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Xšayaṛša is the original Old Persian form of Xerxes, written with appropriate diacritics, for those of you who can't read cuneiform (peasants... )3 points
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I'd say slightly too white. I liked the slight hint of beige left in my version. It's getting there though!3 points
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Hi @thekolian1996. The problem is in the translation string, it contains "[" and "]". They are special characters and should be escaped with the slash "\" one. The solution is the translation fixing: https://www.transifex.com/wildfire-games/0ad/language/uk/. I think we need to ping translators and add a check in the translation script. @elexis?2 points
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Honestly, only extreme n00bs would complain about the AI's toughness on Easiest.2 points
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Hey everyone, Several years ago I was considering creating a sci-fi RTS here in 0AD. Due to my other project taking up too much time, I sort of set it off to the side. After getting fed up with the Medieval 2 engine I'm considering porting that big project, Hyrule Total War to 0 A.D. now. I've started some preliminary work, porting a few of the static buildings over from Medieval 2 into 0AD: I just have a few questions before I make the decision: I thank anyone for their replies, and I hope I can come back to 0AD soon.1 point
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Hello, 'im NoMolester, i am the new leader of the mod project for 0 AD previously called "For Honour and Glory". The project was on hold for a long time but now it has been redesigned and work on it has restarted again. The new name for the mod will be "1,000 AD" and it will be divided into two parts. 1,000 AD Previously known as "For Honour and Glory", 1,000 AD is a mod of 0 AD that centers in the Mediterranean Sea during the Middle Ages. The following features are still subject to change at any time. Following the spirit of the original 0 AD, the game will be released in two parts that span +-500 years from the date of the title (From VI century to XVI century): 1st part: 1,000 AD: For Land and Money will span from 476 AD (the Fall of Western Roman Empire) to 962 AD (the Founding of the Holy Rpman Empire).2nd part: 1,00 AD: For Honour and Glory will span from 962 AD (the Founding of the Holy Rpman Empire) to 1453 AD (the Fall of the Eastern Roman Empire).The first part will be a rather conservative mod mainly centered in redesigning the art and the civilizations with only 12 factions and no gameplay changes. The second part, once the team is experienced and familiarized with the system, will be a broader aproach that will ad many features to the game and at least 15 cnew civilizations. ==For Land and Money== The first part of the mod will be called For Land and Money and it will be centered in the Mediterranean Sea from 476 AD to 962 AD. The three settlement phases will be: Tribe, Village and Feud. It will hve the following 12 civilizations divided into five architectural groups: Northern germanics: -Teutons -Vikings -Saxons -Allamani Southern germanics: -Franks -Goths -Lombards -Burgundians Romans: -Eastern Romans Muslims: -Arabs -Berebers Steppe Nomad (architectural type): -Slavs -Avars Slavs: -Avars -Moravians -Bulgars There will be no great changes in gameplay for this part. ==For Honour and Glory== The second part of the mod will be called For Honour and Glory and it will be centered in the Mediterranean Sea from 962 AD to 1453 AD. The three settlement phases will be: Feud, Burg, Urban. It will hve the following 15 cultures divided into eight architectural groups. Every culture will have the oportunity of evolving into one of two or three civilizations when it reaches the urban phase, each one with a unique array of units ad technologies to further specialize your culture: Architectural group: -Culture (phase 3 option 1, phase 3 option 2, ...) Nordics: -Scandinavians (Kingdom of Denmark, Kingdom of Sweden, Kingdom of Norway) Romans: -Byzantines (Komnenos Dinasty, Latin Empire, Empire of Nicaea) Italians: -Inland Italians (Duchy of Capulia and Calabria, Lombard League, Papal States) -Naval Republics (Most Serene Republic of Florence, Most Serene Republic of Venice, Most Serene Republic of Genoa) Germanics: -English (Norman Dinasty, Plantagenet Dinasty) -Holy Romans (County Palatine of the Rhine, Duchy of Saxony, Margraviate of Brandemburg, Kingdom of Bohemia) -French (Kingdom of Arles, Kingdom of Francia) Muslims: -Sarrasens (Fatimid Imamate, Ayubid Caliphate, Abassid Caliphate) -Turks (Khwarazmian Sultanate, Great Seljuk Sultanate, Ottoman Sultanate) -Maghrebians (Almoravid Hermit Order, Almohade Sultanate, Caliphate of Córdoba) -Berebers (Almoravid Hermit Order, Almohade Sultanate, Caliphate of Córdoba) Iberians: -Spaniards (Kingdom of Castile, Kingdom of León, Krown of Aragón) -Galicians (Kingdom of Portugal, Kingdom of Galicia) Slavs: -Rusians (Grand Principality of Vladimir-Suzdal, Kievan Rus, Novgorod