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This post is an initial gauge of interest. I've been working on this scenario/skirmish, called "Ionian Revolt," which is based on the Miletus Peninsula map, and what it does is that it greatly enlarges the map, mirrors Miletus Peninsula so that there are 2 peninsulas facing each other, allowing for 4 human players. The major difference though, is that off to the West is another land mass, occupied by a 5th player, which can be either a human player, a sort of "Dungeon Master", a custom AI, or unassigned for easiness (but uses triggers to enact certain policies). The main objective of the scenario being that the first player to capture the "Wonder of the World" from player 5 on this landmass becomes the winner. I call the 5th human player the "Dungeon Master" in reference to D&D, because this player's main focus is to just harass the other 4 players and build up their own island for the eventual assault, basically to keep the narrative going. This 5th player's whole purpose is to defend that Wonder and keep pressure on the other 4 players who are duking it out for supremacy on their respective peninsulas. 5th player gets 2 smaller islands on the other side of the map, too, from which to launch raids. My initial thought was that this player's gathering capabilities should be nerfed considerably, and then they receive a tribute of resources from Gaia every 10 minutes, with which to use to building ships and troops and go harass the other players. (Above: The Dungeon Master player can hire Pirate ships from these docks and harass the other 4 players. the other 4 players can turn the tables and capture these little islands for an advantage [they too can then hire pirate ships]) Side quests: It would be cool to include a couple side quests or easter eggs. For instance, travel up this mountain pass, kill these two Snake Cultists and you gain the allegiance of their captives, plus a benefit for either capturing or destroying their Snake Cult Statue. A rather big Easter egg on the map already is the recreation of the tourist destination of "Pirates Cove" (Navagio Beach) on the Greek island of Zakynthos. I AM ASKING FOR HELP. I am pants at making triggers, etc. and would like help making triggers and other scripted events occur to make this map something big and worthy of a saved game or two. And then, once it's at a good state with your help, make a Pull Request to include it into the base game for Release 28 as part of a batch of scenarios and skirmish maps that we hope creates a whole other style of single and multi-player. Narrative multiplayer. This post is an initial gauge of interest.5 points
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Well, I'm short on time now, but I'm still willing to help with the gameplay. I think I've always had good ideas and I can continue contributing to make the A28 even better. I'll take some time to put together some patches.3 points
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We need to double our player base i want play this game when i'm old in my retirement3 points
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No todo van a ser Griegos; Yayoi (Japón) Gojoseon (Corea) Sármatas (Ucrania/Rusia/Kazajistán) Libios (Libia/Egipto/Chad) Pámpidos/Pampeanos (Argentina/Uruguay) Paiute (EE.UU) Vyadhapura (Camboya/Vietnam) Macrobianos (Tanzania/Kenia/Somalia) -Y hay muchos más...estoy desarrollando los con @Lopess Disculpen las molestias*3 points
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Introduction I love playing 0 A.D. but found myself really missing some of the basic expanded hotkeys that AutoCiv provides. Instead of waiting for the official update, I decided to try tweaking the mod's code to make it work with Alpha 27. This also gave me a chance to better understand 0 A.D.'s modding system, even though I admit I have very limited knowledge of how everything works under the hood. This guide is the result of my experimentation - a temporary solution that got AutoCiv running on Alpha 27 on my Mac. I want to acknowledge that this is just a hack, not a proper patch, and express my deep respect to the amazing 0 A.D. developers and to Nani's incredible AutoCiv mod. I'm sharing this workaround with the community in case others find it useful while waiting for the official update. Installation Steps 1. Locate Mods Directory Find your 0 A.D. mods folder based on your operating system: Windows (Vista+): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ macOS: ~/Library/Application Support/0ad/mods/ Linux: ~/.local/share/0ad/mods/ 2. Install Mod Files Extract autociv.zip directly into the mods directory (don't create an additional autociv folder during extraction) 3. Update Dependency Version Edit mod.json: Find line 7 and change it to: "dependencies": ["0ad=0.27.0"] 4. Restructure Data Directory Locate the autociv_data folder Move it into the gui folder Note: I kept getting the error "This part of the engine may only read from 'gui/', 'simulation/', 'maps/'," etc. Since I couldn't figure out how to change this restriction, I simply moved the folder and updated the paths accordingly. 