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  1. 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.
    35 points
  2. 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
  3. The first Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ Please report any issues in this thread! We are preparing the announcements, hoping to deliver this new release soon if no breaking bugs are found. Thank you to everyone who has already tested and provided feedback on the mock bundles.
    10 points
  4. 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
  5. 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
  6. 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
  7. 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!
    7 points
  8. 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
  9. 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. Current Standings: WeirdJokes: 1pt HerkEule: 1pt Atrik: 1pt Vicktualia: 1pt Week1 - Game1 metadata.jsoncommands.txt 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 welcome.
    7 points
  10. Hi everyone! How are you doing? It's been looong, long time since my first appearence to the forum. My contribution has been limited, but nevertheless I enjoyed the ride! I disappeared for some time, and pretty much abruptly, due to changing life circumstances: among them, a new country, new job and life. In the meantime I had to abandon a lot of collateral interests, including beloved games, to focus on the new changing environment. But I still have sweet memories of my first attempts at modding the main game and I wanted to look back at some of the fun of early days. So that's how I've been digging to old files and folders to retrieve some experiments. It was during this search that I discovered how my work has been updated and distributed on Mod.io!! WOW!! I was so surprised to discover that and also so, so happy to see my experimental efforts to be appreciated by the wide community!! So, I only wanted to take the chance to give huge THANKS everyone who put effort to expand this work and make it available to everyone: @Andronikos Medina and @Lopess for the constant support (I don't forget you guys!), @asterixand @wowgetoffyourcellphonefor updating the files and making them available. @Stan`for being the phenomenal leader/artist/developer that he is! And, in general, everyone that has build this amazing game and community throughout the years with hard work and passion. It's really amazing to see the results and progress multiply over the years. Thanks everyone and best wishes for the new release as well!! Is going to be fun!! Ad maiora semper!
    7 points
  11. We are also going to fix tonight, which will require a rebuild, so the RC3 will be out during the night or tomorrow morning as early as possible (European hours).
    7 points
  12. 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
  13. 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
  14. Clash of the Titans @ValihrAnt Vs @borg-
    6 points
  15. 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
  16. The second Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ with the -rc2- infix. Thanks for testing!
    6 points
  17. Those who play on Windows cannot have two versions of the game installed, as the installation program detects old installations and does not allow installing without removing the previous one. Now that the new version is close and we need to test it, I thought it would be a good idea to share this with you. To avoid this, all you need to do is change the name of the folder where the game is installed before installing the desired new version. Here's a step by step guide: 1) locate and rename your current 0ad folder. In my case, it is installed in a custom path. The default path is probably something like C:\Program Files\0ad alpha<version>\ from this: to this: 2) Run the new 0ad installation file. It will ask you to remove the older version. You just click Ok/Accept 3) The installation wizard will attempt to install the new version at the previous folder. You might want to change this to the new version number. 4) When the installation is complete, you can rename the old folder back to its original name. from this: to this: 5) You will now have the shortcut to the new version you installed in your start menu by default. If you want, you can create a shortcut of the old version to the location you want to access it more quickly. Assuming you named the old folder "0 A.D. alpha 26", the executable will be located in the following path: \0 A.D. alpha 26\binaries\system\ example of my two desktop's shortcuts Now when we start a27 it will probably send us to the Mods section and ask us to disable the mods that are not compatible. By just disabling them, we can play our new version without any problems. 5) Additional step (not necessary) @Norse_Harold Shared with me this trick to avoid having to enable and disable mods every time we start a different version. This step is not necessary, but it makes things a little easier and requires some kind of knowledge to not mess things up. If you don't feel comfortable with this, just don't do it. You'll just have to enable and disable your mods whenever you want to open another version. But it does make things easier if you're switching between versions repeatedly. 0ad saves all our custom settings in the following paths: C:\Users\<YOUR USERNAME>\Documents\My Games\0ad C:\Users\<YOUR USERNAME>\AppData\Roaming\0ad C:\Users\<YOUR USERNAME>\AppData\Local\0ad So what we can do is rename the 0ad folders according to the version of 0ad that we have previously installed, and then create new empty folders that we will name according to the new version that we install. In the example the previous version we had was 26 and the new one was 27 so we will rename the original folder to "0ad26" and create a new empty folder called "0ad27" Here is the screenshot of the first path, but you need to do the same for the other two paths (Roaming and Local): As you can see, I have two folders called 0ad26 and 0ad27, each corresponding to its version. And additionally, I have a symlink called "0ad" created by the batch files I'm sharing. Note that you cannot make a symlink from the Windows Explorer as shortcuts. You have to do it from the command line. Therefore, it is very convenient to use a batch file that reproduces the commands so you avoid having to rewrite them every time you want to perform this operation. This symlinks takes you to one of the two folders, depending on which version of 0ad we want to open. You may need to edit the batch files and change some paths defined in the variables of both files, depending on your Windows configuration. These files need administrator permissions to work properly. So you will need to right-click run as administrator Again, this last step is not necessary and you can avoid it. Batch26.bat Batch27.bat
    6 points
  18. Working on some new tip images... My computer is quite old, so I usually keep my graphics settings at medium to low. But every time I crank them up to take some screenshots, I'm just blown away by how good everything looks - even up close. It's truly incredible. Huge respect to the people behind it.
