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  1. Not the first map I've made using Atlas editor, but it's the first I'm feeling rather satisfied about I had the Nile river delta in mind but I wasn't looking to create an accurate representation this time. This map is basically a river system deep enough to hold the largest class warships, with every bit of land connected by shallows and therefore not requiring ships at all. Thought it might provide a fun and interesting scenario with a lot of possibilities. Any thoughts/suggestions?
    7 points
  2. My first attempt at a map. I play a lot of 1 vs 2 AI. Most of the islands have 2 access points by ground. Ships can also pass through. Any feedback is welcome. Thanks for the awesome game! . coastal_islands_3p.tar.gz
    7 points
  3. So, progress has sadly been going a bit slow lately. I haven't done the UI design of the page itself. But I have restructured the entire page. Now it has every text we've ever written that I'm aware of. This includes all templates, mixins, animals, trees, and more. Here is a short showcase, clicking through what I have done so far: 1300745683_0A.D.2024-02-1618-46-25.mp4 There are seven categories chosen by the buttons on the right, every category has its own overview text, displayed where later the article will be shown. We never wrote such texts which is why I use placeholders right now ("Here is..." at the top). The categories also have subcategories that are chosen by the buttons appearing on the right. My idea was to have the overview text and then something like "Learn more about ..." below it. After selecting a subcategory, there is the list of articles in the specific subcategory, and here one can open the individual articles. In addition to all that, the civilisations tab also has a dropdown for choosing civ. The civs' overview texts are of course the ones in the game. The categories 'historical background' 'maps' and 'gameplay' are currently empty. If you're curious, here is the file with the folder structure in it that I use for my external setup script: folders.json I also added a related articles section on the right. The related articles need to be manually added to the files (which is why in the showcase only one article actually has related articles showing up). And there are back buttons to more easily navigate all the menus. I am aware that that some name choices aren't very good or fitting, I am definelty open for any sugggestions, especially regarding adding, removing, or renaming categories. What do you think of the 'category-subcategory-selection' system in general? Does anyone have ideas on how to arrange all the buttons in the middle panel? P.S.: I will upload a mod with the current version soon for people to try out. I have to clean up my messy code first.
    7 points
  4. Hello! I have just set up a mitigation attempt against the DoS attacks. Let us see if it holds over time, if it does, I'll close the ticket. Thanks for your patience PS. News are coming soon about the migration project, but it's unrelated to the attacks on Trac (the mitigation I am setting up will have to be kept in the future)
    4 points
  5. Hello, first I clarify that I am using a translator for this text since I do not speak English. I introduce myself, I play 0A.D. For a couple of years now my name in the game has been "H.Herle" and I really enjoy the game but as you know almost everyone speaks English in the chat and it is very difficult for those of us who don't speak English to translate it, since I have to copy it manually the text in English in my chat box and then paste it into Google Translate, I would like a function to be added to be able to select any history chat and have it automatically copied to my chat box, so I can copy it without having to Do it manually and pass it to Google Translate, something similar to the "/link" command but without the need to redirect you to any page, only in text in your chat box. I think this would help many players to be able to communicate better, personally it frustrates me a lot not being able to translate everything and missing almost everything that happens in the chat, since I can only understand some very basic words, I hope you can understand what I wanted to say Since I write this in Spanish, I hope that some developer reads it and can take it into consideration :') greetings!
    4 points
  6. @HerlyVery useful feature! I'm working on this using autociv's code as a base. This is what I have achieved so far, it still has some bugs, but it's working. I hope u find this useful screenrecord.mp4
    4 points
  7. It's funny that the tide went from Capture should be optional to Capture should be the default when it eventually changed X)
    4 points
  8. How many workers is enough to boom?
    4 points
  9. Rule #1: Have the most Cavalry and you'll win (if you can micro). Rule #2: If not, have the most Barracks and you'll win. Rule #3: If not, have the most fields, and win. Rule #4: The Rules don't apply to top players like borg, vali, vinme.
    4 points
  10. Added some war paint to the elephant, but I have yet to figure out how to make it the player color (it is supposed to be blue here). UPDATE: Figured it out at last.
