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  1. 0AD is a historic game, and the only one of its kind that spends so much attention on historical details, which is amazing in itself, and greatly appreciated by many who can't find this level of historicity in other classic RTS games. The general idea is to stick to what is known about the 500BC to 1AD timeframe. Most of the civilization in this timeframe (and there are many) were inter-connected with each other, if not by war, then by trade, culture and art... Just to show how far flung these ancient connection went: Galatian mercenaries served in Ptolemaic armies, so Kushites may well have faced Celts in battle, its not as far-fetched as you may think... There were Greeks living in Meroë... Galatian mercenaries also served in Seleucid armies and may well have faced armies of the Maurya Empire. Carthaginians allied with Celts and Iberians and Indian mahouts served in the armies of the Seleucids, Ptolemies and perhaps even the Carthaginians, or trained local mahouts, and Indians were also present on the East African coast and even Anatolia.. Numidian cavalry from North Africa was used by Trajan in his conquest of Dacia (Romania), Greek colonists from Phocaea (Turkey) founded the Greek city Empuries in Iberia... Long story short: All the civs in-game knew all of the other civs in at least some capacity, and often traded or warred with each other, or even served side by side as mercenaries in foreign armies (think of Indians, Kushites, Egyptians, Greeks, Thracians, Assyrians and others, in the Persian armies of Xerxes, fighting Athenians, Spartans, Corinthians etc... during the Persian invasion of Greece). The level of interconnectedness in antiquity is often overlooked, or misunderstood... But its absolutely delicious once you start seeing it. The ancient world, from Britannia to China was a giant interconnected network of trade routes, that were often fought over by mercenaries from all over "the known world"... Adding, say, Genghis Khan to this mix, or Montezuma would totally break the immersion, while throwing 15 years of attempted historicity through the window... You can also set matches up yourself so you can go for purely historical map/civ combo or do your own thing (especially with mods, its totally up to you)... I'd agree that a more flexible timeframe would benefit 0AD, and more (historical) civs are always welcomed by myself (especially the Eastern ones), but anything outside of Iron Age Antiquity would totally spoil one 0AD's greatest selling points.
    3 points
  2. Unreachable goats... I can see the bug reports waves coming from here...
    3 points
  3. we will end having this on random maps with the new goats ? @Sundiata its possible that you make changes on zebu textures to look like a cattle? i have some on the file i'm using for them and looks like this:
    3 points
  4. Okay so it's one o'clock in the morning and I packaged three mods. For some reason it would consistently crash on windows but it didn't on linux, so I guess there is something fishy with lineendings or something similar. Possible bugs: There should only be three civs in Ponies Ascendant, but deleted folders do not seem to work. The tweaked Terra Magna skeletons might break the shark and crocodile, this needs to be investigated. Get ready for anything, but please report them here, and only here. terra_magna.pyromod millenniumad.pyromod ponies_ascendant.pyromod
    2 points
  5. Hi, I checked out 0AD again recently and was positively impressed. The game has improved by leaps and bounds. I really like your art and music. Congratulations! After a few games against the AI, I started to wonder. I am playing a lot of other RTS games, such as Company of Heroes, Command&Conquer, Sins of a Solar Empire and Starcraft. 0AD seems very different. Especially, it takes very long until the first combat occurs. For five to ten minutes, players have to build up their bases instead of rush or harrass each other. This makes the first phase of the game seem more like a city builder than a strategy game. 0AD seems to make the player turtle in the beginning until they can steamroll the enemy. Most other RTS games reward early harrassment of the enemy a lot more. So I tried to analyse the core game mechanics to understand why rushing and harrassing are so difficult in this game and it takes so long to go on the offense. Here are my findings. Soldiers are also workers: This means that when you use your Slingers and Hoplites to go on the attack, you lose resources. While your soldiers are marching to the enemy base (and back hopefully), his soldiers are chopping wood! So you are punished for attacking by losing resources. This is a flaw in the core game mechanics IMHO. Town bell: Workers can be garrisoned automatically. This makes it impossible to successfully harass enemy workers. It is true that he loses resources while he is garrisoned, but so do you - your attacking men aren't working, after all! The only good soldiers in this game are ones that aren't workers, because you don't lose resources when they are fighting. This is a large part of why cavalry is so powerful in this game. They are cheap and you don't lose income when they are away. Defense towers are too cheap and too effective. By the time your men reach the enemy base, his men there will not only outnumber you (because he kept producing units while your army was walking), but any defense towers he has are going to further stack the odds against you. As a result, the game largely discourages early fighting. On top of that, the game also discourages expanding. In most RTS games, the player is forced to expand for resources pretty quickly. This means players have to take a risk, leave their starting area and expose themselves, thus inviting the opponent to harrass the expansion and creating "action". In 0AD, however, early expanding is a bad idea. Your starting location contains large amounts of resources, even metal, inviting you to camp in your base during the early game. The expansion building (agora) is very expensive. The build radius from your first agora is large enough for you to reach several tree lines by simply building storage houses which are very cheap. This encourages players to stay in their starting location for a long time instead of motivating them to expand and thereby become vulnerable. The result is a very static early game where both players turtle in their base and build walls out of houses instead of expanding and harrassing the enemy. That seems really lame.
