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Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 27: “Agni”, the twenty-seventh and last alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the Hindu god of fire Agni (pronounced: /ˈɐgnɪ/). Trailers YouTube: PeerTube: Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always feel free to reach out to us for assistance. Moving away from the Alpha label Before presenting you with the new features of this new release, we would like to officially announce that this will be the latest version labeled Alpha. We have already updated the versioning scheme (this version being 0.27.0) and we will progressively stop using the Alpha label altogether up to the next release, which will be Release 28. Two decades ago, at the beginning of the development of the game, and with the subsequent open-sourcing, a traditional software release life cycle was envisioned. 0 A.D. would go through Alpha releases while features would be implemented, then some Beta releases where all features would be present but needing some more polish, up to a final Gold release of 0 A.D. Empires Ascendant. Years later, 0 A.D. is polished in many aspects, sometimes more so than some released professional strategy games, but not feature-complete. Moreover, it is unlikely that a final release will mean the end of the development: we wish to keep maintaining the game, bringing you technical improvements and adaptation to new hardware and operating systems. The initial Alpha-Beta-Release plan does not seem relevant anymore. In parallel, it looks like the gaming industry has also followed this path. Games now usually start in Early Access and may stay in this state for a few years while gathering a large community. The most successful early accesses are quite polished, without incapacitant bugs, but do miss a few planned features. It seems that this trend matches with our latest releases, so we will go with the flow. We hope to be seen, with the Early Access label, on mainstream gaming platforms, in one of our next releases. As usual, for the next alpha release, we welcome fan suggestions for words relating to the ancient world beginning with the letter B. This will serve as a compensation for the Beta label which will not be stapled to any future release as we would have thought! Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Top new features of Alpha 27 Vulkan Renderer Multiplayer Savegames Tips & Tricks Page Naval Overhaul Observer Flares New random maps: Foothills, Migration, Coast Range; New skirmish map: Isthmus of Corinth; and updated skirmish maps: Watering Holes, Sporades Islands New and updated art New maps The release features new maps on which to build and fight. The new skirmish map Isthmus of Corinth, displaying the famous location in Greece, features a rich land and seas stocked with fish. Mercenary Camps can be found as well as large Metal Mine deposits... but also pirate ships and brigands, as war-torn Greece is not without its share of dangers. Three new random maps will bring you challenges in ever-changing environments. The Foothills map features rolling hills and no obstructions to the vision range of your armies. The Coast Range is a strip of land between the sea and the resource-rich mountains, balanced for team battles. Lastly, the Migration map will have you starting in a small island: you will have to take your share of the resources of the larger central island if you wish to dominate your enemies. These maps were also added to the "Demo campaign - new maps". Engine Improvements The main feature of this release is the addition of a Vulkan backend to the Pyrogenesis engine. Vulkan is the next-generation open standard API for 3D graphics and computing, aiming, among numerous advantages, to offer higher performance and more efficient CPU and GPU usage compared to the older APIs by providing a considerably lower-level API for the application than theirs. Vulkan should make the performance of the game more stable and predictable. In some cases even faster, but only in some cases as we currently use it in a single thread. Upscaling/Downscaling support with FSR The new Resolution scale option, also called AMD FSR (FidelityFX Super Resolution) allows one to render the game at a higher resolution (eg. if you have a Full HD screen it could render the game at 4K), allowing for sharper visuals an better graphics at the expense of performance. You can also render at a lower resolution and then upscale the result, to reduce the graphical load and increase performance. GPU Skinning The new GPU Skinning config option allows you to delegate model skinning to your GPU, using shaders, instead of using your CPU for this operation. This is considerably faster and can bring you a performance boost of 10 to 20 more FPS. GPU Skinning also allows animated meshes such as elephants to make use of normal maps, improving the visual quality of models: Multiplayer Savegame As with single-player games, it's now possible to save and resume multiplayer games. When loading a savegame from the lobby or from the "Multiplayer" submenu you are led to the "Match Setup" page. There, you can assign yourself and other clients to player slots. Note that the AIs are fixed: it's not possible to take over a slot where an AI was, and it's not possible to let an AI take over a slot from a client. With this feature it is possible to try out a different strategy in a specific situation, to resume a game days later if you live a busy life, or to replace kicked or absent players for a rebalance of the teams. SpiderMonkey upgrades Throughout the release cycle, we have upgraded the SpiderMonkey JavaScript engine from version 78 to version 115. The various upgrades bring bugfixes, new features, and build support for more recent Python and C++ versions. The new SpiderMonkey versions also bring us new performance tooling which will allow us to identify and address more performance bottlenecks in the engine/scripts