it’s worth, I do think some of your suggestions are interesting, and I’d personally love to spend time on some of them eventually. For example, the last one you mentioned about being able to deselect specific units from the current selection sounds genuinely useful to me. And above all, don’t get frustrated. Some ideas will work out, become PRs, and eventually get merged and others won’t. That’s just part of how open-source development tends to work (at least here). What really matters is maintaining a constructive attitude and trying to filter, among all the things one would personally love to improve in this beautiful game, which ones are realistic and feasible enough to actually move forward and become reality.
    3 points
  28. I delete a hundred spam posts per month probably.
    3 points
  29. Cartimandua would make an excellent non-combat hero, and unique. As Queen of the Brigantes, she was allied to Rome. Her bonuses could actually be tied to being allied to non-Celtic factions. If possible, say, something like being able to recruit a foreign unit/units, depending on the ally/allies (maybe she can have a unique structure that does it? No clue), representing things like when Rome sent a cohort to defend her from her former husband, or just some kind of broader generic bonus, but something the Britons otherwise wouldn't have access to on their own.
    3 points
  30. We could probably update it for R28
    3 points
  31. Well, Spartans don't have good cavalry. That is one of their main weaknesses, the other being poor siege. Every civilization/faction has its strengths and weaknesses. The fact is, you don't choose a playstyle and go with any faction. You choose a faction because you like its playstyle, units and its quirks.
    3 points
  32. 3 points
  33. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  34. Finished with the hellenic civ's, next its time to achaemenid's: Opening the thread to receive advice and recommendations.
    3 points
  35. The current vanilla way (one word preferred): Achaemenids Sasanians Mauryas Guptas Han Other possibilities: Achaemenid Persians Sasanian Persians Maurya Indians Gupta Indians Han Chinese Persians (Achaemenids) Persians (Sasanians) Indians (Mauryas) Indians (Guptas) Chinese (Han) Cimbrian Germans Germans (Cimbri)
    3 points
  36. Changing the name is a great idea; honestly, I would prefer something like "Achaemenids (Persia)" as an educational approach.However, this should be extended to other civilians who are currently appointed by dynasties. My personal opinion is that everything depends on the approach being taken and following it.For example, I see that the vanilla version of 0AD follows a more focused approach to Civs, more specific periods, and with dynasties and historical facts boxed into that period.
    3 points
  37. Joan Francesc Oliveras Pallerols https://www.artstation.com/artwork/lGJ46o
    3 points
  38. yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
    3 points
  39. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
    3 points
  40. The main post has been updated with the latest version of vassals. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. The idea of vassals as a complete AI player sounds like a really interesting way to implement the feature, I really want to implement them in such a way that they become points of interest on maps. Something to fight over.
    3 points
  41. This map recreates historical Calabria — not the modern Italian region, but the ancient heel of the Italian peninsula, home to the Messapians and the Spartan colony of Taras (modern Taranto). Set between the Ionian and Adriatic seas, the terrain reflects the flat, sun-baked limestone plateau characteristic of the Salento, with open Mediterranean scrubland, scattered olive groves, and a coastline that made Taras one of the most prosperous trading ports of Magna Graecia. The map uses the Aegean biome, which fits the region's deep Greek cultural roots: by 400 BC, Calabria was thoroughly Hellenized, and Taras alone rivaled Athens in wealth and influence. To admins, please accept the new version of earth-maps mod. For players who want to play just now the new map, I append map files here (not the map preview) calabria.js calabria.json
    3 points
  42. Minoans and Mycenaeans already had initial artwork created at least 5 years ago in the mod, but the author ( @LordGood )didn't continue development. I took that artwork and continued it, but many buildings were created from scratch. The Hittites only had banners and icons, so it's something completely new, as is the artwork. Please access my branch and play, I really need tests.
    3 points
  43. Minoan Knossos Throne: (Ignore tree color, it's a bug in my flashback installation)
    3 points
  44. said the Macedonian officer after Gaugamela
    3 points
  45. 3 points
  46. We're working on this too. Not sure the search will be better tho. We're trying to get away from this proprietary software.
    3 points
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