    2 points
  6. I think that more than a conscious decision, it's the result of the attack and armour types design. Spearmen and swordsmen share the same stats except movement velocity and attack: swordsmen have 5.5 hack damage, but spearmen have 3.5 hack + 2.5 pierce damage. The fact that, to protect from ranged units that make only pierce damage (except slingers, that have 1 crush damage), rams have a level 50 of pierce armour, that negates the 99% of pierce damage, evading the fire from missile infantry, but also the damage of spears. Pikemen have 1 of hack damage, and 3 of pierce. That, coupled with the the ability to target units (because pathfinding, I can understand it), makes rams too much powerful for my taste. They are not invulnerable, btw. I suggest: - For rams: give spearman and pikemen a bonus against rams (no need of displaying this info in the description, because that could lead the players to think that this units have an anti-ram purpouse), slightly lower than the swords, so swordmen still being better than the other melee classes. -For siege towers: as Sundiata said, siege towers shouldn't be able to be captured, of the stance of the units against them should be first destroy, not capture. Their role shouldn't be mobile tanks in the open fields, but a siege engine: would be cool that they would be able to target with the ranged attack of the missile infantry, only the garrisoned infantry in the walls.
    2 points
  7. Basically @Alexandermb's Xiongnu ram for all that don't have a dedicated ram yet...
    2 points
  8. These pictures made me happy. Spectacle.
    2 points
  9. I like the ideas of growable things, which would basically be a unit evolving into another after a variable amount of time. Could work for trees too. Might be a nice js component
    2 points
  10. Yeah cows could definitely use horns. With male and female variants. I don't know how bells were common but if they were itd be nice to have them. Ah and also collars with player color when convert unit is implemented
    2 points
  11. To me it seems that you are mostly irritated by having lost the game, and the points you mention have little to do with that. These are the reasons of your defeat: The opponent collected seven valuable treasures before you scouted the map. A single one of them was worth 600 food, which allowed for a faster start, and then a metal treasure allowed phasing up to the City Phase earlier. Even though you had more units when you were first attacked, you took a fight with a smaller group of soldiers. While it's true that the opponent also had more techs researched, this wasn't the main reason of him winning the battle. His other advantages were better army composition (using the hero as a tank, while your tank units were chasing rams), having captured a temple that kept healing his units while fighting and, last but not least, making use of the hero bonus for skirmishers. You had no ram counter prepared, so that your main base got destroyed and most of the economy stopped. I don't think that the match setting screen is to blame. The recent alpha made it rather easy to check the few important options, and I wouldn't consider it useful to restrict players from playing a rated match with the settings they want. While setting an official standard for rated duels (and highlighting the differences in the match setup screen) might be a good suggestion, I wouldn't hurry calling the current system stupid.