interface. Support for JS Promises Modders can now use Promises and async/await features when writing GUI or simulation code. The support has been introduced to make it easier to handle results from GUI child pages, but the feature can be used for other purposes. Fix lobby TLS connection on Windows With earlier versions of 0 A.D., it wasn't possible to connect to the multiplayer lobby while having TLS enabled on Windows. As that's the default, players had to find and disable the "TLS encryption" option in the settings and disable it, before being able to connect to the multiplayer lobby. This has been fixed now, so all players can now enjoy the benefits of TLS-encrypted connections with the multiplayer lobby. Other library upgrades and fixes Many other libraries were updated to bring security and usability fixes to 0 A.D. GUI Tips & Tricks page Our contributor Vantha has implemented a browsable Tips & Tricks page, accessible through the main menu. There, you will find all the tips that can be seen in the game loading screen. You will be able to learn new tricks at your leisure, while enjoying informative screenshots that can also be scrolled. Change lobby password Players are finally able to change their password for the multiplayer lobby. To do so, the player needs to log into the lobby and open the new "Account Settings" dialog, which can be accessed through a button in the lower left corner of the lobby screen. Phase indicators Our contributor abian has added visual indicators of the current phase you are at into the middle panel of selected units and buildings. Horizontal scrolling The GUI now supports horizontal scrollbars which allow displaying complex contents, such as the Structure Tree, at the lowest supported resolution. Work is under way to implement dynamic use of horizontal scrolling based on the window resolution, in the next release. Art Many improvements were made to models and textures, including new models for statues by our contributor nifa: It can be hard to realize how many incremental visual improvements have been included into the game over the years, but here you can compare a screenshot of the game in 2010: and the same scene recreated inside Alpha 27, fifteen years later: What a journey! A big part of this visual improvement is brought by a fix for the orientation of the normal maps of terrains, included in Alpha 27. In prior releases and for several years, the lighting on the terrain normal maps was incorrect by 45 degrees. And while the game still looked nice, there was an underlying almost subconscious wrongness to the look of the terrain. Release of a 2nd 0 A.D. Soundtrack Album After the release of a first album of the 0 A.D. Soundtrack in 2018 (available on Bandcamp as well as major streaming platforms) under the Materia Collective label, our composers Omri and Sam have been preparing a second 19-track album, including new music from Alpha 26, as well as remastered versions of classic tracks which will be included in the next release of the game. We will keep you updated very soon with links, so you can enjoy this music outside of your game sessions. Gameplay Civilization Differentiation Spartans, Romans, Athenians, and Macedonians are now more unique. Spartans focus on champion hoplites available from the village phase, with unique techs. Romans get the “Marian Reforms” tech, reshaping their roster at some economic risk. Athenian spearmen can promote to champions, and they gain Hippocrates as a town-phase hero. Macedonians can construct the Arsenal in the town phase, allowing earlier access to bolt shooters. Player-Controlled Building Arrows Players can now direct building arrows like any other unit using the hotkey ‘f’. By default, buildings target the nearest enemy. Naval Overhaul Warships are categorized as Scout, Arrow, Ram, Fire, or Siege ships. Garrisons no longer boost firepower but remain available for transporting soldiers. And the new tech tree for warships will fuel the arms race for supremacy over the sea. Capture Changes Following player feedback, units now attack buildings by default when right-clicking them, with the "C" modifier enabling capture instead. Capture defense now depends on the capture attack value of garrisoned units, making it harder to defend key buildings with weaker units. Cavalry units have been tweaked to be less effective at capturing or defending buildings. Elephants Elephants are reworked into multi-purpose shock units with a hack splash attack, excelling against infantry and cavalry while still somewhat effective against buildings. New Champion Variants Chariots: Expensive, less agile than ranged cavalry but more durable. Spear cavalry ("Cataphracts"): Heavily armored but slower. Longswords: More expansive than swordsmen but deal splash damage. And more ! Balancing adjustments Melee Rebalance Melee units now deal 50% more damage but have reduced armor, while ranged units deal 25% less damage. This makes melee units more threatening and less of a damage sponge. The promotion bonus for melee citizen soldiers have been reduced, while mercenaries now gain 10% more attack. Territory Influence Changes The territory gain with each phase is decreased, and the cost of a new Civic Center or Colony is decreased. This makes expansion a more strategic and impactful part of gameplay. Wall Buff Wall garrisons have been doubled, allowing two rows of units to be visible when fully garrisoned. This aims to make walls a more effective defensive tool, as they are currently limited mostly to blocking movement. Siege Balancing Ranged siege units have a faster prepare time to make them feel more responsive. Catapults gain a splash attack with a small radius. Pack and unpack times are significantly reduced, with bolt shooters having a slower movement speed to compensate. Battering rams take more damage from ranged attacks, reducing their effectiveness when unprotected. Garrisoning infantry inside rams increases their speed and acceleration. Miscellaneous Observer