    4 points
  11. I'm finally working toward finishing the mod, starting with wood balance. Roadmap: - Release 1.0.0: Wood balance, straggler berry tree balance. - Release 2.0.0: Hidden map gen zone of control mechanic, to allow large scale resource balance while still having the map look natural, and be resilient under varying map size/number of players. Metal/Stone balance. At this point I will view Mainland Balanced as feature complete. Then I will consider porting the changes to other maps or merging stuff to 0 A.D.
    4 points
  12. So far the game is more fun from my perspective. It is refreshing after a few years. About buildings: yes, they are quite strong now. Is it possible to retain the "fire at closest unit" but increase the spread of the arrows a little bit? Something like an area effect fire rather than focus fire? I get the frustration if turtling becomes too strong, yet we've been playing the game for years in a situation where the first time you build anything more than a couple towers and a fort you get accused of turtling and being afk. Fortifications should be formidable. Not impossible to overcome, but strong enough to make the enemy actually consider other routes of attack. Personally am happy to see that cav aren't the end all be all. Was getting a little bit old seeing how many players would focus almost entirely on jav cav. I want to see more of each civ's roster at play, leaning towards mostly infantry. And if ranked up infantry are considered too strong and Iphicrates finally moves from his "in formation only bonus" to a reduced bonus, but an aura like virtually every other hero in the game, good.
    4 points
  13. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/slimy-zolas-oh-my The Zolas are almost done, featuring lots of added slime. That's about it. Posted by The_Undying_Nephalim on Feb 7th, 2024 It's a few months shy of a year since I decided to take a hiatus from this project. I regretfully must say this hiatus is not done, as I still have little to no interest left in Zelda at this point and am quite deep into the middle of Star Fox Event Horizon at the moment. That being said, I've made a bit of an effort to try and get the last faction I was working on completed sporadically in the last 9 months. The last time I talked about them, the faction had the tentative name of "Wild Zoras." True to my character for any who know me, months later I became extremely dissatisfied with this name. At the moment, they're just called "Zolas." This is not an arbitrary choice, the reasoning for sticking with what is essentially a mistranslated name will become more obvious when we take a look at their roster and a predominate feature of their entire faction: Zol slime. 1. The Slow Swarm - A notable trait of playing as the Zolas that will be noticeable after fielding a variety of their units is that many of them have slow movement speeds. Many of the creatures in their roster are monsters that traditionally have been portrayed as sluggish and slow moving in Zelda games; for examples their numerous Zols, Octoroks, and even a Like Like. Having large portions of your forces be composed of slow moving units is not unique in Hyrule Conquest: both the Stalfos and Darknuts are known for their very sluggish movements speeds. However while the Darknuts make up for this with heavy armor values and outright being difficult to kill, and the Stalfos counter this weakness being able to replace their fallen troops with necromancy, the Zola forces are neither durable nor do they have the ability to rise from the dead. The Zolas paradoxically are encouraged to send many of their slow moving units to their deaths: a vast majority of their roster spawns additional swarms of units when they are slain. Be it their Zol's spawning batches of Gels, Bari splitting into pairs of Biri, or even their Octoballoon scouts exploding into showers of Puffers, the Zolas have many means of rapidly increasing their numbers as they begin to lose troops in battle. Even some of their larger units can spawn some of their lower tier units for free when they are killed in battle. 2. Walking Bases - The second trait of the Zolas, which has been discussed in detail in a previous article, is that almost all of their bases are completely mobile. With the exception of their Octorok Cave which trains the rest of their buildings, every other Zola structure is contained within the shell of a giant Octorok that can walk about. For more specific details about this feature, check out this article on the matter. 