    6 points
  19. I am from Pakistan, working as a software engineer in a tech firm, Kind of a tech geek you know
    5 points
  20. 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.pyromod
    5 points
  21. 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
  22. Formations currently order units in this order : <SortingClasses>Hero Champion Cavalry Melee Ranged</SortingClasses> Where Cavalry get to be often in front of Infantry melee, even when they are ranged units, like archers or javelin cavs (but not always, they seems to sometimes get behind as "Ranged" too). I'm pretty sure most players of any levels, would prefer to have ranged cavalry behind melee infantry. And even costly units like hero and champion, not on the first line. I'm sure someone could reference some historical battles where leaders (heros) were on the frontline but there is probably as much of them where they weren't. https://gitea.wildfiregames.com/0ad/0ad/src/branch/release-a27/binaries/data/mods/public/simulation/templates/template_formation.xml @Emacz
    5 points
  23. Than you alot guys I set graphic to opengl Then disabled gpu skinning Then restarted 0ad The problem is solved
    5 points
  24. (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
  25. 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 help
    5 points
  26. @Ginnungagap @BreakfastBurrito_007 @guerringuerrin @chrstgtr @Feldfeld @ValihrAnt @Acero @SaidRdz @Player of 0AD @Atrik and others. 18:00 UTC Sunday we will aim do do at least 1 4v4 test game. Lets see how the performance upgrades work out!
    5 points
  27. 0 A.D. will be present at this years' FOSDEM event in Brussels, Belgium. We will have a stand run by team members. You can come by to say hi to the developers and maybe pick up some goodies. We are happy to meet community members at the stand! What is FOSDEM? FOSDEM is the "Free Open-Source Developers European Meeting" held every year in Brussels in the first weekend of February. It is a weekend long conference with stands, lightning talks and more than a thousand lectures. For more information about the event see https://fosdem.org/2025/. Where is FOSDEM? FOSDEM is held at the Solbosch Campus of the ULB university in Brussels, Belgium. See https://fosdem.org/2025/practical/transportation/ the address. When is FOSDEM? FOSDEM is held in the weekend of 1 and 2 February 2025. Where can we find 0 A.D. at FOSDEM? Our stand will be in the K-building at ground level throughout the weekend. Who will be present from 0 A.D.? Stan, Itms, Phosit, vladislav, plumo and bb will be there.
    5 points
  28. I'm sure it will feel silly for some but I know some people beside just myself who would have used this post if it existed For lazies on ubuntu/deb who want to spare themselves reading the sorting the build instructions: Download : 0ad-0.27.0-rc2-unix-data.tar and 0ad-0.27.0-rc2-unix-build.tar https://releases.wildfiregames.com/rc/ Unzip folders and merge their content. Get dependencies : sudo apt install build-essential cargo cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev python3 rustc subversion zlib1g-dev llvm Build third parties, in the new folder you created : cd libraries ./build-source-libs.sh -j3 Then build game: cd ../build/workspaces ./update-workspaces.sh -j3 # if using system-installed versions of the libs, pass --with-system-mozjs and/or --with-system-nvtt cd gcc make -j3 Voilà! You can launch a27 by executing the "pyrogenesis" in binaries/system/ @Acero @Meister
    5 points
  29. Greetings! 0 A.D. Alpha 27 is close to be released, and so is the new version of LocalRatings mod. For those who are already playing and experimenting on the game release candidate, LocalRatings v0.27.1 can be downloaded from one these links: Downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Changes are minor: primarily port to A27, quality improvements and fixes. Also, players with equal name but different upper/lowercase combination of letters are identified as the same player. I will later announce when the mod is available for download from the in-game mod downloader.