flares and chat notifications for flares Observers can now send flares to other observers. Flaring is now also shown as a chat notification, which is clickable to center the view on the signaled area. Some fixes against cheating We have included some protections against some mods which would allow cheaters to reveal the map or exploit bugs against opponents. Increased maximum selection size Thanks to regular performance improvements, we have decided to increase the maximum number of units in a selection to 300. You can find a comprehensive list of all the changes on the page wiki:Alpha27. A new development and contribution environment This summer, we were able to perform a long-awaited migration to a git-based development environment. We had been using SVN as our version control system, which was adapted to our use and especially adapted to manipulating game assets. However, this limited the agility with which we could provide and accept code contributions. Our new environment also allows us to leverage powerful tools of Continuous Integration and Continuous Delivery, improving the stability and the quality of the game during development. You can read more about the migration announcement on this forum topic. Team Changes phosit, who joined the team during this long release cycle, is now a well-known programmer and almost an old team member (!), with contributions in many areas of the engine and the game. More recently, sera has joined the Programming team and has made numerous contributions to the build system in the context of the git migration. Last, but not least, real_tabasco_sauce has joined the team as Gameplay Developer after his invaluable help throughout the preparation of Alpha 27. Now is the time to contribute! With our new developer environment and our plunge beyond the Alpha label, now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life. We are in sore need of contributors in the following areas: Video Editing Social Media Management Website Design We are also always looking for, and providing an improved contribution environment, for: Testers and Quality Assurance enthusiasts Translators (get started right away on Transifex) and of course, Developers and Artists - the team will gladly welcome contributions in all areas. You can also support us by simply donating. Next Events We will be present at FOSDEM 2025, with a booth on the floor level of building K. Come and say hi! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.37 points
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This post is an initial gauge of interest. I've been working on this scenario/skirmish, called "Ionian Revolt," which is based on the Miletus Peninsula map, and what it does is that it greatly enlarges the map, mirrors Miletus Peninsula so that there are 2 peninsulas facing each other, allowing for 4 human players. The major difference though, is that off to the West is another land mass, occupied by a 5th player, which can be either a human player, a sort of "Dungeon Master", a custom AI, or unassigned for easiness (but uses triggers to enact certain policies). The main objective of the scenario being that the first player to capture the "Wonder of the World" from player 5 on this landmass becomes the winner. I call the 5th human player the "Dungeon Master" in reference to D&D, because this player's main focus is to just harass the other 4 players and build up their own island for the eventual assault, basically to keep the narrative going. This 5th player's whole purpose is to defend that Wonder and keep pressure on the other 4 players who are duking it out for supremacy on their respective peninsulas. 5th player gets 2 smaller islands on the other side of the map, too, from which to launch raids. My initial thought was that this player's gathering capabilities should be nerfed considerably, and then they receive a tribute of resources from Gaia every 10 minutes, with which to use to building ships and troops and go harass the other players. (Above: The Dungeon Master player can hire Pirate ships from these docks and harass the other 4 players. the other 4 players can turn the tables and capture these little islands for an advantage [they too can then hire pirate ships]) Side quests: It would be cool to include a couple side quests or easter eggs. For instance, travel up this mountain pass, kill these two Snake Cultists and you gain the allegiance of their captives, plus a benefit for either capturing or destroying their Snake Cult Statue. A rather big Easter egg on the map already is the recreation of the tourist destination of "Pirates Cove" (Navagio Beach) on the Greek island of Zakynthos. I AM ASKING FOR HELP. I am pants at making triggers, etc. and would like help making triggers and other scripted events occur to make this map something big and worthy of a saved game or two. And then, once it's at a good state with your help, make a Pull Request to include it into the base game for Release 28 as part of a batch of scenarios and skirmish maps that we hope creates a whole other style of single and multi-player. Narrative multiplayer. This post is an initial gauge of interest.10 points
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Dear all, Long ago (A24 was the current version) I made a mod to replace in-game player colors. It was never published on the forum, although it is publicly available on my GitLab. Better leaving a trace here on the forum than out in the internet wilderness. The mod is named CustomColors and the current version 0.27.1 is compatible with Alpha 27. When I developed this mod, there were already other mods implementing color changing - and maybe it is still the case today, but the existing solutions were not satisfactory to me, as those mods replaced colors everywhere... including replay files! Hard-coding colors onto replay files has some disadvantages (noticeable f.e. when when sharing replay files with others or when playing replays). So I opted for a more flexible solution and the CustomColors mod was the result. Perhaps one day the possibility of customizing player colors will be a built-in feature of the game. Color replacement, in two screenshots Here is where colors can be changed: And here is how the result looks like: Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!9 points