5. Update File Paths Add "gui/" before "autociv_data/" in following files: autociv/gui/autociv_readme/autociv_readme.js (line 11): const markdown = Engine.ReadFile("gui/autociv_data/README.md") autociv/gui/common/botmanager.js (line 417): let customNamesCivs = Engine.ReadJSONFile("gui/autociv_data/civilizations.json"); autociv/gui/options/optionsautociv.js (line 93): g_autociv_optionsFiles.push("gui/autociv_data/options.json") autociv/gui/options/pregame/mainmenuautociv.js (line 29): let settings = Engine.ReadJSONFile("gui/autociv_data/default_config.json"); 6. Update Font Path In autociv/gui/options/options~autociv.js, change line 85 to: return Engine.ListDirectoryFiles("gui/fonts/", "*"). Note: This tells AutoCiv to look for fonts within the mod's gui folder although it will not find them there. You don't need to move there the game's internal fonts folder for it to work - we're just avoiding accessing restricted parts of the engine. 7. Patch the Stats Bar In autociv/simulation/components/GuiInterface~autociv.js, update line 214 to: "team": 1, and line 215 to: "hasSharedLos": true, Note: Credit goes to Seleucids for this more elegant solution than my original fix. 8. Disable Game Setup Error In gui/gamesetup_mp/gamesetup_mp~autociv.js, delete or comment out (by adding // in front of) line 11: //input.onPress = () => confirmPassword() and line 12: //input.onPress = () => confirmSetup() 9. Disable Hotkey Saving System In gui/hotkeys/HotkeysPage~autociv.js, comment out line 18: //Engine.ConfigDB_WriteFile("user", "config/user.cfg"); Note: Unfortunately, this means you won't be able to change hotkeys through the game settings interface. It's not ideal, but it was the only way I could get around the errors. Known Limitations Hotkey changes cannot be saved Some multiplayer setup features are disabled Stats bar doesn't show teams or count kills Again, this is a temporary solution until an official update is released. I hope this helps anyone else who's missing their AutoCiv in Alpha 27!2 points
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More information is in the FAQ and this forum topic. A cheap solution might be for 0ad to support IPv6. I haven't tested it, though. And, it would only be a solution for those players who have connections that support IPv6. An alternative cheap solution would be for 0ad to support headless dedicated server hosting so that a patron could fund hosting of dedicated servers. I lol'd at this. Good joke, it sums things up well. Free software is sustained and improved only by volunteers, not by empty demands.2 points
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I don't know how the financial health is, but could some of the money raised be used for development? I know it's not much, but I think we could make some progress on that.2 points
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I am certainly one of the 10 oldest accounts in the lobby. When I first started playing, I only had 2 players to play, scythewirley and wesono, maybe on a good day, 5-6 players simultaneously in the lobby, with a lot of luck we managed to create a 2x2 game, and either way I still had fun. I saw all the good, average and bad players go through 0 a.d. I made many friends, really many hours of fun, in my case thousands. Most are gone, new ones have come, it's a cycle of life that also applies to our beloved game. As long as there are people as passionate about this game as I am, 0a.d will live on.2 points
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I'm creating a topic to promote this mod, in which I'm making much of the art created by @Duileoga available. This mod is mainly intended for fun and the promotion of civilizations from the most diverse corners of the world. I hope you like it, as all of this is created in our spare time and without any great intentions, anyone who wants to use art to create the most diverse mods is welcome (and let us know as we would love to play). CIVs: (playable, with some errors, with time they will be resolved) Lusitanos. Mayas. Mochicas. Garamantians. Yamatai. Development (updated): https://github.com/wltonlopes/Endovelico Link official: https://github.com/OilamDuileoga/Endovelico (I'm sorry for my english google translate)1 point
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The Imperial Romans The Principate of Roman state Above: Hero selection for the Imperial Romans Above: Emperor Augustus (left), Marcus Agrippa (right) Above: Emperor Titus (left), Emperor Trajan (right) Above: Emperor Marcus Aurelius (left), Emperor Aurelian (right) Above: Roman Citizens (left), Roman Slaves (right) Above: Imperial Roman civ-specific minimap background1 point
