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  1. wowgetoffyourcellphone

    wowgetoffyourcellphone

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    Lion.Kanzen

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    Lopess

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  4. Stan`

    Stan`

    0 A.D. Art Team


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Popular Content

Showing content with the highest reputation since 2021-03-16 in all areas

  1. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happine
    11 points
  2. version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new met
    10 points
  3. Auto-Queue is an ability of a building to loop through production queue indefinitely as long as resources and population limits permit it. So instead of training units repeatedly, you can simply set the queue once and set the building to auto-queue. If you played Age of Mythology you probably have used this features. In Rise of Nations it's called Infinite Queue. I have searched through the forum in case this topic has been discussed before, but I can't find any. So I decided to make a small mod to demonstrate this feature, inspired mostly from RoN's infinite queue. I attached the mod bel
    9 points
  4. Let's Fight 0 A.D. is an open-source RTS game (https://play0ad.com/) Let's Fight is a 0 A.D. gameplay balance mod for Alpha 24 (Xšayāršā) Motivation Currently the meta of Alpha 24 is skewed towards turtling via walls, towers, and forts. This problem is exacerbated by the advantage that archers, units that already have high range, have over other ranged units. This mod aims to provide gameplay that is more rewarding for aggressive players and roughly equalize the strength of civilizations to allow for a greater variety of strategies. In particul
    9 points
  5. I've often thought the game could have an "Empires Ascendant" mode, which is what the game is now with territories, citizen-soldiers, etc. This is the mode that is standard for the game and the mode that's used in official campaigns and what is used for ranking in multiplayer. But.... there could also be a "classic" mode where the game plays more like an old-school RTS akin to Age of Empires or Command & Conquer. Building on my "Two Gender Citizens" mod (here: I was thinking of creating such a "Classic Mode" mod for Alpha 24. Specs: Citizen-Soldier con
    8 points
  6. D1958_Mauryan_Elephant_Archer.mp4 Video courtesy of @Langbart.
    8 points
  7. Short Rant : Yes, the PR could have been better. And yes from an external point of view, it looked like a rush. Internally though it was a three months agony. Anyway I am responsible for PR so I am the one to blame here. Sundiata tried to help, but it’s difficult for a non dev with a pay per MB internet to be active enough to catch up. Anyway it’s nice to dwell on past failures, but what I believe now is for people to step up. You’re unhappy about the PR ? Suggest things, ask for permission to do things. The more we stay on dev’s and community’s shortcomings, the less it is likely to
    8 points
  8. Hello, Quick remarks about regicides : Due to the A24 elephant heroes change they are now able to destroy CC during phase 1 on a regicide game. I attach a replay from Dakara to illustrate this point. DakaraRegicideReplay.zip Extra heroes in regicide games : I figured out that some civs can have access to "new" heroes not trainable in normal game. Macedonians 4th and 5th heroes : Kushites 4th hero : Some heroes can start with a horse or without. Example : About balance : Starting with random Her
    8 points
  9. 1. Better Scouting https://github.com/JustusAvramenko/scout-mod Concept, Discussion, Design Development Phase Testing Phase <- Freeze/Release Candidate Bundle; Test Bundle Release 2. Theban Greeks https://github.com/JustusAvramenko/theban_greeks Concept, Discussion, Design Development Phase Testing Phase <- Freeze/Release Candidate Bundle; Test Bundle Release 3. Two-Gender Citizens https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens Concept, Discussion, Design
    7 points
  10. Testing the new Macedonian wonder that I made, the Palace of Philip II
    7 points
  11. Hey all, I'm a regular 0ad player. When I'm playing I usually build two blacksmiths and put them in a group select hotkey. It frustrates me a bit that when I queue up several techs in the blacksmiths (I generally have 2 or 3 which I select via a hotkey), the techs all get queued up in the same blacksmith. This irritated me to the point that I wanted to get into the code to understand if this is something I could 'fix'. After struggling to understand how it all works (was just barely able understand some isolated pieces) I made some changes to the selection panel code with the following 'enhanc
    7 points
  12. MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 24. https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Still a work in progress. Please report bugs and suggest balancing and gameplay ideas. Note: Naval and Unit progression techs (Basic->Advanced->Elite) not yet implemented.
    7 points
  13. Happy Sunday everybody! This is actually the 40th consecutive Sunday I've broadcast since I started the channel. We're getting within site of the first anniversary!
    7 points
  14. I think we can do some better work on our modding documentation. Here are some things that ought be done IMO: Improve the wiki. This is a major thing and where I think the community (y'all) can help out most. We have some resources, but it's not very up-to-date or exhaustive, unfortunately. Modding_Guide is the main page: I think the tutorials aren't very obvious, the rest of the content seems quite good, but perhaps some should be split off since it's the main 'modding hub' page. Review Mod_Layout GUI_-_Scripting_Reference < this is still somewhat relev
    7 points