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autociv.zip Here is autociv with overlay stats, as well as option compatibility with other mods fixed. (I was asked to do this for a while lol)9 points
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No todo van a ser Griegos; Yayoi (Japón) Gojoseon (Corea) Sármatas (Ucrania/Rusia/Kazajistán) Libios (Libia/Egipto/Chad) Pámpidos/Pampeanos (Argentina/Uruguay) Paiute (EE.UU) Vyadhapura (Camboya/Vietnam) Macrobianos (Tanzania/Kenia/Somalia) -Y hay muchos más...estoy desarrollando los con @Lopess Disculpen las molestias*9 points
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Alpha 27 is near and it's time to start thinking about the art goals we'd like to hit for Release 28, which is a release we hope will make a big splash. Finish the Cimbri faction (early Germans) New Market model Make the building models looked more "lived in" with props such as vines, etc. Commission an artist to create portraits for the Heroes, roughly in line with the portraits of other heroes already in the game. A new Wonder model. What else? Create Ramming animations for Ramming Ships Essentially just need to "reverse" the walking animation for a few cycles, then go forward again. Can this be done programmicly or will it actually require new dae animations? There are several Ramming Ship models in-game. Add a "dust" or "debris" particle upon collision? Terrains & Biomes Fill out the "Italy" terrains more Fill out the "Steppe" terrains more China biome? Need to replace the chief hunting source on Steppe maps (horses) and expand our Asian animal list a bit Saiga Mongolian Gazelle Goitered Gazelle Wild Ass / Onager Bactrian Camel Yak Przewalski's Horse Persian Wonder Apadana of Darius Perhaps a few more "Wonders of the World" to go in conjunction with a new "Capture the Wonder" game mode? Re-top Athena Parthenos model from DE to reduce number of triangles by half for inclusion in the game. Battering Ram models Chinese Kushites Carthaginians Add garrison flags to all Ship models Hero Portraits Find someone to remake all our hero portraits at a higher and consistent quality? More Statues, Shrines, Artifacts, Eyecandy Would like to introduce the concept of Cultural Artifacts to skirmish maps in main game. More Shrines, at least one for each civ in the game. Greeks and Persians are already covered. Statues and other similar eyecandy objects for all the cultures in the game, not just Greeks and Romans, although more Greco-Roman stuff would be nice too.8 points
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This is an oversimplification of the situation. As ffm correctly points out, the full hashing is a feature that cannot be removed lightly. We are working actively on the issue, as you can see from the linked technical discussions. What we will not do is hurriedly release a new version. We are carefully fixing a few bugs the right way which will take time. Thanks to our new git workflow, we are able to prepare a 0.27.1 release in an orderly way, something that wasn't possible in the past. It will also take some time to get the process right, as it will be our first patch release. The future release 28 is in active development and should be out in Q4 of 2025. I cannot give you an estimate for 27.1, but it will be as fast as humanly possible on our 100% volunteer free time. If A27 is not playable for some people, then it means it was even worse for them in A26. Indeed, full hashes were performed in A26 as well. The numerous performance improvements we released are just making that bottleneck prominent. It is alarmist and totally incorrect to insinuate that A27 would have higher spec requirements than A26.8 points
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I created a few small maps and I wanted to see what people think. This is my first time trying to make a proper map that is balanced. Also, while making these I noticed that arrows from from towers (and possibly fortresses) can travel through terrain and hit something on the other side of a mountain. hughsmaps.pyromod7 points
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We are happy to announce that the beloved Sunday-Pro Games are back! Sunday Pro Games is a weekly community-event, where the best and most exprierenced 0 AD players gather for challenging teamgames, together with those who have been following this game for many alphas. The event strives to not only provide entertainment to the specatators, viewers and players, but also to improve the overall gameplay by showcasing uniqe new strategies, tactics and high-level execution in a somewhat competitive environment. Statistics on wins/losses and possibly extra points rewarding players that rush or are creative will be kept. There might be some visual awards for the winners ! This time the event is organized by Ginnungagap and me. Should you be intrested in supporting the event, please get into contact. Find results and replays in the bottom of this post. Game3 stream: When will the event take place ? Every sunday between 20:00 and 22:00 UTC in the upcoming weeks. Who can play ? Theoretically everyone ! It is only required to show up at the correct time and join the dedicated host. The best players present will be assigned to the player slots. Who that is is decided by the trusted hosts and the players organizing this event. They will try to find and set up team compositions that lead to a fair and pleasureful game.The present players voices and opinions will be heard. Players with unclear identiy that use smurf accounts will be considered last. What are the game settings ? 