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There used to be some very good mods back in A23 that enriched our 0AD gaming experience, but sadly these mods are no longer compatible with A24 and the upcoming A25, which is why I am starting a project to make these mods compatible with A24, A25 and later releases. Personally I am taking on Judeans mod and working on Aristeia mod, but there are many more A23 mods to be transformed. I need volunteers to help me, because I don't think I can manage the whole list of tasks on my own. List of A23 Mods (not exhaustive): 1. Random civ selection groups (functional) 2. Show available housing (functional) 3. Castle Blood (new game mode) 4. Cartography (functional) 5. No violence (functional) 6. Utility Any IP (functional) 7. City builder (New game mechanics) 8. Tower Defence (New game mode) 9. Special builder (New game mechanics) 10. Community map 11. Technology tree (New game mechanics) 12. Borg expansion pack (most of it is quite similar to A24) 13. Age of 0AD (New game mode and mechanics) 14. Terra Magna (new civ) 15. Millenium AD (new civ) 16. Ponies Ascendant (new civ, new mechanics) 17. Formation fighting mod. (new mechanics) 18. Faction-Specific resources. (new mechanics) 19. Aristeia (new civs, new theme) Here are some A24 mods that have been spotted to be incompatible (directly) with A25: Thebans Pretty much all of my mods Autociv by nani The reason why these mods expire is there is a minor file hierarchy system change, causing the modloader and civloader to be unable to find necessary template xml files. The solution is often to rename certain files and move them across some folders. You may look at the public.zip for the current version as a guidance. Since 0AD is very modular we can easily swap out corrupt files and slot in fixed files and rename them. I will be prioritising the civ mods because I am better at editing civ tree xml files than javascript files. If I find more mods to edit I will list them here.2 points
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@LetswaveaBook I think they eliminated that hero bonus (if you are talking about "-35% metal cost for mercenaries"). Otherwise people would actually be getting mercs with Carthage lol. Mercs are pretty bad in a24, and I think the best way to balance mercs would be to give them the same cost/power setup as skiritai, except they can't gather res. Either that or metal mines could be doubled in value, 5000 to 10000. Iber---> Indibil (all units 15% cheaper) is one of the best heroes because you can just keep him in a fort, and is very easy to keep him from dying and in the fort he can still give his bonus. This (along with 90 food 45 wood skim cav if ur double iber on one team) is what makes iber cav so good, it is also very easy to keep the iber champions alive and with indibil they only cost 85 metal. If the skirmisher discount civ bonus applied to champ skirm cav like it already does for CS skirm cav, this would be mad OP.2 points
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It sometime does, as blender can have wonky results. For the general case it's alright. Substance painter is good! I have a license. But it doesn't fit our texture atlases workflow. Example This texture could come from substance, the problem is it doesn't support reusing the same parts of the textures (eg. for the arm) as the light bake will be incorrect So it will only work for animals or objects that don't share a texture. For buildings it's better to use Substance Designer. I made the dwarf struct with it. https://github.com/0ADMods/dwarfs/blob/master/art/textures/skins/structural/dwarf_struct.png1 point
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That's what I thought. A bummer though cause it's really good software ...1 point
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The Total War team made the announcement on Twitter, revealing that the historical strategy game will launch in Fall 2018, and will be the first game in the series to explore ancient China. Accompanying the announcement is the game's first trailer. The game will be set in 190CE, and will focus on the heroes of the period as they fight to unite China under a single banner. The game will be developed by Creative Assembly, and published by Sega. While other potential platforms have not been announced, the game will be released on Steam and is available to be added to wishlists now. In the game, the child-emperor is being manipulated by a tyrant, Dong Zhuo, who exerts an oppressive rule over China. Three heroes will swear allegiance to one another and rise up with the support of warlords from great families, banding together to challenge him. If some of that sounds familiar, perhaps you've played a Dynasty Warriors game before - this period makes up a part of that series' narrative.1 point
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Hello. Would it possible to convert 0AD Mythology mod to 0AD A25.1 point
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We can discuss the matter, but the only real way to test how things balance the meta is to test it out with a mod. So I made a mod. I think the tech should cost 500 food and 500 wood, if you can´t guess its name, you can check the mod below. I do consider the starting metal as a problem for p1 mercenaries, so therefore they should be limited by some tech. I agree with you on the fact that a tech to unlock mercenaries could be useful. I added some things to the mod to support aggression. Features of the mod: •wood gather rate reduced by 0.10, food gather rate reduced by 0.10 (This means women/cavalry get ¨cheaper¨ and citizen soldiers stay at about the same ¨cost¨, which should encourage people to make more women/cavalry and that would favor aggression). •speed upgrade for cavalry is reduced in cost to 200f,100m. This might be useful for cavalry rushes. From an economic viewpoint it means that 10% speed is about +10% gather rates at long distances. The 100m is left over after doing