  15. The guy is back under "Melusines" username. He exercises the same behavior and rethoric. I've seen many messages in lobby from him attacking various religious, ethnic and race groups (i.e. "I hate muslims", "Serbia", encouraging people to burn Serbia and many others I do not want to type), and usual talks about Jesus. Anyway, I am personally sure It's the same person (Melusines=pesem=other accounts) which would mean multiple accounts and hateful speech in lobby which is break of ToS. (I am reporting here since there is no responsive moderator in a24 lobby and to put stress on the bac
    7 points
  16. Yoda - Jedi Master Yoghurt - a food produced from the bacterial fermentation of milk Yogi - an anthropomorphic cartoon bear. Who liked picnic baskets. Yellow Bile - a humor believed in medieval physiology to be secreted by the liver and to cause irascibility Yellow Fever - an acute viral haemorrhagic disease transmitted by infected mosquitoes. Yellow Weather Warning - Lowest level of warning for extreme weather conditions, below amber and red. Usually means there will be flooding in parts of Wales. Yowsers - a slang amalgamation of 'yikes' and 'wowsers!' Populari
    7 points
  17. Since this morning (https://trac.wildfiregames.com/changeset/25233) it is possible to have melee attacks deal also area damage. It might be nice to use that for elephants, making them more specialised group killers than structure destroyers. The syntax is very easy, just copy-pasta from e.g. the bolt shooter. But I wish to gather some opinions first. Do we want area (a.k.a. splash) damage for (champion) elephants? We'd obviously need to reduce its normal damage then.
    6 points
  18. Introduction: The purpose this mod is to clearly define the role of buildings, which then leads to a (slightly) more realistic city layout. It is a follow up to this proposal: https://wildfiregames.com/forum/topic/37294-storehouse-and-farms-rework please look there for additional reasons why I think these changes are good. So please take a look at the following building and ask yourself the following questions: Does this look like a place that you can pack full of soldiers and defend like a fortress? Does it look like a good place to store your food, stone or metal?
    6 points
  19. And for the 42nd consecutive Sunday, another game for you! And how on Earth did I not know that palisade walls could be build in neutral territory in A24??????
    6 points
  20. Currently the Britons are nearly identical to the Gauls, some varieties have recently been added thanks to the work of @Alexandermb with the shields but I really think it should goes deeper than that. Especially if one of the complaint about A24 is the lack of diversity in the gameplay (although the game is much more balanced now). I already pointed out my opinion on the differences between the Gauls and the Britons on the matter of warfare. Particularly the importance of war chariots and of Homeric fighting tradition. But instead of repeating my opinion, I will quote one from an archaeol
    6 points
  21. Gotchu fam. @Freagarach @Stan` action-garrison-turret action-garrison-turret.txt Bonus: Metal and Stone mine portraits: Cursors for the same: Resource icons for the same:
    6 points
  22. This thread is for the development of a Medieval Fantasy mod. @Stan`has done work on the Elves and the Dwarves, the idea would be to complete them and incorporate them into a single mod. It would also be necessary to make other factions. Here is a possible list of civs that the mod would have, but the list is subject to change of course: Elves Dwarves Humans Lizardfolk Merfolk Orcs Undead Regarding the name of the mod, Stan suggested either Bellum Artis or Polemikó skáfos. At this stage, we mostly need ideas and a good design document. For example, wh
    5 points
  23. Heavily inspired by the morale mod: https://wildfiregames.com/forum/topic/37755-morale-system-for-0-ad And this idea: https://wildfiregames.com/forum/topic/38187-give-elephants-area-damage/ I want to explore a new mechanic for elephants. (Just for fun, so the effects may be unrealistc) Original version, now outdated: Historically elephants were especially effective against cavalry, because if the horses were not used to the presence of elephants, they would get very nervous and flee when they saw something that big walking towards them. This would disrupt the battle formati
    5 points
  24. I haven't created the auras or techs yet, so feel free to give ideas or criticism. The Portraits will eventually need to be replaced. I wish I had the cash to just hire an artist.
    5 points
  25. Hi everyone, this is a guide in which I'll share many things that you should learn if you are new to the game and you want to improve your rating, or just your proficiency in the multiplayer setting. Persia is my favourite civilization, so this guide will develop more on them than on other civs, but I'll draw some comparisons with other civilizations too. I want to explain as much as I can, so it will be a long guide, but there's much more to learn, so make experiments and look at your results, you will get better as you play. Mind that I'm writing this on my own, basing myself on my pers
    5 points
  26. Here's the .zip file, in case you want to try it out in the Atlas editor or in the game. I didn't bother making a mod.json file, seems like overkill for something that is still a work in progress. Just unzip the contents into the folder named "public". Obviously this is not finished, it needs the veranda, and the base texture is f--- up in a few places. This is as far as I've gotten with this for now. new_macedonian_wonder.zip
    5 points
  27. The citizen soldier concept strikes again!
    5 points
  28. I only meant a small one, very small one..... such that people don't put their fortress just right next to the cc.
    5 points
  29. Added a minimum distance between forts and civic centres , no plz !! What the problem with fort area the CC? u can't twice buiding in same time, and imagine if you play little map? no spot for build fort
    5 points
  30. Off topic question, but who the hell has 251 GB of ram volume? What kind of hardware is that?
    5 points
