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The Council is both happy and proud to announce a new release!!! What is it? Terra Magna is a total conversion mod for 0 A.D. focusing on Asian, American and African civilizations. This mod used to be called Rise of the East (RotE). The name of this release is simply Terra Magna in recognition of the recent change. It is based on Alpha 23 release so do not forget to install it first(https://play0ad.com/new-release-0-a-d-alpha-23-ken-wood/).;) What is new? Thanks to Alexandermb talented new modder that is responsible for a lot of the new models especially Xiongnu faction, Wackyserious our new texture artist, Stanislas69 our artist doing Han Chinese buildings and Zapotec units and templates Lion.Kanzen icon and texture artist doing new logos, localized words plus a lot of historical research, Niektb (icon, texture, building artist and mapmaker) responsible for maintaining work plus work on Zapotecs and Han Chinese and thanks to Lordgood 0 A.D.’s lead artist, who helped us immensely to introduce you to Zapotec civilization as a whole. This release we are happy to introduce you to two new civilizations Zapotecs and Xiongnu, Han Chinese faction are updated this release as well. Zapotecs The Zapotec civilization that flourished in the lands of America to the far West. This release Zapotecs are introduced and they have an almost full roster of amazing buildings such as new market, a variation of houses, corral, blacksmith, civic centre and special types of pyramids with red carvings or paint. Xiongnu The Xiongnu nomadic tribes have come and they have some new tricks to show you. This release we are happy to introduce you to first nomadic civilization that has some interesting playstyle. Han Chinese From Rise of the East we are reintroducing you to Han Chinese that this release got new wonder, blacksmith, animations, cavalry crossbowmen and textures. New skirmish map Tarim Basin created by wowgetoffyourcellphone. Many smaller changes were made in this release too, but it would be too elaborate to list them all. 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: https://0ad.mod.io/terra-magna ModIO installation: Main menu -> Configuration -> Mods -> Download -> double-click 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: https://wildfiregames.com/forum/index.php?/forum/423-rise-of-the-east/ 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 Lordgood. You can find him here: https://www.deviantart.com/lordgood The soundtracks are created by Omri Lahav. You can find more of his work here: https://www.omrilahav.com/ and some in-game civilization soundtracks created by Lordgood and Niektb. You can find more of his work here: https://www.deviantart.com/lordgood Terra Magna 0.23 changelog.rtf4 points
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Congratulations on the release! The announcement is both informing and entertaining and makes one interested in playing this new version. The nomad screenshot is flawless. Some feedback on the screenshotst: and for the feature presentation: (not that these are important defects, rather ways to spend time on the computer)4 points
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We are ready to perform the upgrade of the lobby - may it be successful this time! A few things you should know: We are going to stop the lobbies for all versions of 0 A.D. prior to A23. This is the thing that failed last time: A22 was no longer compatible with the upgraded version of the lobby server. People connecting with older versions of 0 A.D. will see the room message telling them that they should upgrade, but there will be no bots allowing them to host and rate games. This time there will be minimal downtime. Instead of shutting everything down during the user database migration, which takes a huge lot of time, we will keep the old lobby running. When we fire the new one up, all user accounts from after the start of the migration will have disappeared - so in order to minimize the inconvenience, registration of new user accounts is going to be disabled this evening (UTC / Europe times). I will post here when the registration is enabled again. There will be a short downtime at the beginning (a few minutes) while we deactivate the registration; and a slightly longer one when we are ready to launch the new server. TL;DR The lobby will keep working as usual except for registrations, and versions of 0 A.D. older than A23 will be unsupported after the upgrade. We will also have a surprise announcement when the upgrade is complete Happy playing.4 points
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The lobby is now up and running on a brand new server. Registrations are open. It is now more robust against security issues, and it will be a good basis to improve it further. Those improvements will be carried out by our new Lobby Administrator, @user1! He assisted me in the upgrade today, and it worked way better, so this is a very good news Happy playing, and don't hesitate to report issues here!2 points
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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
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Texturing has, and is still my weak spot, so I'm always trying to improve there, because I intend to give the flora some love. Today I experimented translating a tutorial from http://www.oggyart.com/tutorials.htm a CD Projekt Red environnement artist to blender. I found the link on Khaganat so I thought I'd try it out. In the end I didn't manage to get much of the workflow in blender, but if someone can make it more straighforward please let me know. For now, I just take a vertical picture of grass planes just like he does. Reusing game grass textures I managed to get some new terrain textures. (Files are at the bottom for people that want to try it in the game) I can upload the blendfile on request. grass_texture_1.zip1 point