the p1 wood/food techs. So the speed upgrade tech seems to be worth it if you have around 15 cavalry. •I like the concept of age of empires 2, where you getting to the next phase means a significant step in military power. Therefore I added +10%attack/health to all soldiers once p2 is reached. •Mercenaires need 48seconds to train in p1 for infantry and 64 for cavalry. In p2 these times get reduced to 2 seconds and 2.66. • Infantry mercenaries cost 35 food and 45 metal and cavalry mercenaires cost 60 metal and 60 food. •Expertise in war costs 250 metal and need 20 seconds to research. It now triples the train time (This means that you can train mercenaries very fast, until you decide you want to scarify train rate for military power). • civ specific changes about mercenaries(Athens: +10% metal gather rate in p2, Carthage: can build an Iberian embassy and mercenaries in p1&expertise in war, Kush: can build an Blemmye camp and mercenaries in p1, Macedon: Suited for cavalry rushed and can train mercenary cavalry in p1, Ptolemies: Fantastic eco and Ptolemy 1, Seleucids: start now with an extra mercenary swordsmen and military colony is as fast at producing mercenaries 2 times and researching expertise in war). •Misc: archers have 2.5 spread and Persian axe cavalry in p1. I also reduced the metal cost of p2/p3 eco and blacksmith techs to make them more accessible and to provide more metal to the players. I did test the mod in 1v1s and it seems that for Carthage and Kush, you can get about 20 mercenaries out before minute 10. From my tests, I tend to conclude that these changes allow you to get sufficient numbers of mercenaries to deal a really good blow as at this point the opponent seems to have 40-50 citizen soldier scatter around his base. What I tested was a strategy where you only produce 1 barracks and aim click p2 when you have 80 to 110 units. Once you are in p2, you can produce a lot of mercenaries very fast. Then you research expertise in war, which gives coupled with the +10% attack/health bonus some very strong units. I suppose it really allows for a deadly early p2 attack when you opponent is late to p2. (Also I played a 4v4 last night from the pocket position as Britons. I rushed the opposing flank with cavalry and 12 slingers which was effective and it seems show that passive pockets could get to see their allies destroyed. I have to remark that one player was 1700+ and the receiving end was mid 1300s) Each of these modded mercenary civilizations will affect the meta in different ways. I would like if there would be some players that try these features in player vs player. Any test results would be appreciated. mercenary_mod.zip1 point
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DISCLAIMER: Some of the information below maybe outdated or incorrect as some maintainers have not yet had the time to update the packages. If you can’t wait and don’t want to use the snap or the flatpack, you’ll need to compile from source. See https://play0ad.com/download/source/ Basically the Ubuntu developper maintaining the PPA hasn't been able/had time to make it compile following the ubuntu guidelines so it's severly outdated.1 point
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Yeah Ptolemy Soter's bonus is dope, and he also has an elephant which is just icing on top.1 point
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https://play0ad.com/game-info/factions/ The first edition of 0 A.D. will allow the player to control any of 13 ancient civilizations from the pre-common era. Each culture will be represented at the peak of its civilization, somewhere along the timeline of 500 B.C. to 1 B.C. We have decided to call this first edition “0 A.D. – Empires Ascendant”. In future editions of the game, we hope to represent notable civilizations from 1 A.D. to 500 A.D. The list will not be finalized until the first edition has gone gold, but some possible civilizations include Late Rome, Imperial Rome or Eastern Rome, the Germanics, Vandals, Sarmatians, Saxons, Parthians, Huns, Dacians, and the Goths.1 point
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Scenario maps would theoretically have triggers, locked teams, locked civs, storylines, locked victory conditions, specific starting resources, objectives, etc. Skirmish maps allow the flexibility of random maps, by allowing players to choose their civs, victory conditions, starting resources, and a few other options, while allowing the designer to sculpt a great-looking map in Atlas.1 point
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Maharbal. The 30% bonus is better than the +2 armor. Can also be combined with champions. At the other hand, the Cataphrakts can receive the bonus upgrade, which makes them stronger in the end Btw I like sword cav more than spear cav1 point
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If I may do a suggestion, such a tech might also allow military colonies, Carthagian embassies, temples to heal your wounded units, blacksmiths, a market to trade some extra metal, melee citizen cavalry and some extra upgrades. It would be good that after this tech you could train mercenaries very fast, like in 4 seconds and overwhelm an unsuspecting opponent. If we only could think of a name and cost for such a tech...1 point
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A CC needs 33 seconds or so to train 5 women. 5 houses need 30 seconds to train 5 women. So in that sense, the tech gives as much production as a CC if you have at least 5 houses.1 point
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Is it actually worth it? When I tried it in an earlier version I had the feeling it's not worth the tec cost, the creation of women taking so long that I decided to stick with women from the CC(s).1 point
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Yeah, I fixed that, unfortunately the top bar replacement is a bit tricky with the new handlers architecture without a proper way to deregister, working that out.1 point