    2 points
  12. Hi everyone ! So here is my little random map generator library. This alpha version is far from perfect yet, but I hope it deserves an eyeshot already. The archive contains two files and a folder to insert into your local settings at: Oad/mods/public/maps/random. The 'yamg' folder contains a library used by the demo program which creates a random map (Venustas only, it seems there are some differences with earlier versions). Of course, if you prefer all in a single file, you can copy/paste the whole library replacing the 'RMS.LoadLibrary("yamg");' instruction at the beginning of the map script 'aYamgDemo.js'. The picture here is a 'medium' map using the '7964' random seed value. I only changed the default sun settings to emphazise the relief. Open the map script and feel free to discover the various settings and options. You shouldn't need to edit the library itself. Just be careful with forests on large maps: the script could try to place a huge number of trees and will then choke Atlas. Have fun ! Now, I must say I'm not satisfied with this program for some reasons and would be glad to have a discussion about them. Of course, many details could be improved like round maps correct management and terrains melting, for instance. But this not really a big deal. A more serious reason is the library is too low level IMHO. For instance, someone could want a river crossing the map, a mountain in the north-west and so on. It's possible to do that with the library, but it's far from obvious and easy. I need ideas to build a higher level framework, and if you have some, you're welcome. The last reason is more abstract. I have worked for years on the topic (creating random maps for games like OAD), and always stumbled on the same problem: creating realistic and good looking maps is one thing, but most often, realistic maps are not balanced at all and even not playable. And well balanced maps are often not very realistic, because they are too regular and exhibit kind of patterns. The real challenge is to have both, and I don't know if it is even possible (contradictory?). This is why I don't rush to code other things like roads or resource placement. How could we define a balanced map in terms of constraints, this is the question I ask to everyone interested here, and I hope to have a discussion about it. Friendly, yamg.zip
    1 point
  13. New Release: 0 A.D. Alpha 23 Ken Wood Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). 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. Top New Features New Civilization: Kushites Mod Downloader Cavalry and Spartan Building Models Combine Victory Conditions Attack Range Visualization Diplomacy Colors Destruction Damage Unit Information Dialog AI Behavior Lobby Authentication to prevent impersonation Nomad Mode on all Random Maps New Random Maps: Lower Nubia, Jebel Barkal, Elephantine, Fields of Meroë, Hellas, Dodecanese, Scythian Rivulet Civilization: Kushites The most prominent feature of the new release is the introduction of the Kushites. The Kingdom of Kush was a Middle Nile Valley civilization between 785 B.C. and 350 A.D. The region became known as Nubia and is located in present day Sudan. Steeped in pharaonic traditions, Kushites considered themselves the true heirs of the New Kingdom. They were fierce in the defense of their homeland, facing Persian, Ptolemaic and Roman invasions as well as constantly testing the strength of their northern neighbours. The armies of Kush are diverse, with contingents recruited from all across its vast domain. With a wide array of trainable units, they can adapt to almost any kind of opposing army. Boosted both economically and militarily by their monumental pyramids, ingenious leaders and special technologies, Kushites gain a variety of benefits. Lead the Nubian kingdom to bloody war and see the emergence of the mighty Kingdom of Kush. Learn more about ancient Kush here. Economic and religious Kushite sites (10MB 6k-HD) A nubian city in full bloom ( 6MB 6k-HD) Temple Of Amun Pyramids of Meroë, photograph by Fabrizio Demartis, CC-BY-SA 2.0 Nubian Pyramid Two Apedemak Champion Guards and a Blemmye Camp ( 4MB 6k-HD) Harsiotef, Kushite King of Meroë (404 B.C. to 369 B.C. ) Looted bust of the first Roman Emperor Augustus, found in Meroë, photograph by Steve F-E-Cameron CC-BY-SA 3.0 Mod Downloader Beginning this Alpha, players can install mod files just by opening them with 0 A.D. This new version also comes with a mod downloader, that allows you to connect to the new mod.io platform and fetch mods from inside the game. Wildfire Games and the mod.io team have worked together to bring you this feature, and 0 A.D. is one of the first games for which mods are available from this new and powerful platform. Please note that only mods that Wildfire Games has tested against blatant security issues will be available through mod.io. However, you are always free to install mods manually from other sources. 