3. The "Zol" Slime - Lastly, the third pillar of the Zola is their use of slime, or as it's referred to in-universe and their namesake, "Zol." If there is one thing that unites the various creatures working together with the Zolas, it is their natural ability to create and secret this nefarious ooze. Octoroks and Parella Ink turns into this icky ooze. Zols and Zol Likes are able to secrete and spread it. This slimy sludge creates both passive buffs for your forces and debuffs for enemies that come into contact with it. With that out of the way, lets take a look at their heroes and units: Tier 1 Heroes: Barudakan - Queen Oren's favorite bodyguard, Barudakan is an easily amused soldier who loves his lot in life. While not exactly a brilliant tactician or commander, or a warrior with much finesse for that matter, his brute force and knack for "refusing to die" have lead him to win many skirmishes and campaigns against his enemies. His body is heavily scarred from his many near death battles, but he almost seems unaware of his disfiguring wounds. If there is one thing that Barudakan is more interested in than fighting, its fairies. This Zola has devoted much of his free time to learning about Fairies and he hopes to catch one as a pet one day. Maiamai - One of the only living Octorok mothers in Hyrule's current age, Maiamai maintains a symbiotic alliance with Queen Oren that has benefited both people for generations. While generally peaceful, she is obsessive of her newborns and will violently protect them. Like most Octoroks, she fears the Octorok sea god Bellum and perpetuates his return to Hyrule. Tier 2 Heroes: Krel - A highly intelligent mage who came into service of Queen Oren. He presents himself as an arrogant wisecraker, though amongst the Wild Zora he perhaps is the most loyal servant the royals have in their service. Nothing is known of Krel's origin of where he came from or what his real motivations might possibly be. He seems to have vast knowledge of the Zol slime that links the Zora, Octroks, and Parella together and how to control it. Jellyf - A very enigmatic figure in the court of the Zola, Jellyf is believed to be ancient and possibly one of the oldest beings alive in Hyrule. Jellyf uses her personal servants to speak for her, only speaking directly to Queen Oren. Jellyf's mysterious motivations raise suspicion and concern even amongst the royal court, but the turnaround success of reconquering lost Zola coves and territory since her arrival has kept any from questioning her. Tier 3 Heroes: Queen Oren - The real power that holds the Wild Zora together, Queen Oren is a shrewd diplomat and has a keen understanding of aquatic warfare. Unlike many of her contemporaries, she is more than capable of being reasoned with and has more or less become the spokesperson of her people. Despite this, is seems Queen Oren has suppressed much and is prone to huge fits of rage, fits that become so bad she'll bloat into a horrifying monster. Her land dwelling Zora cousins believe it's only a matter of time before she slips up and causes a full scale war between the various Zora kingdoms. King Zaro - King Zaro wields immense power among his people, despite this he prefers to let his wife Oren run his little kingdom and spends most of his time lounging around and avoiding his responsibilities. While not necessarily lazy, he simply has little interest in running a kingdom. King Zaro is known however, for his intense rivalry with the Zora kings of the Dominion and Lanayru Province. If there is anything that can call him to action it's the opportunity to ruin their reputation, foil their endeavors, or if possible conquer their entire kingdoms. Unit Roster: Zol - Zols are the foundation of the Zola as a civilization. These living slimes gather and spread the Zol sludge everywhere they go and large colonies of them are a sure sign that their Zola masters are only a season behind them. In game Zols are slow moving melee creatures that are capable of crawling across almost all terrain, notably cliffs and mountains. Zols split into two Gels if they are slain in combat. Octorok - Octoroks are one of the most common wildlife found throughout Hyrule. Zolas love to keep them as pets and their equivalent to guard dogs. Ocroroks serve as cheap ranged units in the Zola forces, spitting small rocks at their targets. Drudge - The lowest of the Zolas, Drudges are little more than slaves to their underwater overlords. They spend most of their lives raising and tending Octos, harvesting barnacles, and hunting and raiding. Within the Zola forces they serve as a simple Spearman unit, making them a cheap and effective way to halt enemy cavalry. Bari - These parasitic jellyfish are used by Zolas to infect and kill large beasts that they plan on consuming. They can only survive without a host for several days. They are able to shock and briefly stun their targets with a pair of dangling tentacles. If slain a Bari will split into a pair of small Biri. Tailpasaran - Another parasitic monster used by Zolas to infect their enemies. Tailpasarans are able to stay motionless for long periods of time, springing forth with surprise on their prey. In-game they are slow moving melee creatures with Camouflage. Octoballoon - These gas filled Octorocks are cleverly used by Zolas to scout out new lands to see if they are worthy of moving into and infesting. Octoballoons have a very large Line of Sight, but are at the mercy of winds and cannot be directly controlled by the player. If slain an Octoballoon will explode, hurting enemies beneath it and