    5 points
  30. To be honest, its really not that many. The situation could be greatly improved without removal with: better organizing map categories like I tried to do ("Default" category problem), and folding 2,4,6, and 8 player versions of skirmish maps into one map. I think the redundant maps could be removed entirely, and maybe some of the niche maps like snowflake sea rocks could be a good fit for community maps. Maybe I misread but are you advocating for removal without advocating for it ? I'm confused. It's not that many yes. But if you consider ten maps per alpha updated with an alpha every year that's still about 25 years of upgrade. My point isn't to burn all maps and start again. It's just let's consider the fun and most played maps and make them the prettiest we can and keep the rest in the community mod for people who need more. Hiding maps behind options is as good as putting them in a mod IMHO. It also makes the download smaller which reduces costs with the bandwith and our finite server space. Also most scenarios are broken and not really playable. A three map campaign by @Vantha would be a much better advertisement than 70 maps Another problem we have is that most people making videos always pick the worst looking ones which is terrible for the game's image >< (Ducks behind the alpha label)
    5 points
  31. This is where Borg- the annihilator makes his enemies cry
    4 points
  32. Good idea, but would be even better if macemen and siege weapons (other than bolt shooters) would still attack buildings automatically.
    4 points
  33. 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! LeifTheLucky
    4 points
  34. 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
  35. 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
  36. We need to double our player base i want play this game when i'm old in my retirement
    4 points
  37. 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
  38. 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
  39. 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
  40. @Ginnungagap @Itms I compiled rc2 and packaged it into a .deb to make things a little easier for users of Debian Linux-based distributions. I was able to install it correctly on the same computer I compiled it. Then uninstalled, removed any dependencies and installing again and it still works. We ran some tests with @real_tabasco_sauce and everything seemed to work fine. But I can't guarantee that it will work correctly on other computers. Maybe someone can try installing it. If it works, it might speed up the testing process a bit. Just in case, I set it to install the game under the name pyrogenesis-rc2 to avoid overwriting the version previously installed on the system. I uploaded in a drive of my own. Here's the link to the file: https://drive.google.com/file/d/1nVYrUtmSb41f9AvsUXJF3SSj5AUFVasS/view?usp=drive_link Not the best place to put it, but I don't have any personal server. I could use something like github or something else if you want. Feel free to tell me: 1) You can install the package with this command: sudo dpkg -i 0ad-deb.deb You can identify the installed package as 0ad-rc2 by running dpkg -l | grep 0ad $ dpkg -l | grep 0ad ii 0ad 0.0.26-2~bpo11+1 amd64 Real-time strategy game of ancient warfare ii 0ad-data 0.0.26-1~bpo11+1 all Real-time strategy game of ancient warfare (data files) ii 0ad-data-common 0.0.26-1~bpo11+1 all Real-time strategy game of ancient warfare (common data files) ii 0ad-rc2 0.27.0 amd64 This is the release candidate #2 of 0 A.D. 2) You can now run the rc2 with the following command: pyrogenesis-rc2 3) If you want to uninstall, you can run this command: sudo dpkg -r 0ad-rc2 I hope this helps the testing process and is not violating any WFG rules . If that's the case, feel free to remove this post. Thanks.
    4 points
  41. I think it could be done in a mod. However, after seeing how the com mod split the community in a26, I think a different approach should be taken. If bugs are fixed in the community mod, then it becomes the better version of the game to play, leading to pressure for each addition to be a guaranteed improvement and decreasing the experimental potential of the community mod. I'll lay out my proposition for the community mod in that discussion. My understanding is that its too late to fix stuff like this for a27, but it absolutely can be fixed for release 28.
    4 points
  42. So, as multiplayer tips are added in #7503 (by @ramtzok1) we plan to split all of the existing tips into three categories (which can be switched between on the tips and tricks page) Here's a first plan to divide them up: Is there anything you'd change? (I know there might not be much for debate here, but still) By the way, if some of the competitive mp players wanted to make some tips on their tricks and strategies, now'd be a better time than ever. I'd be willing to create the images for them. We could add an category "Expert"... take that as an invitation
    4 points
  43. C++ ProjectileManager.cpp. would be nice to have configurable someday
    3 points
  44. So far there is no pull request to integrate the features. It will require some work toadapt the code. Also not all features might make the cut. At the beginning autociv was just the game setup addon now there are a lot of features that need to be split and rewritten so they can be maintenable in the long run.
    3 points
  45. I’m strongly in favour of using the single player campaign as a milestone to drop the "alpha" label and enter the "beta" phase. Keeping in mind that I am biased by being a long time player who almost never plays multiplayer. What I look for in RTS are skirmishes that do not get boring (so many kinds of maps, and playable civilizations that are not mirrors of each other) and either a long campaign (like in Warzone 2100 or Age of Mythology) or several shorter ones (like in Age of Empires).
    3 points
  46. Yay a new release! -- I'll try to get the flatpak ship shape as soon as I get access. I don't think I'd be the best to spearhead this, but I think we could do something really cool with our socials once we start getting the encyclopedia into the game-- which should be a28 (hopefully)
    3 points
  47. Hi, my name is Perry. I am trying to learn as much as I can about game programming. I have a concept drawn up, but have a lot to learn.
    3 points
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