Republic) -Western Slavs (Kingdom of Poland, Tzardom of Bulgary, Grand Principality of Serbia) Magyars: -Hungarians (Arpad Dinasty, Anjou Dinasty) When reaching the third phase (Urban phase) you will be able to choose a specialization for your culture, in the form of a medieval late high middle age state or dinasty with a unique array of units and technologies. Being already deep into the age of castles, you will start with a keep or stone fort instead of a simple town center and his will be both, civic centres and fortress. Normal fortresses will be eliminated to encourage the construction of wall and towers around your keep thus making it more feudal. Proper balance will be made to do not disrupt the gameplay. In the third phase you will be able to build monasteries and choose from different monastic/crusader/jihadist orders that will unlock new units or technologies. The orders available might depend on your 3rd phase civilization. Credits Creators NoMolester Belisarivs Project Leader NoMolester Advisor Lion.Kanzen Researchers NoMolester Belisarivs Abadu niektb Programmers NoMolester Designers Arishia niektb1 point
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Jebel Barkal - Illustrated Walkthrough Jebel Barkal is the holy hill at the Kushite city Napata at the Nile river, see release announcement. The procedurally generated Napata city spawns attackers reoccuringly. This article presents some common strategies and tactics to become successful. Introduction 9 weeks of development, including 6 weeks of playtesting went into both this map. The guide is the result of the experience made while playteting and most of the screenshots come from these matches. Time to thank @Skhorn for the creation of the mountain template, @Sundiata for the consultation on the history and geography, and the playtesters: nani, Hannibal Barca, smiley, bb, temple, fpre, Dizaka, faction02, ValihrAnt,Uran238cz, s0loooy0, FeldFeld, causative, servo, borg-, mapkoc, CAGD_lulofun, ITRELLES1, gaius22, Dunedan, Imarok, santa, tgodtaylor, AlexanderKirck, s0600204, Emperior, d_stan, mord, Vladislav, Cesar, Vick, Retardado, Medrannozz, TYLER1, Angen. "Jebel Barkal" random map Procedural Cityscape Generation (The following screenshots were taken at the lowest quality, because my graphics card is cheap.) Attacker Waves The city starts attacks on players about all 5-7 minutes. Each of the buildings of the city spawns a different set of attackers. For instance the temples spawn only champions and the elephant stables only elephants. Players can chose a difficulty level at the gamestart. It will influence the total attackercount and city fortifications proportionally. However, since the city is randomized each matchstart, the resulting difficulty level can vary tremendously (most importantly the number of elephant stables on a normal map can be between 0 and 9). In Nomad mode, the first attack is delayed. Docks and Naval Warfare The nile river makes up less than 10% of the map area, yet it is vital to survive and thrive. Some players (most famously nani) start building docks in the first two minutes already. The dock gives you faster food income than fields. Additionally it continues to generate food income while your units on land are either fighting or garrisoned. The dock also adds as a dropsite that is far away from gaia as possible. So women have a good chance to gather there without being killed off. Even outside of the territory. Notice that players sometimes can only win by having some ships around while all enemies wiped out on land. So the river is important from the first to the last minute! Players compete for the final stand on the sea When gaia was too strong for all players, the winner is decided on the sea. So always keep an eye on your enemies ship activities. Don't keep the backside of your city unattended. Once the sea is indisputed, the shoreline can be wiped without great losses. Hunting Elephants, rhinos and boars are valuable huntable animals, because once attacked, they follow you back to your base where you can easily kill and hunt them. Use this trick to boost your economy in the first 5 minutes while already getting some units to defend. If you start out as Mauryans, use your Worker elephant and immediately start hunting in the desert. Wood The players that start in the desert start with much less wood than the players that start in the fertile banks of the nile river. To compensate, these players start with treasure that give them an huge boost. Deserted players can and should build a dock much sooner. The roads leading from and to Napata provide some desperately needed trees for deserted players. Metal/Stone In the fertile banks of the river, there are very few mines. Players have to get out into the desert. Since it can be more sustainable than fighting for mines in the desert, it is recommended to start trade near the nile soon (which incidentally is historically accurate too :-)). Few trees but abundance of mines north of the river. Treasures/Hill There are few treasures at the pyramids and many treasures on the hilltop. They are guarded by Kushite