  31. Hello all, Okay, I'm struggling a little here - I don't want to come across as argumentative, or belittle anyones efforts in the project - but reading through the replies - I think we're talking in really crossed purposes here and could end up going around in circles. In general, I've held the belief that 0AD as a project does not communicate effectively with it's wider audience or wider potential audience. I'm not talking technical, not in any way. I'm talking about the weekly/monthly type of comms and announcements that a project could be expected to put out in short, understandabl
    5 points
  32. The unlogged time in general has always been UnitAI, which has almost always been the slowest JS code, even going back several alphas. I think this time around attack-walk was particularly slow - I'm not sure if it was a new thing or not. You _are_ correct that the networking code is a bit old & could use improvements however. I've started some for A25 (namely, I restored the turn lengths to be the same in SP and MP). Then we need to make sure observers don't cause lag. Then we need to actually work on improving the responsiveness (the game has a built-in lag of 800ms in MP). I t
    5 points
  33. Built a Carthaginian port city in the Bahrain map. The little extension of land from the coast was perfect for building a Cothon.
    5 points
  34. This mod hides territorial borders, by setting the "BorderThickness" to 0.0 Don't forget to turn off GUI (Alt+G), Silhouettes (Alt+Shift+S), FPS (Alt+F), Realtime (Alt+T) and Gametime (F12). redico.pyromod Edit (5/Apr/21) Found a much easier way to hide the borders, should work for all mods and scenarios, if you have multiple mods installed and still see the borders try loading redico after all other mods.
    5 points
  35. Hey again ! Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave. So changelog: New blockouts: Cavalry Stable Archery Range Wall Gate, Wall Section and Wall with Towers. Greathall (new version) Mesh modification: Tower defense as wooden straight base. Scale of houses seems to be an effect of the screenshot, explan
    5 points
  36. OMG, what have they done to my Ptolemäer?!! The Civilisation is completly mixed up. New Pictures for Units and Buildings. All Civilisations are nearly the same. New Bugs, Bowman now dont work. I will not play Alpha 24.
    5 points
  37. Hey ! The works is going steady. I would like to confirm some scales for buildings. I referred Art and Scale The Civ center(CC) is 32m32 (on a blender scale of (1m = 1 unit) and it seems to be the correct scale on the engine with other buildings. However, for the CC I feel 32 is a bit too large. And for the temple. it's 28m28 and it's a bit too small to put the stone circle in the front. For now it's on the side. The defense tower, it feels a bit small. I wonder if 8m8 is a bit small with an house 12m12.
    5 points
  38. I thought it'd be funny to do a Minion map so I did one. the xml seems broken / unable to upload ... maybe this'll work as is ets me know if it doesn't. Its a little derpy but lets not take it too seriously. Bob.pmp
    4 points
  39. Just another Sunday in Newbie Rush land!
    4 points
  40. It makes sense for women (and men) to have lower LOS while doing eco because you will naturally be distracted while chopping a tree, mining, or farming and consequently less likely to notice a unit walking in the far off distance. I don't see how to say women/men have different vision ranges. I would prefer for LOS to be unified but for the LOS to be decreased when a unit is doing eco. (and maybe a intermediate LOS when a unit is walking/fighting/under attack) Edit: This should satisfy everyone who wants to see far off units when being attacked without cre
    4 points
  41. I really don't appreciate the tone of some community members. This makes me sad. Giving critical reviews is essential for the developement of the game, but not a wildfire of anger. Thats detrimental to the morale of a dev team. A critical statement should always include a very specific description of an issue, a reasining wha it is a problem and a qualifier on how much it actually reduces the fun in the game as well as a suggestion on how to resolve it. I would like to ask people to use this forum to support de devs and not just rant. And yes, I agree that the un-diversifivation of the fa
    4 points
  42. Ancient Rome was renowned for its vast territory and its extensive network of roads that connected its territory. The primary purpose of Rome's roads was to allow for the quick travel of its military to different parts of its territory to quell uprisings and raids. Proposal: Roman units move +15% quicker when within their territory limits. This bonus would have the effect of encouraging roman players to build more CCs to expand their territory just like ancient Rome. It would also allow them to more quickly respond to raids just like ancient Rome. This bonus coul
    4 points
  43. That is true and false. 0 A.D. is the product of over 20 years of work, and has the advantage that it won't die when the maker company drops support, since there's no maker company. Our 'budget' to make the game is theoretically infinite, and in 100 years hopefully it'll become the absolute best game of all time, no questions asked. But it also means our priorities aren't quite the same as most other games. Short term marketing has little value when we'll still be here in 5 years and players might have moved on. That doesn't mean we don't want it, but time is limited and priorities shift.
    4 points
  44. Updates: Helmet of heroic units inspired by the murals of Monte Alban, they are 11 rain, 13 night and 5 Jaguar. Beside allied units / mercenaries Mixteca and Otomi. Mercenaries units.
    4 points
  45. Thanks @nani. Very good update. The following is a tutorial for people with poor eyesight who want a larger 'Stats Overlay'.
    4 points
  46. I am working on mercenaries / units allied on maps for the delenda est, I am not good with textures but I am trying as best as possible. For now mixtec warrior and otomi warrior.
    4 points
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