0 A.D. Mod Downloader Millenium A.D., a free mod featuring Anglo-Saxons, Byzantines, Carolingians and Norse civilization at the of Charlemagne and the Viking Age Terra Magna, a free mod featuring the Han Dynasty of China and pre-columbian Zapotecs New Models Similar to previous releases, meshes, animations, textures and materials for a number of units have been reworked. This time with a focus on helmets, shields and clothing. But 0 A.D. Alpha 23 also comes with many new artwork, as the Spartan faction has received an entirely new set of models. All Cavalry units have been replaced with much more realistically looking, more fluently animated high-poly models. New Spartan Buildings ( 9MB 6k-HD) New Helmets and Siege Firing Animations ( 7MB 6k-HD) New animal type Zebu and new Cavalry models ( 6MB 6k-HD) Combine Victory Conditions The addition of new victory conditions throughout the last releases, such as Wonder Victory, Regicide and Capture The Relic gamemode have made it reasonable to allow players to combine all these modes arbitrarily. So if you ever wanted to play a game where you can choose between defeating the enemy by taking out the hero or starting an ambush on the relics after building a citystate and assembling an army, now is the time! Two heroes fighting for victory ( 9MB 6k-HD) Attack Range Visualization Similar to the aura range visualization of the former release, fortifications and mobile towers now reveal the range they cover upon selection. Furthermore, the attack distance is also drawn when in the building placement preview, so that the player can find the best suitable location prior to settling the position. Attack Range Visualization during building preview mode ( 7MB 6k-HD) Diplomacy Colors Both in traditional games with two teams and in diplomacy teams with interactive alliance buildup, players could have often used a quick way to find out where the border to the enemy lies and which parts of the territory can be considered a safespace. With 0 A.D. Alpha 23 players are rewarded with a way to toggle between the player colors and team colors (one color per diplomatic stance), enabling them to react to every threat to their city instantly. Blue indicates the player, green allies and red opponents ( 12MB 6k-HD) Destruction Damage One of the new features that targets 0 A.D. (but also mods and other RTS that once might use the Pyrogenesis engine) is the ability of units to deal damage to surrounding enemies when they are destroyed. The effect is demonstrated by Fireships that can and will sink enemy ships if not taken care of by the enemy combatant. An Iberian Fireship sinks nearby fishing ships ( 4MB 6k-HD) Unit Information Dialog Players and observers can now open a dialog that displays all the game related details by rightclicking on a unit during a match. It is also designed to provide sufficient space for historic background information in future versions of the game. Everything you wanted to know about the Amun Temple AI Behaviors The Petra AI now supports configuration of different behaviors, such as Aggressive or Defensive. Although still in an early stage of development, it aims at more diverse singleplayer experience. AI Configuration Dialog Lobby Authentication To establish a safer multiplayer environment, the possibility of player impersonation was ruled out by an improved connect mechanism that requires lobby players to remain authenticated at the lobby server when joining games. The new match setup option Furthermore, the lobby chat was made accessible in the match setup, running games and the summary screen, so players can stay in tune with upcoming games without having to leave the party early. Nomad on all Random Maps Players have enjoyed the "Unknown Nomad" random map since years. It required players to scout the randomly generated map and find a suitable location to lay the foundation stone of their city. With 0 A.D. Alpha 23, this game mode is not restricted to this map anymore but can freely chosen on any of the random map scripts. A Persian player starting the city at the river ( 10MB 6k-HD) New Maps The entire random map generation code has been revamped. The results of this endeavor are many more possibilities and comfort for map authors to generate landscapes and a new quality standard in map design. With Alpha 23, 0 A.D. was enriched by seven random map scripts and three new skirmish maps. Six of these maps take place in the domain of the Kushites. New Random Maps Lower Nubia Lower Nubia is the area between the first and second cataract of the Nile and formed the traditional border region between Kush and Egypt. The hostile and merciless Sahara desert makes defending your position on the river and its steep banks an absolute necessity. This map, like most other realworld maps below was created using realworld elevation data from the NASA Blue Marble series. New random map "Lower Nubia" ( 10MB 6k-HD) Abu Simbel Temple of Ramesses II, photograph by Than217, Public Domain Jebel Barkal The "Jebel Barkal" is the holy mountain that was used as a landmark by traders crossing the Nile river, near its fourth cataract. It is located near the Nubian city of Napata, which later became the capital of ancient Kush. The remains of the Napatan temple complex and the nearby pyramids were declared a world heritage site in 2003. Stone Ruins and the famous Pinnacle of the Hill, photograph by Maria Gropa, UNESCO, CC BY-SA 3.0 "Jebel Barkal" is the