spawn a swarm of Puffers from its corpse. Zol Like - These horrific creatures are able to create a nearly endless supply of slime to be used by the Zolas. While their slow speed makes them very poor combat creatures, they are able to almost completely immobilize enemies that venture too close. Zol Likes spawn a pair of Zols if they are slain. Aerocuda - A small flying creature that is attracted to Zola slime. They are often used by Zolas as hunting animals. Aerocudas are very fast and can attack enemies in melee, but are otherwise quite frail. Geozard - Large and durable Zolas that serve as footsoldiers of their armies. Geozards wield crude swords and any debris they can find as a protective shield. Despite their lack of traditional armor, their slimy scales make them surprisingly durable and resistant to physical damage. Mucktorok - These Octorok monstrosities have been warped by the Zol slime into gibbering beasts. While frail, they are able to spit slime from quite a distance at targets. This slime can actually briefly ground flying units with this attack as well, making them very nasty counters to enemy fliers. There is a small chance that this slime attack will spawn an attacking Gel. Aqua Auger - Lance wielding Zolas riding on the backs of Aquamenti dragons, these Augers serve as vicious cavalry that can easily take on other opposing cavalry. Bigocto - These large Octo creatures are not quite large enough to house a Zola base, but their durable shells give them use in Zola armies. Bigoctos are very durable, in particular their are highly resistant to non-magical ranged attacks like arrows and javelins. This makes them an excellent mobile shield against archer heavy armies. Parella - The Parella function as two different units depending if they are on land or in the sea. On land they are slow moving ranged units that spit ink at enemies, temporarily damaging their Line of Sight. In the water they are fast moving and graceful swimmers that latch unto and slow down enemy ships and other aquatic creatures. Regardless of land or seas, Parella are always able to use their chameleon-like skin to blend into their environment, granting them Stealth. Geozard Chief - The Commander unit of Zola forces, armed with a large sword and shield. While predominately a melee unit, Geozard Chiefs have a secondary fireball attack that slowly charges, periodically allowing them to deal splashing fire damage. Dera Zol - These large slimy creatures wear durable shells and serve as living battering rams. In addition to their strong melee attack against buildings, the Zol slime oozed from these creatures slowly and passively deals damage to any structure in range. When slain a Dera Zol will spawn Zols. Octogon - A very large living siege weapon, Octogons are specialized Octoroks that can lob giant stones kept within their shells. These monsters are ideal for taking out turrets and otherwise heavily defended bases from a safe distance. When slain an Octogon will spawn Puffers. Sludge Sharks - A Unique Unit only available to Krel. Sludge sharks are creature units that creates Zol slime that slows down enemy units around itself. They are much quicker than most Zola units and have quite a strong bite in melee. When slain a Sludge Shark will spawn a Mucktorok. Bari Host - A Unique Unit only available to Jellyf. These Parella carry a swarm of Bari Jellyish with them, which spawn and attack enemies if the Host is slain in battle. While living, Bari Hosts allow Bari, Tailpasaran, and other Parella to regenerate their health at a notably higher rate when attached to their battalions. Feral - A Unique Unit only available to Queen Oren. These crazed Zola are kept on a leash by their own people, and let loose in ravaging packs on their enemies. A Feral can quickly tear apart an unarmored target with with claws and long tongue and regenerate any of its wounds with each injury dealt to a foe. They are also exceptionally fast and can even catch up to speedy Cavalry. If slain in battle, a Feral will spawn a Tailpasaran. Cyclops Ku - A Unique Unit only available to King Zaro. These very slow and lumbering infantry units are able to spit burning fireballs from quite a distance. This makes them ideal for burning down enemy structures as well as anything vulnerable to fire. They also sport strong shells on their back, making them very resistant to melee attacks. Aquamentus - Zola Legendary unit. This massive water dragon sports powerful rending claws, a lancing horn on its head, and short range but deadly fire breath. Its wings are quite small for its size however, and as such this dragon can only use them for extended leaps rather then consistent flight. In addition, there are several units that the Zolas cannot directly train, but are instead spawned from slain units. All three of these creatures are more or less just mini versions of existing units. Gel - A tiny version of the Zol slime. Biri - A tiny version of the Bari. Puffer - A tiny version of the Octorok. It loses its ranged attack in exchange for a melee attack, however.