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Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 27: “Agni”, the twenty-seventh and last alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the Hindu god of fire Agni (pronounced: /ˈɐgnɪ/). Trailers YouTube: PeerTube: Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always feel free to reach out to us for assistance. Moving away from the Alpha label Before presenting you with the new features of this new release, we would like to officially announce that this will be the latest version labeled Alpha. We have already updated the versioning scheme (this version being 0.27.0) and we will progressively stop using the Alpha label altogether up to the next release, which will be Release 28. Two decades ago, at the beginning of the development of the game, and with the subsequent open-sourcing, a traditional software release life cycle was envisioned. 0 A.D. would go through Alpha releases while features would be implemented, then some Beta releases where all features would be present but needing some more polish, up to a final Gold release of 0 A.D. Empires Ascendant. Years later, 0 A.D. is polished in many aspects, sometimes more so than some released professional strategy games, but not feature-complete. Moreover, it is unlikely that a final release will mean the end of the development: we wish to keep maintaining the game, bringing you technical improvements and adaptation to new hardware and operating systems. The initial Alpha-Beta-Release plan does not seem relevant anymore. In parallel, it looks like the gaming industry has also followed this path. Games now usually start in Early Access and may stay in this state for a few years while gathering a large community. The most successful early accesses are quite polished, without incapacitant bugs, but do miss a few planned features. It seems that this trend matches with our latest releases, so we will go with the flow. We hope to be seen, with the Early Access label, on mainstream gaming platforms, in one of our next releases. As usual, for the next alpha release, we welcome fan suggestions for words relating to the ancient world beginning with the letter B. This will serve as a compensation for the Beta label which will not be stapled to any future release as we would have thought! Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Top new features of Alpha 27 Vulkan Renderer Multiplayer Savegames Tips & Tricks Page Naval Overhaul Observer Flares New random maps: Foothills, Migration, Coast Range; New skirmish map: Isthmus of Corinth; and updated skirmish maps: Watering Holes, Sporades Islands New and updated art New maps The release features new maps on which to build and fight. The new skirmish map Isthmus of Corinth, displaying the famous location in Greece, features a rich land and seas stocked with fish. Mercenary Camps can be found as well as large Metal Mine deposits... but also pirate ships and brigands, as war-torn Greece is not without its share of dangers. Three new random maps will bring you challenges in ever-changing environments. The Foothills map features rolling hills and no obstructions to the vision range of your armies. The Coast Range is a strip of land between the sea and the resource-rich mountains, balanced for team battles. Lastly, the Migration map will have you starting in a small island: you will have to take your share of the resources of the larger central island if you wish to dominate your enemies. These maps were also added to the "Demo campaign - new maps". Engine Improvements The main feature of this release is the addition of a Vulkan backend to the Pyrogenesis engine. Vulkan is the next-generation open standard API for 3D graphics and computing, aiming, among numerous advantages, to offer higher performance and more efficient CPU and GPU usage compared to the older APIs by providing a considerably lower-level API for the application than theirs. Vulkan should make the performance of the game more stable and predictable. In some cases even faster, but only in some cases as we currently use it in a single thread. Upscaling/Downscaling support with FSR The new Resolution scale option, also called AMD FSR (FidelityFX Super Resolution) allows one to render the game at a higher resolution (eg. if you have a Full HD screen it could render the game at 4K), allowing for sharper visuals an better graphics at the expense of performance. You can also render at a lower resolution and then upscale the result, to reduce the graphical load and increase performance. GPU Skinning The new GPU Skinning config option allows you to delegate model skinning to your GPU, using shaders, instead of using