first 0 A.D. map to present a vivid, procedurally generated cityscape combined with regularly spawned attackers of adjustable difficulty. City Walls of Napata ( 11MB 6k-HD) Procedural Generation of the City ( 10MB 6k-HD) Temple Guards patroling Napata ( 9MB 6k-HD) Players start near the fertile banks of the Nile river. In order to attain resources, players have to either establish a tradeline there or reach the mineral abundance in the shelterless desert. Contrary to the average map, players find complementary advantages and disadvantages depending on the starting location, making cooperative teamplay and strategic decisiontaking much more relevant. New random map "Jebel Barkal" ( 8MB 6k-HD) The Pyramids and the Hill, photograph by Ron Van Oers , UNESCO, CC-BY-SA 3.0 Elephantine Together with Philae, the fortified Island of Elephantine was situated on the Nile River at the first cataract and an important Egyptian city, often under Kushite control. As the border between Upper Egypt and Lower Nubia, Elephantine became an important way-station for the trade in ivory and other goods. It was considered to be the home of the god Khnum, guardian of the source of the Nile, and boasted an impressive temple complex whose remains can still be visited today. This map was created using OpenStreetMap data. New random map "Elephantine" ( 10MB 6k-HD) Temple of Isis on Philae Island, photograph by Olaf Tausch, CC-BY 3.0 Temple of Aswan on Philae Island, photograph by Osama Awny, CC-BY-SA 4.0 Goddess Hathor in the Satet Temple on Elephantine Island, photograph by David Stanley, CC-BY 2.0 Fields Of Meroë The "Island of Meroë" is a vast peninsula flanked by the Nile and Atbarah rivers and formed the heartland of ancient Kush. This map comes in two variants, one depicting the dry season and one for the rainy season. The map demonstrates the new possibility to select the map biome in the match setup. "Fields Of Meroë" - dry season ( 9MB 6k-HD) "Fields Of Meroë" - wet season ( 10MB 6k-HD) Temple of Amun in Naqa, photograph by Coordinamento delle organizzazioni per il servizio volontario, CC-BY-SA 3.0 Hellas This unique random map script choses a random area of Greece each time, yielding a much greater surprise effect each terrain generation. A "Hellas" map generation showing a part near the Aegean Sea ( 9MB 6k-HD) Dodecanese "Dodecanese" is greek and translates to "twelve islands". It names a group of 15 large and 150 small islands in the southern Aegean Sea . This is the first random map script placing little bridges. New random map "Dodecanese" ( 10MB 6k-HD) Scythian Rivulet This is a map focusing on the beauty of pristine winter, featuring crispy mounds of snow, shown under a not-too-bright sun. New random map "Scythian Rivulet" ( 8MB 6k-HD) New Skirmish Maps Alpha 23 "Ken Wood" comes with three new Skirmish maps: Egypt, Butana Steppe and Via Augusta: "Egypt" (6 players) comes with prebuilt cities of geographically accurate civs ( 10MB 6k-HD) "Butana Steppe" (2 players) ( 11MB 6k-HD) ""Via Augusta" (3 players) ( 14MB 6k-HD) Under The Hood This release consists of almost 1900 patches (r19923 to r21819), i.e. several hundred of bugfixes, commits restructuring of the engine code and small features that can barely be listed. It also includes solutions to prevalent crashes and performance bottlenecks. Finally, the Pyrogenesis engine can be compiled using Visual Studio 2015 and premake5. The name "Ken Wood" Ken Wood, also known as Phoenix-TheRealDeal or tonto_real, was one of the three original gameplay designers of 0 A.D, together with Wijitmaker and Acumen. He was a retiree in his 60’s from Arizona, but he sadly passed away in 2006 after a long fight with cancer. It is thanks to the amount of energy and passion he poured into the early stages of 0 A.D. that we are celebrating another great release of our favorite game! We managed to reach that symbolic letter W for our twenty-third Alpha, and we keep remembering him through the development of the project. Ken Wood was instrumental in conceptualizing some of the core concepts of 0 A.D. Most notably, he laid the foundations of the citizen-soldier concept, and its female villager counterpart. He was also fascinated by Celtiberian civilizations and designed the Iberian and Carthaginian factions. He designed a Rock-Paper-Scissors counter system for units of the game, biomes for maps, and had big ideas for naval combat and realistic ship movement. If you want to know more about the story behind 0 A.D., see this article. We have also re-published an interview from the old website here. And let us not forget his famous quote, which gives us all the motivation we can need: For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter X. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 B.C. – 0 A.D.) and post your proposal here! Support Us The work is still in progress and can use every helping hand. You can support us by translating the game in your language at transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching 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. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireTROYgames.com without the capitalized name of a city Ulysses spent some time in.