defenders however. Experienced players will find the best opportunity to hunt the treasure at the pyramids. After taking out the Kushite units on the hilltop, players have a chance to build a civic center on the hilltop which can be very easy to defend and provide a perfect place to remain the Last Man Standing. The city contains treasures too, but these are hard to reach due to the Walls and City Patrols. Not a cakewalk. The hill is easy to defend once conquered. A long wonder victory duration ensures that players - or gaia for that matter have chance to break fortifications. Surviving the first wave Gaia attacks all 5-7 minutes and leaves a bit more time between waves in later stages of the game. Make sure to have at least 30 ranged units to defend your base then. Place your fields in the back of your base. Until the first wave started, keep your units in the back of the base. This way the gaia attackers might be deflected by your enemies encountered on the way. Don't expose your units to enemy fire unless it is really important, as here In Nomad mode, players end up with one piece of the fertile land each Walling After the first wave, quickly build a palisade, so that gaia units have no chance to reach your units. Pay special attention to elephants. Rebuild destroyed palisades as quickly as possible. Remember at which places gaia units managed to walk past your walls and fix all holes. The irrigation canals act as a natural barrier, so you only need to wall a small area. Multiple layers of walls provide additional security and obstacles. Do team walls. Mauryans benefit from their stone walls that only cost wood and Carthaginians have walls that are three times as strong. Irrigation canals provide a natural shield Cheap but effective - wooden walls Quickwalling - Fixing walls even during an attack The first line of defense fell Irrigation Canals can only be crossed at one point each Close the gate quickly! double palisade walls to defend an elephant rush A successful team wall Attacking The Opponent Unless you are playing with custom rules, remember that the goal is to defeat your enemy. So in general it is recommended to not invest resources on destroying Napata, but focus your attacks on the enemy players. If you wait for a Napata wave to end, you can be sure to have enough units remaining for an attack and your city is not left empty when an attack starts. Focus on the player opponents first Only invade the city when overwhelmingly outnumbering the enemies. This fortress was too close - an easy target for Elephants.1 point
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Don't know as I don't have the mod ATM but that would depend on the mod designers vision for historical accuracy vs easy balance and maintenance. Enjoy the Choice1 point
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Hi, guys here is an announcement draft v2: The Council is both happy and proud to announce a special new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Xýlo. This is a byzantine word for wood, in recognition for vanilla 0AD’s founder (https://play0ad.com/new-release-0-a-d-alpha-23-ken-wood/). That is respectful for the new release What is new? Thanks to Alexandermb talented modder is responsible for majority of the new models, Wackyserious our versatile texture artist, Stanislas69 our artist and Lion.Kanzen icon and texture artist, we are happy to introduce you to two new civilizations Byzantines and Carolingians as well as Anglo-Saxons and Norse faction are updated this release. Byzantines The mighty civilization which has its roots in Eastern Roman Empire dawns this release. This release Byzantines got new market, variation of houses, corral, blacksmith, civ centre and many other buildings. Also Byzantines use new units and ships including fire ships. Carolingians The time of Charlemagne has come and you will witness the might of his Franks. Last release Carolingians were hidden and worked on by Stanislas69 and this release thanks to fully redone building set and remodelled units are available. You can look forward to Cathedral of Aachen and Carolingian church or docks. From units we can mention Catholic priest. Anglo-Saxons This release Anglo-Saxons got Bixworth church(wonder) enabled and Offa of Mercia as their hero that together with his axeman will break through the lines of defence. The Norse Prepare for the new naval battles with the Norse. Since last release the Norse got new longboats and ships are fully animated. Many smaller changes were made in this release too, but it would be too elaborate to list them all. Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age),Millennium A.D. (about medieval times) and Rise of the East (East civilizations)(Future Terra Magna) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: ModIO installation: Main menu -> Configuration -> Mods -> Download -> doubleclick Pyromod installation: Download pyromod file, open with pyrogenesis.exe In the last few years some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com1 point