    4 points
  14. New version is out and can be downloaded from mod.io
    3 points
  15. Version 1.0.0 has been submitted to mod.io and is awaiting signature. Please do not manually download the update from mod.io with intent to play it in multiplayer as long as it is not signed. This would confuse many players. Please wait for the signature to play it! This update introduces wood balance. As long as there is enough space around the player's base, they will be given 3 forests in p1 territory. The total amount of wood in these forests is equal (in expectation, and with fairly small variance) among players, but there can be variance between individual forests. The shape of the forests remains pretty random so there can be small imbalances here but it shouldn't matter much. I made it so that forests look the same as before. Depending on the situation the new forests may contain more trees than before and I haven't yet harmonized it with the rest of the map, but this should be barely noticeable. I invite you to try different biomes now! They are a lot more playable. I didn't include berry tree balance yet, but I made it so they spawn a little further away from the player, so less chance you get a "one for all" farmstead at the beginning. Note that I mainly tested the map with 1v1 small size and 4v4 medium size settings, though I did some runs with extreme settings as well. This update makes Mainland Balanced incompatible with previous version's Mainland Balanced. Yet I still make the choice to disallow the incompatible mod check, for the same reasons I gave previously in this thread. As a small mitigation I made it so Mainland Balanced gets a new mappreview image, so if players with outdated version join a game with the up to date version, they will see an error related to the mappreview file. If a player reports such an error in the game, please say there is a new feldmap version and players who haven't done so yet should update it! (Please note however that players up-to-date that join an host with outdated version will not notice anything until game starts) Sorry, that's not for this version yet . Unless I make an exception for pizza settings, it would have to wait for at least a 2.x.x zone of control mechanic.
    3 points
  16. Thanks for your feedback. I think the Noba are just about done now. Version 1 is now attached to the OP (replacing version 0.5).
    3 points
  17. I'll be sharing some casual modding work of mine for Delenda Est in this thread. I'll start with a Noba war elephant unit I made for fun.I I might create a new texture for the elephant so that it has war paint matching the player's color later.
    3 points
  18. I just finished two more Han texts that I had started some time ago. With that we've now entirely finished the Han, our third civ. @ShadowOfHassen and I decided to get back to the Greek civs, we will do the Macedonians next and then maybe the Ptolemies and Seleucids in parallel. Here is the PR: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/121 The Battle of Mobei: And the entire Han Xiognu war: (it's the longest text I've ever written, maybe I should split it up into multiple texts) I'm also still working on the new encyclopedia page UI, adding some more features. I think I'm close to finishing a good-looking prototype.
    3 points
  19. 3 points
  20. Thanks, Barcodes. That's consistent with my guess about 0ad reaching the maximum memory allocation for a 32-bit process. On Windows the limit is usually 2 GB, but it's 3GB if the executable is built with large address aware mode. I advise using Linux or Mac to host 0ad team games until alpha 27 is released and hopefully includes a 64-bit build for Windows.
    3 points
  21. Hi, i have recently noticed that there is a growing mistrust/number of arguments/accusations between players in "competitive" multiplayer games. This is due to several concerns Those are: 1) The use of not commonly used mods ( unlike autociv, community mod etc.) that arguably give an advantage to players by for example perfect unit production ( means no idle time, the automated building of houses, other features that is not even known of, so its not easy to determine wether they actually exist) 2) Pausing in critical moments in a game, to allow a faster reaction/ better decision-making 3) Misconduct within multiplayer games ( disrespectfull behaviour) I think there have been efforts to handle some of these issues by technical means, but i believe as a community we should be able to agree on something like a "code of conduct" to avoid spending an endless time in lobby arguing and fighting. Ofcourse these rules can be surpassed, detection or "punishment" might not always happen, but it is more of a violation of appropriate conduct, if there doesnt need to be another argument beforehands about what misconduct actually means. I suggest these following (very general) rules as guidelines: 1. The use of not commonly used mods that impact gameplay need to be anounced by players before the game starts. If a mod was not permitted by the host it can not be used. 2. You should not pause during critical moments in the game, like during a rush/critical attack etc. if there is no serious emergency or it is needed bc players have dropped etc. In most cases, pausing can be postponed for a few seconds. There can be no pausing just for the purpose of communicating with teammates. 3. Profanity or disrespectfull behaviour within the game is not permitted. This includes things you might personally consider "very funny", but it may not be considered funny by others, and could make playing 0 AD not the fun experience that it is supposed to be. Especially sexism, racism, antisemitism etc. is to be avoided. 4. Game hosts are asked and and to be considered entiteled to warn players in case of violation, kick or ban depending on what seems to be appropriate. Feel free to make suggestions or add other issues that you have found. And help to think about how something like this could be introduced.