your CPU for this operation. This is considerably faster and can bring you a performance boost of 10 to 20 more FPS. GPU Skinning also allows animated meshes such as elephants to make use of normal maps, improving the visual quality of models: Multiplayer Savegame As with single-player games, it's now possible to save and resume multiplayer games. When loading a savegame from the lobby or from the "Multiplayer" submenu you are led to the "Match Setup" page. There, you can assign yourself and other clients to player slots. Note that the AIs are fixed: it's not possible to take over a slot where an AI was, and it's not possible to let an AI take over a slot from a client. With this feature it is possible to try out a different strategy in a specific situation, to resume a game days later if you live a busy life, or to replace kicked or absent players for a rebalance of the teams. SpiderMonkey upgrades Throughout the release cycle, we have upgraded the SpiderMonkey JavaScript engine from version 78 to version 115. The various upgrades bring bugfixes, new features, and build support for more recent Python and C++ versions. The new SpiderMonkey versions also bring us new performance tooling which will allow us to identify and address more performance bottlenecks in the engine/scripts interface. Support for JS Promises Modders can now use Promises and async/await features when writing GUI or simulation code. The support has been introduced to make it easier to handle results from GUI child pages, but the feature can be used for other purposes. Fix lobby TLS connection on Windows With earlier versions of 0 A.D., it wasn't possible to connect to the multiplayer lobby while having TLS enabled on Windows. As that's the default, players had to find and disable the "TLS encryption" option in the settings and disable it, before being able to connect to the multiplayer lobby. This has been fixed now, so all players can now enjoy the benefits of TLS-encrypted connections with the multiplayer lobby. Other library upgrades and fixes Many other libraries were updated to bring security and usability fixes to 0 A.D. GUI Tips & Tricks page Our contributor Vantha has implemented a browsable Tips & Tricks page, accessible through the main menu. There, you will find all the tips that can be seen in the game loading screen. You will be able to learn new tricks at your leisure, while enjoying informative screenshots that can also be scrolled. Change lobby password Players are finally able to change their password for the multiplayer lobby. To do so, the player needs to log into the lobby and open the new "Account Settings" dialog, which can be accessed through a button in the lower left corner of the lobby screen. Phase indicators Our contributor abian has added visual indicators of the current phase you are at into the middle panel of selected units and buildings. Horizontal scrolling The GUI now supports horizontal scrollbars which allow displaying complex contents, such as the Structure Tree, at the lowest supported resolution. Work is under way to implement dynamic use of horizontal scrolling based on the window resolution, in the next release. Art Many improvements were made to models and textures, including new models for statues by our contributor nifa: It can be hard to realize how many incremental visual improvements have been included into the game over the years, but here you can compare a screenshot of the game in 2010: and the same scene recreated inside Alpha 27, fifteen years later: What a journey! A big part of this visual improvement is brought by a fix for the orientation of the normal maps of terrains, included in Alpha 27. In prior releases and for several years, the lighting on the terrain normal maps was incorrect by 45 degrees. And while the game still looked nice, there was an underlying almost subconscious wrongness to the look of the terrain. Release of a 2nd 0 A.D. Soundtrack Album After the release of a first album of the 0 A.D. Soundtrack in 2018 (available on Bandcamp as well as major streaming platforms) under the Materia Collective label, our composers Omri and Sam have been preparing a second 19-track album, including new music from Alpha 26, as well as remastered versions of classic tracks which will be included in the next release of the game. We will keep you updated very soon with links, so you can enjoy this music outside of your game sessions. Gameplay Civilization Differentiation Spartans, Romans, Athenians, and Macedonians are now more unique. Spartans focus on champion hoplites available from the village phase, with unique techs. Romans get the “Marian Reforms” tech, reshaping their roster at some economic risk. Athenian spearmen can promote to champions, and they gain Hippocrates as a town-phase hero. Macedonians can construct the Arsenal in the town phase, allowing