8 Players, 4v4, 200 pop limit, low starting resources, allied vision enabeled. The map will in case of doubt be mainland. Special maps may be announced before the game. How do we ensure a friendly environment ? We will encourage streamers to show the games. Players and spectators represent the 0 AD community and are therefore asked to remain polite and objective in their criticism. In case of severe violations of the 0 AD code of conduct or generally bad conduct players may be kicked from the game, muted and not considered for the following games. Good conduct does include not resigning early without communicating with the rest of the team, especially if one player should find himself in a bad spot after some things didnt work out as planned. Also spectators revealing anything that players can not see including writing "gg" counts as bad sportsmanship and will be followed by corrective measures. What mods can be used ? 0 A.D is a game by modders and for modders. There are no specific restrictions on mods. Obviously mods that include scripted unit behaviour or reveal information that would otherwise not be available are not allowed. For the sake of the succes of this event, we kindly ask you to use that freedom responsibly. Further information will follow ! How many games will be played ? The plan is, that if there is extra time, there will be a second game. While the first game is intended to be played on standard settings, the second game is supposed to be an opportunity to use more exotic maps, settings and game modes. Your ideas are will be considered. Current Standings: WeirdJokes: 3pt HerkEule: 1pt Havran: 1pt SaidRdz: 1pt Hakunamata: 1pt GaiusPfifficus: 1pt Atrik: 1pt Vicktualia: 1pt Sabloku: 1pt ragnarok2024: 1pt arpad: 1pt PeaceEnvoy: 1pt Week1 - Game1 metadata.jsoncommands.txt Week2 - Game1 Week2- Game2 commands (5).txtcommands (6).txt Week3- Game1 metadata.jsoncommands.txt metadata.json commands.txt7 points
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New version 27.0.2 Updates - Compatibility with 0ad 0.27.0 - Added to the mute list the lobby moderators Fixes - Stats overlay doesn't trigger errors - New game shortcut form lobby works again *Notice: Post here any errors you encounter, I might have missed some things to fix. Happy 0ad playing!7 points
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When we try to produce units from multiple barracks at the same time but don't have enough resources to assign the desired number of units to each barracks, it often happens that units are added to the production queue of already occupied barracks, while free barracks remain idle. This results in long production queues accumulating in fewer barracks than we actually have available, and it also locks up resources that remain reserved for those units. This week, I have been working on a mod to fix this bug in 0 A.D.'s training system. Additionally, I added an option to define the maximum number of units in the production queue. This works the same way as for free barracks: if some of our barracks have reached the maximum queue limit, new units will only be assigned to the free barracks. I'm sharing two videos showing the behavior. When producing in batches, the mod takes into account the number of occupied "slots" in the queue. That is, it does not consider the number of units produced but rather the number of assigned batches in the queue. Also, I added an alternative production system based on the standard system from AoE2, where units are assigned, as we issue the command (via hotkey or click), to the free barracks or the one with the fewest queued units. For now, this system only applies to individual units (not batches). This means we can combine both systems—producing one unit per barracks each time we issue a command or distributing multiple batches among the selected barracks when using batch production. The spirit of this mod is to offer an alternative approach to what I consider to be design flaws in 0 A.D.'s vanilla training system. Distributing it as a mod gives us the opportunity to conduct the necessary tests and receive feedback with a view toward its implementation in the next release. I want to give a special thanks to @Atrik for pointing me to the necessary game files to modify and for sharing a preliminary code to implement this mechanism. To install: unzip the content of the folder into your mod's folder. (I plan to make the .pyromod file and add it to mod.io in the future) CustomTrainer.zip AoE2.mp4 176872599_MaxQueueLimit2.mp46 points
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Adds the ability to recruit Heroes from the start of the game in the Civic Center. Their stats are reduced, but will increase when researching technologies. HP count: Infantry 250 Cavalry 325 Elephants 400 Melee and Range: At or below Champion level. Range: Additionally reduced damage. Aura effects remain unchanged. After researching Town Phase technology, their stats increase: HP by 2x, Melee and Range by 1.5x. After researching the City Phase technology, their stats increase again: HP by 2x, Melee and Range by 1.5x. hero-rebalance.zip6 points
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I know a27 just came out, and everyone likes it But I have been working on a mod (started on a26) that I would love for people to try out and play! Im not trying to seperate the community at all. I'm just trying to learn more about modding and dabble around in it. However, since Petra isn't that strong (and that is way above my pay grade) it would be nice to have people to play with and give suggestions so I can continue to develop my skills The purpose behind the mod was to try and create a little more historical accuracy and difference between the civs. It's been a lot of fun and I've been learning a lot and reading a little! I've had help from @TheCJ @Atrik@Meister@Friedrich123@real_tabasco_sauce and I'm sure others my old brain is leaving out. But yeah its really been more of a community project once it got going a little. Currently I would have to send a zip file... eventually maybe mod.io if I get lucky! Thanks! LeifTheLucky6 points