    3 points
  22. It is pretty loosely 40 minutes. Sometimes it is 36 mins, sometimes, 42, etc. Another thing is that when this happens, it also seems that spectators are sometimes OOS, even though they are not players. It is an interesting problem, since relatively few games reach ~40 minutes.
    3 points
  23. https://code.wildfiregames.com/D5202 This patch is committed for a27, and changes the immortals quite a bit. Rather than reverting them to standard champions like those that many civs have, they are cheaper, weaker, and retain their weapon switching. This allows the Persian player to field a lot more of the immortals. I also removed their speed penalty, which was a little excessive, and slightly reduced their switch time to 6 seconds from 8. I could make this into a community mod patch if you like. It would be worthwhile for testing anyway.
    3 points
  24. I guess that Barcodes is referring to Windows servers crashing at around 30 minutes. I have noticed that 4v4 team games tend to use about 4 GB of memory (on a Linux system) around the 30 minute mark. I think that the problem that Barcodes is describing is caused by the memory limits of a 32-bit Windows process. The fix is to release a 64-bit build for Windows. Barcodes, to confirm, please tell us whether the players who crash around 30 minutes are using Windows. Also please ask those players to open Task Manager around 30 minutes and watch the memory usage of the 0ad process. Tell us whether it's close to 4 GB, such as 3.8 GB or higher, before crashing.
    3 points
  25. V2 Changes: Updated stone & metal distribution. V3 Changes: Visual upgrades (terrains and actors). river-delta-4p-V3.zip
    3 points
  26. I think that is just how the game is supposed to be like ? If the pike/spear unit doesnt kill the jav cav players just spam cav jav and u are gg and have no option how to react ? Every intresting rts that shall not be just about spamming a signle unit, that has strategic depth and allows putting some thought into army composition to have any impact should have at least soft counter system ! If the pikes bother u just make units such as spear inf, sword inf, inf jav, archer cav that should all do decent vs pikes ! So i think there really isnt any problem.
    3 points
  27. Please, don't change the range of towers or CCs or u mess up the balance with CAV archers/camels again. Another idea is to make pierce damage of CCs or towers dependent from the phase. So they will not be too strong in P1 but also not too weak in P3.
    3 points
  28. Balance-wise there might be an argument that the one-sided victory for the modded pikeman is bad, but speaking from a perspective of historical authenticity and the impression given by the in-game art, I think the modded outcome is an improvement. The rank 3 pikeman is depicted as a heavy-infantryman kitted in full body armor. He should be virtually impervious to all light projectiles of the period, which would include the rider's javelins. Otherwise why wear all that heavy and expensive gear? And the opponent he is facing, even at the elite rank is still just a light cavalryman. His role is supposed to be to scout, to raid, and to lure the pikeman out of position so that allied heavy infantry of heavy cavalry could mop him up. In this time period he wouldn't be expected to inflict massed casualties against heavy infantry. Even in a rout, his job was really just to pick off a few unlucky individuals to keep the enemy in a state of fear and prevent their re-cohering. If they were lucky they might trigger a crowd disaster or chase the enemy into a river, where they would drown, but that was the exception. There was a period in history where ranged light cavalry could inflict mass casualties against heavy infantry like you're expecting. It was in the era of pike and shot, when cavalry started carrying pistols and carbines. This was one of the development that ended the era of armored melee infantry.
    3 points
  29. The situation changes when you have 100+ unit battles, some players have complained that everything dies too fast.
    3 points
  30. Indeed, the model and actor do not have the garrison flag prop designated. Thanks for the report. I've fixed the Celtic one, as you see there, and will take a look at the others too.
    3 points
  31. Hello everyone, Today I would like to share a project that's been in the back of my mind for a while. Sharing replays has always been a mess and annoying and I wanted to address that a bit by providing a centralized address so that all replays you want to share can be uploaded there. I made a proof of concept Using Svelte &, Fastify and I'd like to hear your feedbacks about what you'd want the UI to look like, what filters would you like to see etc, details about the match (we don't have the possibility to get all the info) Here are some screenshots (Keep in mind the layout isn't set in stone, just wanted to have a convenient way to test things out) For security reasons there will be no direct upload button there if it gets online, but rather you'll be able to upload replays to single thread and it will be scrapped periodically. One can upload a zip containing a replays or containing multiple folders with replays, or just the commands.txt or the commands.txt and the metadata.json. LIVE AT: https://replay-pallas.wildfiregames.ovh/ Sources at:
    3 points
  32. @Vantha sadly if you add new json files the translators will have to translate everything twice... I think you should use the templatemanager like the structure tree instead.