earlier access to bolt shooters. Player-Controlled Building Arrows Players can now direct building arrows like any other unit using the hotkey ‘f’. By default, buildings target the nearest enemy. Naval Overhaul Warships are categorized as Scout, Arrow, Ram, Fire, or Siege ships. Garrisons no longer boost firepower but remain available for transporting soldiers. And the new tech tree for warships will fuel the arms race for supremacy over the sea. Capture Changes Following player feedback, units now attack buildings by default when right-clicking them, with the "C" modifier enabling capture instead. Capture defense now depends on the capture attack value of garrisoned units, making it harder to defend key buildings with weaker units. Cavalry units have been tweaked to be less effective at capturing or defending buildings. Elephants Elephants are reworked into multi-purpose shock units with a hack splash attack, excelling against infantry and cavalry while still somewhat effective against buildings. New Champion Variants Chariots: Expensive, less agile than ranged cavalry but more durable. Spear cavalry ("Cataphracts"): Heavily armored but slower. Longswords: More expansive than swordsmen but deal splash damage. And more ! Balancing adjustments Melee Rebalance Melee units now deal 50% more damage but have reduced armor, while ranged units deal 25% less damage. This makes melee units more threatening and less of a damage sponge. The promotion bonus for melee citizen soldiers have been reduced, while mercenaries now gain 10% more attack. Territory Influence Changes The territory gain with each phase is decreased, and the cost of a new Civic Center or Colony is decreased. This makes expansion a more strategic and impactful part of gameplay. Wall Buff Wall garrisons have been doubled, allowing two rows of units to be visible when fully garrisoned. This aims to make walls a more effective defensive tool, as they are currently limited mostly to blocking movement. Siege Balancing Ranged siege units have a faster prepare time to make them feel more responsive. Catapults gain a splash attack with a small radius. Pack and unpack times are significantly reduced, with bolt shooters having a slower movement speed to compensate. Battering rams take more damage from ranged attacks, reducing their effectiveness when unprotected. Garrisoning infantry inside rams increases their speed and acceleration. Miscellaneous Observer flares and chat notifications for flares Observers can now send flares to other observers. Flaring is now also shown as a chat notification, which is clickable to center the view on the signaled area. Some fixes against cheating We have included some protections against some mods which would allow cheaters to reveal the map or exploit bugs against opponents. Increased maximum selection size Thanks to regular performance improvements, we have decided to increase the maximum number of units in a selection to 300. You can find a comprehensive list of all the changes on the page wiki:Alpha27. A new development and contribution environment This summer, we were able to perform a long-awaited migration to a git-based development environment. We had been using SVN as our version control system, which was adapted to our use and especially adapted to manipulating game assets. However, this limited the agility with which we could provide and accept code contributions. Our new environment also allows us to leverage powerful tools of Continuous Integration and Continuous Delivery, improving the stability and the quality of the game during development. You can read more about the migration announcement on this forum topic. Team Changes phosit, who joined the team during this long release cycle, is now a well-known programmer and almost an old team member (!), with contributions in many areas of the engine and the game. More recently, sera has joined the Programming team and has made numerous contributions to the build system in the context of the git migration. Last, but not least, real_tabasco_sauce has joined the team as Gameplay Developer after his invaluable help throughout the preparation of Alpha 27. Now is the time to contribute! With our new developer environment and our plunge beyond the Alpha label, now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life. We are in sore need of contributors in the following areas: Video Editing Social Media Management Website Design We are also always looking for, and providing an improved contribution environment, for: Testers and Quality Assurance enthusiasts Translators (get started right away on Transifex) and of course, Developers and Artists - the team will gladly welcome contributions in all areas. You can also support us by simply donating. Next Events We will be present at FOSDEM 2025, with a booth on the floor level of building K. Come and say hi! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.1 point