    1 point
  14. If you agree, a torching attack instead of the hitting the building with the sword, could be a little more immersive, both for melee infantry and cavalry. I'm not suggesting any gameplay change. If you had played AoE3, you know what I mean (by the 5:20 mark, where it should start the video) I suppose that archers could use the same animation of their attack, just with added particles of fire. A video talking about the real history of fire arrows (from his POV) The problem would be slingers and skirmishers, that have a bigger range to throw torches. Melee infantry could break the walls with a pick (and cavalry could use an animation similar to the dismounted food gathering while chipping the fortification)
    1 point
  15. Text is still broken for pause/waiting screens. Also, if you select units during pause the selection circle doesn't update. If you had a unit selected before pause, the selection circle stays locked on it regardless of what else you select. Also a request: when in observer mode it'd be cool if you could see the resource/pop stats for the player(s) whose units you have selected automagically.
    1 point
  16. From Sierra?? One of my all time favourites!!! I actually downloaded and played it again recently just for the sake of it. I'm still amazed at the complexity, yet fluidity of the economy in that game. Everything made perfect sense (sort of). It was amazing... Industry, processing raw materials, production, supply and demand, transport, long distance trade, social stratification, even some military, it was all there.... You could reach a population of c. 20.000! It was grande! Of course that was a city-builder... But to be honest, I would love to have that style of economy in 0AD. Like 40 different resources, and you actually manage production, instead of microing individuals all the time... You'd just build an economic building, and available workers automatically take up the job. Leave the micro-stuff for military units/warfare... Would be a golden opportunity to work on the civilian aspect of the game... "Bring cities to life". It would also radically change gameplay, which would make it difficult to convince people of taking such a bold step. Also, I don't think there's enough people here that could do make that happen, even if they wanted to
    1 point
  17. @stanislas69 Does this work with the last release candidate for alpha 23? I'm still waiting for the OSX fix before downloading the official alpha 23 (I'm cheap and I don't want to waste unnecessary mb's, #justafricanthings...)
    1 point
  18. Add more types of resources please, like the old '99 Pharaoh
    1 point
  19. Part II will only start when we are done with Part I, so no page. https://www.moddb.com/mods/rote
    1 point
  20. Hello and welcome to the forums. The reason we "stick" to this time frame is to be able to properly depict history. If you start adding the XIX century English to a mod about antiquity, that's retarded. Even if you make Britons evolve to that. How much history are you gonna skip ? There are already 13 civs, while it was decided 12 was enough so there is still hope for new civilizations in that time frame. I'm also gonna say we are open source, our art is open source, we are not paid for this, and we do this on our free time, mods included. Also a part II is planned when part I is finished, and part II will cover 0 - 500 AD. I have no clue what you are trying to say here. However Terra_Magna adds Zapotecs, Xiongnu, and the Han Dynasty to the game. A version will hopefully made available soon. If you wanna go medieval, just look at Millenium AD that covers roughly 500 - 1100. If you make your own mods, you can add as many civs in the game as you want.
    1 point
  21. Let's assume I want to make a campaign for 0 A.D. I have several missions, with different objectives, and I might want to have the same mine model with different values of resources, to simulate for example a mine being nearly empty, or one being extra full. Currently there is only one way to go about that. Make XML templates. If I could affect the templates resource amount by script, I would only need on template for a normal, a depleted, and an extra full mine.
    1 point
  22. Not sure which civilizations you consider, but I'm sure they were invaded by rome.
    1 point
  23. If we did that we'd end up with "money maps" like in starcraft, which isn't really good because then we'd need to disable such maps for rated games, creating yet another problem. I've been thinking of changing the way resources (esp stone and metal) work a bit, but I'm honestly not sure if the effect on gameplay would be beneficial or not. That's kind of off topic though. @Sundiata Nothing has changed for a23 regarding droppers :[. I'm hoping to fix that for a24, by making the networking p2p and making a drop = loss condition if a dropper doesn't rejoin after a certain amount of time (like 3-5 mins maybe) and converting "exit" into "vote-exit" so that you can't exit the game without resigning unless the other player(s) also agree(s) to. Zero-K does that and 'dropping' isn't a thing in that game so it definitely works. I actually rewatched that replay, and aside from picking up the treasures that guy played horribly. It's kind of embarrassing that I even lost to him. If I'd had full unit upgrades I probably could have won, although after checking I couldn't find a single mace unit with hack damage (ie mace doesn't have one, which I guess is the trade off for having every type of siege weapon), which wasn't really in my favor. I probably even could have recovered from losing my CC, but I wasn't really calm enough to manage that at the time.