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Considering the latest news about the Autociv mod, it seemed like a good time to do this poll. While it's possible that some community member will start maintaining this mod, perhaps this is a good opportunity to think about what features we think could be incorporated into the vanilla game in the future. I want to take this opportunity to eternally thank @nani for the invaluable contribution he has made to the game with all the time dedicated to the development of Autociv. I'm sure that most of the community shares this feeling. Thank you very much, nani. You're the best. If I have omitted any feature that you think is important, please mention it in your answer.6 points
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I support this. Do note however that integrating the code will be non trivial as some things are hacked around the game and we will need to take the time and make them proper. E.g. the corpse thing i tried to port in 5 different ways and none got in.6 points
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6 points
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In my opinion units should never automatically capture or attack buildings. Its of little use to capture a random house or storehouse, while it can be of catastrophic disadvantage. Also when you set a gather point and units start walking off to all directions to capture it requires a lot of effort to collect ideling units capturing buildings from everywhere. If they attack a building close to enemy units you might not even realize it bc the attacking animation for the ranged units is there.6 points
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LocalRatings 0.27.1 compatible with Alpha 27 can now be officially downloaded from the game: Settings > Mod Selection > Download Mods. Those who would like to share their LocalRatings stats collected during the long Alpha 26 journey, this is the right time to do so. Please notice there's a forum topic for that:6 points
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6 points
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The third Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ with the -rc3- infix. They contain fixes for the issues mentioned above. Please test this version today as much as possible, as we aim to release tomorrow (Thursday) morning (European hours). Thanks again for your help!6 points
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5 points
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5 points
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As most people are aware, A27 has some technical bugs: extreme stuttering and OOS on rejoin. The extreme stutter makes many players drop down to 3fps or even freeze and crash the game completely. We have determined that it is caused by full hash. Wraitii has a fixed version with quick hash that solves this problem. I and @real_tabasco_sauce have tested it out and large battles with 4 players were able to run smoothly. My question is, can we do a quick re-release like we had in A25-b or just call a new version A27.5 / A28, where we at least fix the hashing stutter. If this is too much to ask, all we need to do is compile this: https://gitea.wildfiregames.com/wraitii/0ad/src/branch/quick_hash_only/ into .exe or appimages then distribute it to the player base so that people who aren't capable of building the solution can also play. Of course it might not be compatible with the rest of A27 players but if everyone could update easily, then it won't be a problem. The solution can be popularised by advertising on the forum and the lobby heading message. We can do a release candidate every time a bug is fixed, just to get games going. This current version is almost unplayable for many medium spec users and a few players I know have quit because of the stutter issue.5 points
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It's not. It's actually within the game licenses that anybody can mod the game. You can make a circular reasoning with the tos stating that cheating isn't allowed in ranked games. Actually the Terms of Use are very clear that everything which grants unfair advantages isn't allowed in multiplayer games, no matter if they are rated or not:5 points
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I am from Pakistan, working as a software engineer in a tech firm, Kind of a tech geek you know5 points
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Feldmap is updated to A27 and is now available for download in mod.io! (version 2.0.1). Once again, I invite players to try out rarely played biomes since they are balanced! Minor changes: - Straggler berry tree balance - Better animal variety on some biomes, compared to A26 - Make the "Player Placement" gamesetup settings visible in the "game description" panel, and in the Objectives tab in game, together with the other relevant settings. Major change (EXPERIMENTAL!): Added long range mineral (Stone and Metal) balancing. The quantity of mineral in areas near a player is very variable, but is balanced in the end. There can be variety in the types of mineral groups: a player may be given a 5000 mine while another gets multiple small ones. It is long range balancing, but not infinite: there are neutral areas where stone or metal is up for grabs. In vanilla Mainland, to partially compensate for the lack of mineral balance, mineral mines are very spread out. There are constraints so that mines don't get placed too close to each other, reducing the probability of a large imbalance. But this also made the map more plain as a result. Since mineral balance is added in Mainland Balanced, I also reduced the possible distance between mines. So it makes it possible to have areas very rich in metal, and other not at all. This can make interesting game configurations. Also, the long range balancing code has been made generic and very easy to include in other maps, so down the line I intend add resource balancing to other maps. Food balancing could be also integrated in that framework, but it's not there yet. Known problem: Right now, it clearly favours small mines against large ones. This can make some ugly maps. And sometimes it gives too many mines overall. I plan to fix that eventually. But this means that I may give up the "variety of group size between player" feature, especially if I want to merge resource balancing into the next release.5 points