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Hello there i have feedback in two parts: - you should make a deb file! (i dont know how difficult it is to make, if its too hard let me know.) The game is released for mac and windows, but on a linux machine i cannot yet be installed. You cant even build it on debian bookworm because of the rustc problem - but bookworm is still the latest stable debian version. That means, if you have linux, you cannot play a27 - except you have arch or are a tech enthusiast... Also this wiki page has been updated 6 months ago, so its unclear if the information displayed is still valid for a27. From Website -> Download -> Download for Linux you are sent to this page. @Itms - I played a few games on debian trixie, using my old laptop with an Intel i7-4510U CPU @ 2.00GHz. I had up to 10 fps, but when it came to a 200 pop situation, it was more like 0.5 to 1 fps. I played with lowest graphic settings, which used to get me 20-40 fps on a26. I tried both OpenGL and Vulkan, no notable difference detected. Any idea why it is so much slower now? Thank you for reading this, Meister1 point
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I think a few technical graphical updates in the release might be a good idea too. I only have a 3050 graphics card and the game runs great on maximum settings, so there is a lot of room for increasing render quality. Things like an "ultra" shadows quality setting or other enhancements might be nice. Maybe an option for the game to automatically place things like grass actors to make textures more interesting. If it's possible, things like ray traced global illumination would be great too. I think we also need to make sure the game stays backwards compatibles though with older computers. It is really nice to be able to play any game with a friend who has a 15 year old laptop.1 point
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I think you should be able to replace it with https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/materials/basic_glow_norm_spec.xml. So replace <material>basic_glow_nu.xml</material> by: <material>basic_glow_norm_spec.xml</material> You might also replace <texture file="props/hero_selectorA.dds" name="normTex" /> <texture file="props/hero_selectorA.dds" name="specTex" /> with <texture file="default_norm.png" name="normTex"/> <texture file="null_white.dds" name="specTex"/> (Lighter cheaper texture) Indeed it was not updated after @vladislavbelov committed Vulkan. Basically those materials define combinations, like "USE_SELF_LIGHT". In GLSL that's no problem, because the shader files (.vs and .fs) support any number of combinations, at the expense of performance. In vulkan however, you need one file per combination. So if you have USE_SELF_LIGHT and USE_TRANSPARENCY you've got four SPIR-V files. Add one more and you got 8 and another one 16. To save space, and make the compilation faster, we only generate a certain number of combination we know. So when you run the release with a combination we do not support boom. To compile the shaders you need to run these commands: Mod mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/mod source/tools/spirv/rules.json binaries/data/mods/mod Public mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public source/tools/spirv/rules.json binaries/data/mods/public Your mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public binaries/data/mods/your_mod source/tools/spirv/rules.json binaries/data/mods/your_mod1 point
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What do you need that new material for ? If you want it to work you'll have to recompile vulkan shaders1 point
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I've updated the mod with some performances enhancements. I would consider it as stable now but: There is still known issues about the Hero prop that fails to load with Vulkan. I also had recourse to some temporary measures, like removing some features such as the kill counter, or throttling the gui refresh rate... Basically did what I had to, beside code optimizations, for it not to impact the game performances that are crazy in a27 rn .1 point