    1 point
  24. We'll have them at some point. The good news is thanks to sanderd we support damaging building (making flame props appear here and there) so once units start throwing torches, building will be able to catch fire, with a little work from the art dpt.
    1 point
  25. Likely doable once secondary attacks are in. *points at bb_*
    1 point
  26. Question is, have they ever worked (In packaged mods), If not it will be harder to find what broke their support. @wackyserious @Alexandermb @niektb @Lion.Kanzen @Sundiata @balduin @asterix Can you guys try the mods please ?
    1 point
  27. 1 point
  28. @stanislas69 Do I have to download the zip? Or just replacing the ones listed in the instruction will do?
    1 point
  29. I think the textures you have there are pretty nice-looking... So do you want me to make more of them, or? Check this out: Maybe goats could be allowed to walk on even the steepest inclination?
    1 point
  30. Wrt not working DELETED folders: a workaround could be adding a DELETED file for every file in the folder that should deleted. (Not manually, but with a script)
    1 point
  31. I don't get it. Surely the match was even? Your opponent didn't start with more resources or anything, right?
    1 point
  32. Can't you see the settings before you join a game? (I don't know, I've neither the time nor the ambition to try out multiplayer.)
    1 point
  33. Point. Capturing siege weapons is pretty useless, especially with siege towers that are basically uncapturable when garrisoned. Vs siege towers your units happily suicide for no good reason. Siege towers also suck (they're useless vs buildings, some siege weapon eh?) and don't really do what they would have been used for historically (capturing fortifications). That said I don't think kush are actually particularly weak. They don't have sword cav but they do have sword infantry, merc sword infantry, and champion sword infantry trainable from temples. Their merc skirms are pretty brutal too. They also have both ranged and melee champions and a hero that gives them a massive buff.
    1 point
  34. Hmmm, this honestly isn't my field of expertise... I'm not really a balance guy. Is the Nuba merc javelinist no good as skirmish infantry? I always train swords to deal with enemy siege, but I haven't had the opportunity to play MP yet, so I don't know how that would work in that scenario... I'm actually of the opinion that every civ (without exception) should have a battering ram, even if its just a glorified log carried by some men. There is no technology here, its just log meet gate, boom, caveman logic... Why in the world is the default still to "capture" siege, this is SOOOO annoying people. Now you have to task swordsmen to attack siege, individually, every single time... Capturing a siege engine takes waaaay longer than just killing it, and if there is massed artillery shooting at your men, this quickly becomes infuriating to see these blundering idiots try and often fail to capture the engine, while being mercilessly cut down by the rest of the massed artillery or ranged units as if they're playing in an American civil war reenactment... Please just switch the default to attack siege. That would be a lot less micro-headache when defending. I'm sure @Hannibal_Barca has some more insights.
    1 point
  35. Hello @Shadookami There is a way to make this game work on Android cell phones (There was IOS too at some point but I guess it was big hack). Due to licensing there was a problem fixing some part of the code to work with android. The latest progress made for it is there https://trac.wildfiregames.com/ticket/2996 In order to make it work again you'd have to rebase that, figure what was wrong at the time and fix it. Be wary though, it might not be smooth at all on a phone, considering how it runs on high end rigs.
    1 point
  36. Swordsmen and elephants take out rams quite efficiently. In an emergency, even women can be used with some degree of success. I agree that its a little ridiculous though, the speed at which unprotected rams take out structures even when a considerable army is attacking them. I understand that archers should have a hard time with them, but its currently not possible/realistic to take out rams with ranged units at all... At least make spearman more capable of dealing with them? Obviously spearmen should be a lot better at taking out a ram (by killing the operaters) than swordsmen, who wouldn't necessarily have the reach.. The current system isn't intuitive, especially not for new players...