    3 points
  33. Hey everyone, For the past week and a half or so I've been working on implementing an encyclopedia page orientating towards the concept shown by @wowgetoffyourcellphone. And the framework is done. Here's a short showcase: showcase.mp4 And yes, I am aware that it is incredibly ugly. I wanted to get everything to work first and then focus on aesthetics. I moved all texts to new JSON files with a script, and the engine is retrieving the texts from there. I did this because JSONs are easier to read and also provide more flexibilty for adding new features like different formattings, subheadings, or inline links. There are also some elements I'd personally like still missing, for example the portraits, but they are on my to-do list. If anyone has a suggestions, for example on how to cramp the many buttons into the small space in the left panel, definetely let me know. Btw, applause to all developers of 0ad's engine. It seemed very overwhelming at first but it is very easy to learn how to use. Very well done! P.S. no pressure on anyone of course, but (and I know we've asked this a few times already) how can we get to merging into the mainline? Or is it a bad time for that right now?
    3 points
  34. You can now share your replays on http://replay-pallas.wildfiregames.ovh
    3 points
  35. I just tested the mod and I must say i really like the change to the melee. I was caught of guard by the immediate loss of survivability against ranged units, but after getting over the initial shock and switching mindset a little I found it much more enjoyable having my sword units do meaningful things instead of just taking damage like before. Blacksmith armour and such is much more important now and certain hero bonuses have greater value now. I also liked the nudge towards a diverse army to cover different things as apposed to a single unit spam. Overall a great change Now about the catapult splash damage, what is the radius size? I tested that too and it seemed to be non existent, in fact there seemed to be little impact at all from what I could tell, uncertain if I tested it wrong or what exactly the trouble is, so was a little disappointed by that.
    3 points
  36. Thanks for the report, and @Norse_Harold for the investigation! I've patched SVN with https://trac.wildfiregames.com/changeset/28025.
    3 points
  37. Hi all, I have just released version 1.0 of the Afrika map (after 4 years in standby). Basically, civs are forced to go to Africa since it is the only place where there is metal and stone (see screenshots). These resources are lumped together so, who controls these regions wins the game. I have attached some screenshots of the map. It is a huge map, so details cannot be seen at these scales. Try out this map in https://github.com/crazyBaboon/0ad_geo_maps Let me know what you think of it! Cheers
    3 points
  38. So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player. like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better. also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it:
    3 points
  39. The Noba now have a fortress! I've decided that this will be where they train the warrior queen hero and the tame lions instead of the temple. Also, the Noba warrior queen has an upgraded form with her riding an elephant (its war paint patterns are different from the others).
    2 points
  40. Gorgeous map! I just finished playing a session on it.
    2 points
  41. It wasn't a fix per se, but a desired feature. People wonder why the heck the arrows don't shoot at the unit they tell them to shoot at. I think a more than acceptable middle ground would be 100% random by default, but focus-fire when re-targeted by the player.
    2 points
  42. Oh but it can be changed. It would just suck very much to have to move all the garrison flag positions to the templates Currently artists decide where the flags are, if we did that it would be on the template side. One upside might be that flags could be animated going up and down I suppose.
    2 points
  43. Khronos Drives Industry Support for Expanded 3D Features with Vulkan Roadmap 2024 https://www.khronos.org/news/press/khronos-drives-industry-support-for-expanded-3d-features-with-vulkan-roadmap-2024
    2 points
  44. The other day an account was over six years old. That's some long term planning...
    2 points
  45. One thing you may do when starting a game is to lookup other team players civs in the diplomacy tab. For a better and faster read of team compositions I've added a new "team recap" option, to display a quick summary of the teams when the game starts. If ever someone read this and can think of a better picture or background texture then the red banners, I'll be thanks-full. Edit : @guerringuerrin re-design with diplomacy cues as decorations. Colors wouldn't work on these stone/marble cadres.
    2 points
  46. The head of Alexander part is unclear but the rest should be okay
    2 points
  47. Those beasts were fearsome.
    2 points
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