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Than you alot guys I set graphic to opengl Then disabled gpu skinning Then restarted 0ad The problem is solved5 points
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(Hoje falarei na minha lingua natal), Fico extremamente feliz em ver até aonde o 0a.d. está chegando, e como essa comunidade por mais que não seja do tamanho que esse projeto merece já muito significativa, um jogo que creio que em cada um dos membros atualmente ativos marcou de alguma forma profunda, essa é a magia do RTS no final das contas, depois que você entra nesse mundo impossível sair. Nota pessoal: Lembro de jogar o Alpha 19 ou o 20 quando minha filha ainda não havia nascido, foi incrível ver um Rts tão bom e gratuito em uma época em que não sobrava nenhum centavo no bolso... Hoje em dia minha filha com 7 anos já fica do meu lado vendo eu "criando cidade" com ela diz. Obrigado equipe da Wildfire Games!!!5 points
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Marian Legionary animation Crash in lobby dialog Nouveau driver issue with GPU Skinning with OpenGL are all fixed in the release branch and the latest nightly build. We are going to fix the ARB crash reported below before publishing the RC3 with those fixes. Please continue testing the RC2! All those last minutes bugs could have been detected using the nightly build, as advertised in the top post of this thread one month ago. Please do not wait for the upcoming/latest build to extensively test. Thanks for your help5 points
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Update From now on @Seleucids is the main maintainer of autociv. Thanks for taking over4 points
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I think this kind of comments from an unknown user is the reason why a bunch of old timers in the team have the feeling that 0ad players, especially those who have never written a line of code, live a bit disconnected from reality and disregard the major part of their free time (which is scarce in an adult's life) the devs dedicate here. Here Acero says in a aggressive tone and with utmost disrespect for our work that devs MUST deliver a flawless (but still free) product on each and every alpha, fix every bug immediately while also finding time and motivation to play the game in a competitive multiplayer setting. Guess what Acero: that leaves me the choice between giving up OR avoiding interaction with players. And players have been degrading my motivation over the years as the expectations have been getting higher. You should be asking yourself why, instead of disparaging us. Now I hope you understand why your tone is unacceptable Please delete your post which doesn't help, and I'll do the same with my bad taste parody. Instead we would be grateful to have profiling data and numbers instead of vague feelings of performance degradation. I do not question the fact that there is a performance issue, but right now it is unexplainable. As wraitii points out, it is not possible that the hashing is the sole culprit if you maintain that A26 was objectively faster. We need to understand that issue before we can think of fixing it.4 points
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My intention is to be able to get a more or less accurate idea of the players' preferences by giving them the possibility of choosing multiple options instead of holding a vote in which only one option can be chosen, which would force each user to exclude some of their preferences from their vote. As an example: So far, there is a clear preference for the addition of Building Hotkeys over Players' Stats Overlay, with a difference of approximately 18% percentage points (17 votes/22voters = 77% vs 13 votes/22voters = 59%. ). Of course, here we have to take into account the different preferences between single player users and multiplayer users. We could infer that a single player user does not have much interest in seeing the economic information of his allies as a multiplayer player does. Same for hosts features which has even more difference (23% over hotkeys). And this "could confirm" that right now most voters are single player users. Evidently, this seems to be the case. However, taking into account what I expressed in the previous paragraph, we should consider which of these features are more suitable for the two game modes (single/multiplayer). Taking Active Pause as an example, it doesn't seem right that a player can execute commands while the game is paused in a multiplayer game, and in this regard I would put more emphasis on how to modify the pause system in multiplayer in such a way as to mitigate pause abuse, something we know can be quite irritating. Finally, I would like to add that beyond the "democratic spirit" of any vote, it is difficult to take the results as an absolute and definitive truth. Rather, I believe they serve as valuable feedback for those who, with effort and dedication, develop 0 A.D. and make the decisions they consider most appropriate (and feasible) to continue improving this great game, incorporating Autociv features that have contributed a lot. It could also be a nice tribute. =)4 points