    1 point
  37. @stanislas69 both ready, i've made the arctic fox by using black and white filter on the pelt: Files: Mod: fox.7z Blender:fox_resized.7z
    1 point
  38. I personally don't really agree with that. An unbalanced multiplayer game can last as little as 5 min, and even games with opponents with matching skill-levels rarely last more than 30 min (correct me if I'm wrong). The most fun MP games though, IMO can last anywhere from 30 min to an hour (even more), but much more than that becomes tedious if no-one has a clear upper hand. 0AD is a very beautiful game with a lot of details that easily go unnoticed, and the true depth and beauty of the game can never be appreciated in 10 min matches. If anything, a slightly bigger focus on city-building and economy would be ideal, so that 0AD won't be just another classic RTS, that's fun for a while, but becomes boring and repetitive after many plays. Overly streamlining, simplifying or speeding up the game would only be "beneficial" to obsessive MP-gaming, which is one of the things that actually killed classic-RTS in the first place (for most people at least). 0AD finally adds a little more depth, or at least the potential for adding more depth to a genre that has otherwise been considered to have become a relatively stale one. I don't think most people want the game to be more like Company of Heroes, Command&Conquer, Sins of a Solar Empire and Starcraft. I think most people just want to build an epic "little" historical kingdom with an epic "little" historical army, and fight epic "little" (not necessarily historical) battles of survival and conquest. Not send 4 guys over to the enemy at min 3, kill some of his women and claim victory... I would mostly agree with this, so would many others. I think the build radius from your first CC is ok as it is though, the main issue is that the precious resources are literally in front of the door. Because those cozy little square field are also built right next to the CC, there is very little risk involved in farming as well. If the fields were rectangular (larger), and farms were a pre-requisite for building them (maybe a penalty for farming in the town centre), you'd have to build them further out, and think more carefully about where to place them and how to defend them. A whole new level of strategy and tactics right there. Would also benefit raiding.. lol! But seriously though, we just need some regular villagers for economy only. The civilian aspect of the game is lacking, and it would offer an awesome opportunity to showcase more of civilization's culture. Maybe even selectively ranking villagers: peasant ⟶ artisan ⟶ aristocrat, with different specialities... Citizen soldiers should remain, but they should be more supplemental than being the main economy unit. I think most people would agree with this (?) Yes to all of that... It would be really nice to assign workers to worksites, rather than resources... e.g. build a lumber camp, assign workers to the lumber camp instead of the trees themselves. Now gather rates are tied specifically to the lumber camp, tree density within its radius, and the amount of workers assigned, instead of being determined by the distance each and every individual worker has to move between the resource and dropsite and how efficiently they move. This would remove the most annoying type of microing in my opinion, and allows players to focus on other more fun parts of the game including base building and military manoeuvres. There could be two options at the lumber camp: 1) clear forest, (large one-time income of wood leading to total deforestation within the lumber camp radius), 2) slow & steady trickle (forest management, forest regenerates at the same rate it's being gathered, bringing in a slow but constant trickle of wood). Also, keep it simple, by giving lumber camps a large radius. Build a mine (only one slot per ore), assign workers to the mine, resource rate of the mine is limited by how many workers are assigned. Alluvial deposits can provide a modest one-time income of stone or metal, not too far the original CC, but definitely further than mines are now. Larger deposits mined from pit or shaft mines outside of the starting territory could provide a permanent trickle of metal, once again, with an income rate determined by how many workers are assigned to the mine (and not by how efficiently or not workers move around the obstruction box of the stone or metal deposit). This would be a great incentive to expand. I'm not very technical, but this could mean that menial economy tasks could be represented by "simple" animation-loops tied to the work-site (especially for mines), and potentially help improve performance as paths don't need to be constantly calculated (?).
    1 point
  39. little funny consequence. It was possible in a22 but i think it's faster now. Also if i want i can change the direction.
    1 point
  40. Here is an update What's new in 1.1: Support for double click on browsable fields. (Note that you might have to tick the line for the change to take effect, it's counterintuitive, haven't found a fix yet marking the lines as selected is tricky when fields are editable) Mod.json support (Dependencies still have to be added manually in the file) Menu to set the material's path. A popup will appear at the first launch to browse for the material folder and use that. The header will give some insights as to what the windows is for. Fixes: Path gathered are now converted to unit paths automatically Shouldn't be any error when cancellation dialog XML files generated have now a final whiteline for Unix users. Features to come: Particle Edition Support SoundGroup Edition Support Material Edition Support Release.zip
    1 point
  41. As long As I get better...
    1 point
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