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Understood. It's the distortion: https://en.wikipedia.org/wiki/Perspective_projection_distortion. It can be fixed/corrected with special projection matrices (it may looks like a panorama with it) or postprocessing corrections.1 point
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Hi! seems like a good building to have, right now we are finishing what we can for deliver the mod the next week hopefully, but better if we have more buildings to make, away from the still needed wonder its good to have too another dome houses, the hipodrome and any other atractive building we can found.1 point
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It shouldn't differ from the manual installation AFAIK. Because the mod installer extracts only the mod.json and copies the whole zip file.1 point
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Well, I would have to fully update it still since what I have written there is not complete and a lot of things are still missing.1 point
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Short answer: No. If there is I am not aware. Long answer: There once was a mod called Rogue Republic that implemented some of those features long time ago before they switched away to another game engine. I remember @Radagast. made a mod with tanks. I also planned to make muskets for Milleniumad part II and also started a WW1 Mod. To get back on the topic on whether it is possible to do it. If you rebase #2577 in the state I left it and you create two entities one being the turret and the other being the body you can have tanks that can shoot while they are moving. Can't tell if they'll be able to attack planes though. For the sound and animations it should be possible to create the muzzle flashes with some tweaks on the animation side projectile will be fine though if you want to have some particle effect you might need to play with animation too (else if you give for instance a speed effect there will be something weird in the canon.) There is already projectile hit animation and sounds thanks to @Mate-86.1 point
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Hi all, I have noticed that nobody mentioned about that building and I'd like to share some information. It's called "Milion" and it was the Byzantine zero-mile marker. It was the center of the world at that time. Traders measure the distance from that point. Here are some links: https://en.wikipedia.org/wiki/Milion http://www.byzantium1200.com/milion.html1 point
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@s0600204 Does it work in another way for pyromod files? @Itms I'm not sure the path are clearly stated in the wiki for anything else than windows.1 point
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Xanthippos, for the Spartan general who helped the Carthaginians. Maybe we're going to have an improved Sparta/Carthage?1 point
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Gohma look great, and appropriately disgusting both in terms of appearance and in terms of micromanagement. I assume that features like "dodging", "critical hits", proper goron bases and stealth (do anything except trapdoor gohma should be stealthy right now?) are coming in A24 too? Also, just to be sure, will Gohma AI work properly in first release? (I think i seen that it will, somewhere...)1 point
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I'm just finalizing some of the Han textures, the rest of the Xiongnu texture is already good, I just tweaked the elite variants as suggested by wolflance. I might commit later today or at least tomorrow.1 point
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Seriously? More like 300,000 years ago, when homo sapiens branched off. Or are you one of those who believe the universe was created in 4004 B.C.?1 point
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A mod written for A22 will certainly not work with A24. A mod written for A23 is very unlikely to work with A24. pyrogenesis probably should check that all enabled mods are (or at least claim to be) compatible every time it starts, but until someone writes code that does that...1 point
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Wow... This is insane! And somebody actually built Stonehenge on top of Jebel Barkal! Loooool! 0AD is gold!1 point
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Is it an idea to do a short announcement on ModDB that Rise of the East is turned into Terra Magna (with a few fancy screenshots showcasing the zapotecs) whilst renaming the page / subforum etc? (seeing that the release announcement points to the Github website rather than ModDB )1 point
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Sorry this is the wrong letter, 'Y' will be in A25. For A24 we need a word with 'X'1 point
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For some reason, I imagine these guys as "The Last Romans", like they were the final hurrah of the ancient world before we can definitely say "now we're in the middle ages." But that's just my own bias. I'd think Heraclius is a definite though.1 point
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