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Helllo, If a bot performs tasks on your behalf and this feature isn't available in the vanilla version, it's considered cheating. Other players don't have the option to do the same. I don't want to play against cheaters, whether they're weak or strong; it's the same. I'm convinced that someone who focuses on rushing with their cavalry will manage it better because they won't have to click on these buildings and produce, or even think about it. The player without the mod won't have this advantage. If QuickStart were in the vanilla game, configurable and accessible to everyone, I wouldn't like this feature, but I wouldn't oppose it. I also think that issuing commands during pause is a form of cheating for those with autociv. I find it comfortable with all the pauses in the games. The goal isn't to issue 50 orders but just 1 or 2. Should issuing orders during pause be in the vanilla game? I'll let you debate that. People don't ban it ,because they don't know it exist. If tomorrow a super developer creates a bot that plays entirely in your place, performs excellent military maneuvers, automatically sends resources, and starts transitioning farms on its own, would you still find that acceptable?4 points
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Ok i forgot to explain With this PR, (https://gitea.wildfiregames.com/0ad/0ad/pulls/7633) units will only get stuck attacking a building (or capturing) if you have directed them to do this. If you didn't, they will consider units of higher priority. So it means that if you looked away from your army and they start attacking buildings because there are no units nearby, they won't get stuck doing this. Also, it helps with units like bolts to not get stuck attacking a house or something.4 points
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Hopefully in the next few alphas we can get some of that historical stuff into the game so you all can learn more.4 points
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Deutsch, while you're nitpicking, and it wasn't invented in 1871. (Not a complete list.) Aren't they grouped as Hellenics? I haven't fully dived into the subject, but I believe Germanics fit better than Germans.4 points
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C++ ProjectileManager.cpp. would be nice to have configurable someday4 points
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Good idea, but would be even better if macemen and siege weapons (other than bolt shooters) would still attack buildings automatically.4 points
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I think we need to calm down a little, nobody is any adding any faction to the game--Geneva55 is just reviewing archeological books from the time period and keeping track of them in case we ever need them. If you want to discuss why you would potentially want or not want to have a South American civilization, go to the forum post about that. Whatever you do, please be polite. The devs have been putting a lot of work on the game, please don't make them have to stop their work and sort through a fight.4 points
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Yep! Variants for all the biomes that use the newer (big, the 2 middle ones as shown in the video) models. The only one that doesn't is the Alpine-Arctic ore, because it requires a "snow cap" prop, and such a prop I think would be stifling for the small ore models and hurt recognition. Will just use aegean_small_01 for that one. I think these run enough shades and colors that they can apply to almost any appropriate biome (for instance, Badlands, Sahara, or Savanna could all be used for the "Persia" biome or a "Middle Eastern" map, depending on the color of mountains and cliff terrains you're using). You don't see the filename in-game, so that's irrelevant to the player. All that matters is that the metal ore templates used match the map's color scheme.4 points
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Well, I'm short on time now, but I'm still willing to help with the gameplay. I think I've always had good ideas and I can continue contributing to make the A28 even better. I'll take some time to put together some patches.4 points
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We need to double our player base i want play this game when i'm old in my retirement4 points
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The mods that you remember are from A26. They are not compatible with A27. You need to wait until the authors make changes so that it becomes compatible. An even better way is you do the mods yourself. Edit the mod.json then debug. The content has only increased with new features and actors. Yes, the performance optimisation is disappointing. However, that's a long time issue and is attributed to the program being single-core process. If you know C++ maybe you can edit the engine code to make it multiprocessed. Finally, I get these bugs are frustrating but you could have been more polite...4 points
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amazing, AMAZING job guys!! Every time I get excited once again about this game And is really incredible the level of maturity that it has reached throughout the years!! Congratulations to everyone!4 points
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Continuing this in a more appropriate topic. I get that placing farms in deserts is unrealistic. However, introducing a soil quality (and water availability, which I have seen suggested) system based on terrain simply doesn't fit with the abstraction level of the game. In multiplayer, it would probably just be annoying to worry about whether or not you can expect the normal amount of food from a farm. However, rather than penalizing farm placement depending on the terrain (desert, snowy, mountainous) for all maps, it could be made "opt-in": it could be set it up as a neutral feature of certain skirmish maps for which it is the focus of the map. I.e Add two "well" structures in a valley that cannot be destroyed, but only captured. These provide a 30% farming bonus in a 50 meter radius. Players descend from opposing mountain ranges to take control of the wells.4 points