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I think they did a wonderful job on this mod,and they are very accurate with the factions/history/timeline. I loved how you made the anglo Saxons similar to the norse as they were both pagan tribes,and they both shared their love for the Germanic gods. Most people would think the anglo Saxons were always christianised, and no they started out just like the Vikings except they were in different locations. {My English sucks heh} Beautiful job on this mod They always said a norse girl sounds like a happy /naïve when speaking English, but when we speak our native language we sound like a Valkyrie1 point
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No mods (only 0ad itself as 'mod'). Yes, sorry I forgot to say indeed when this happens. This error actually happens during multiplayer LAN game, directly after the moment ceasefire count-down reached zero (the moment the AI is allowed to attack me/us). So its NOT during a save game.1 point
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I see that still there many things to improve, some of those things I already internally discussed with @stanislas69 . Well, technically it could be done but spiritually not because both mods, as mentioned by smiley, are going different ways and depicting different events. About the Xiongnu they are still not complete because some of those missing things could not be found enough evidence to visualize it or some of our artists already wanted to go on vacation so to speak. Thank you for the hints, down the road I may look into it.1 point
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I’ve been playing the mod and quite enjoying it except that it crashes twice already on my windows 10 pc again(maybe my pc problem again) I had a crash log but not the latest one. Unitwise Byzantine is my favorite (archer/wall civ) except that that it has no hero yet. Structures are decent and pretty wonder. Anglo Saxons have nice units too but no archers. Pretty wonder. Towers are too plain that sentry towers look better. The wall is quite short that makes them not good looking. Also it’s not nice to play against them as the AI keeps on making stables rather than houses. And the makevtgrm really lots! Carolingans has Best temple and their wonder is awesome too! I just don’t like their houses (almost same) and walls. I hope the Norse is complete and be more competitive against other civs. Right now it’s just hard to play them as they don’t have cav hunters.1 point
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Thanks for noticing already corrected Thank you for your kind words. Hope you will like it.1 point
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The --nosound worked, I was playing without sound, but now i got my pc fixed, so I can play with sound again. Thanks for the help!1 point
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Zapotecs were enemies of the Aztecs. The proto-Nahuan language, Nahuatl being the language of the Aztecs, seems to have appeared in Mexica around 500 AD, more than a millennium after the establishment of the Zapotec culture. There is little consensus on the Huns descending from the Xiongnu (there's even some controversy). It's one of the proposed theories, but Mongolic and Turkic are also often cited as descendants, even the Uyghurs claim descent. As for the origin of the Xiongnu (language), Iranian/Scythian and Yeniseian (Siberian) are mentioned. Nice work on the release though! Can't wait to play it !1 point
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Can you tell us when that error occurred? Since it's in the "Serialize" function, it might be at the time when you created a savegame? Did you use any mods or try to load an old savegame?1 point
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Just a nit pick wrong species of camel should be Bractian (two hump) not dromedary. Enjoy the Choice1 point
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Not only to hide units from the enemy, but the main advantage is that the units aren't killed by the arrows of the defender while approaching the fortification. Garrisoned units also increase the capture regeneration rate of any capturable unit or structure (not relevant for rams as they arent capturable currently).1 point
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Garrisoned rams can be good for a sneak attack. Two unprotected rams are quite easy to destroy, so it can make the enemy send just a few units against them, which can turn out not to be enough when you ungarrison. If you expect the enemy to defend with women or infantry spearmen, skirmishers might be the best units to put inside. If the enemy has lancers or sword horses near, I'd go with spearmen instead. The trick is to ungarrison the rams at the very last moment because your units can block the way to the rams and, if you are lucky, the enemy units will try to go around them while getting killed. Slightly different use would be in bigger attacks where it can help you hide how big your attack is. Ranged units tend to be quite vulnerable to tower / fortress arrows, so it's perhaps favorable to keep them protected inside rams until you need them to fight. Just beware, from my experience, it's quite easy to forget about the units you put inside rams. Happy ramming. :-)1 point
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I love this idea, if it is not implemented in default it should at least be made a mod. Also if it is implemented in default I suggest making it disable-able in match settings (eg. like how you can enable see initial map)1 point
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Ah, public outcry saved the day. For now... But beware, they'll be back, under a different name...1 point
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I've been really busy these past two years but found time to play the new release. Round of applause to everyone who made this happen!1 point