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0 A.D. won't die as long as developers are contributing. However, I think players don’t contribute much to the game beyond calling others weak or noobs. We need a plan to attract more developers to contribute to 0 A.D. If the game fixes its issues and becomes easier to use, more people will join. The main problem I currently face is being unable to connect to games without a VPN due to the infamous UDP 20595 issue. After speaking with @Norse_Harold , I understand that this is caused by my ISP using CGNAT. We need a workaround to resolve this issue as soon as possible. I believe many newcomers stop playing multiplayer because of this problem. Lag remains a significant issue that has not been satisfactorily fixed. Some players use extremely slow hardware (mine isn’t great, but some people are using even worse setups). The ego of players—unfortunately, I see no cure for that. Lack of funding and developers is another major concern. I see around 1.5k issues on Gitea, and it seems like only one or two developers are trying to fix everything. Impatient players who blame developers and other players as if they are the CEOs of Wildfire Games.1 point
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Did you run: $ sudo apt update Before installing 0ad ? Else it might not have picked it up. Also it might depend on which version of Ubuntu you have.1 point
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You can replace this by following what was done here https://gitea.wildfiregames.com/0ad/0ad/commit/281bb0b2ecfc21b1cdac5e53b1f76e4f944a0fa8 Which would probably be: Engine.ConfigDB_SaveChanges("user");1 point
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I posted a complete guide for a temporary workaround until the mod is officially updated:1 point
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Introduction This guide provides a temporary solution to make the AutoCiv mod work with 0 A.D. Alpha 27 until an official update is released. This is an unofficial workaround that maintains basic functionality while disabling some features that cause compatibility issues. Installation Steps 1. Locate Mods Directory Find your 0 A.D. mods folder based on your operating system: Windows (Vista+): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ macOS: ~/Library/Application Support/0ad/mods/ Linux: ~/.local/share/0ad/mods/ 2. Install Mod Files Extract autociv.zip directly into the mods directory (do not create an additional autociv folder during extraction). 3. Update Dependency Version Edit mod.json: Find line 7 and change it to: "dependencies": ["0ad=0.27.0"], 4. Restructure Data Directory Locate the autociv_data folder Move it into the gui folder 5. Update File Paths Add gui/ before autociv_data/ in these files: Copy autociv/gui/autociv_readme/autociv_readme.js (line 11) autociv/gui/common/botmanager.js (line 417) autociv/gui/options/options~autociv.js (line 93) autociv/gui/options/pregame/mainmenu~autociv.js (line 29) 6. Update Font Path In autociv/gui/options/options~autociv.js: Change line 85 to: return Engine.ListDirectoryFiles("gui/fonts/", "*"). 7. Modify Team Settings In autociv/simulation/components/GuiInterface~autociv.js, update: Copy Line 214: "team": 1, Line 215: "hasSharedLos": true, 8. Disable Password Confirmation In gui/gamesetup_mp/gamesetup_mp~autociv.js, comment out: Copy Line 11: //input.onPress = () => confirmPassword() Line 19: //input.onPress = () => confirmSetup() 9. Disable Hotkey Saving In gui/hotkeys/HotkeysPage~autociv.js, comment out: Copy Line 18: //Engine.ConfigDB_WriteFile("user", "config/user.cfg"); Known Limitations Hotkey changes cannot be saved Some multiplayer setup features are disabled This is a temporary solution until an official update is released Technical Notes The workaround primarily addresses engine restrictions on file access by relocating resources to the gui/ directory Changes to team settings follow community-suggested improvements Some features are disabled rather than fixed to maintain basic compatibility Remember that this is an unofficial modification and may not provide full functionality. It's recommended to update to the official version when it becomes available.1 point
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Amazing May i suggest, im sure the community will also appreciate single player versions of such maps much like PvE or coop versions where all players team up against the AI player(s).1 point
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Do you have another PPA that provides 0ad? It might have a priority setup higher than the one you just added.1 point
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I also came up with a similar solution to Seleucids' to get autociv to work on alpha 27, but I also had to move the whole autociv_data folder to the gui folder, because the .js scripts can now only operate on a restricted list of system folders... Or it last that's what the errors said. Moving it to the gui folder (and adding gui/ to all relevant paths in the scripts obviously) made autociv playable at least offline. I'm still struggling on playing online though... I'll take a closer look tomorrow at the errors it though at me... I wish I know more on how 0ad works in order to contribute to updating the mod, rather than hacking it to somehow work... At why rate, playing 0ad without the extra hotkeys is extremely painful at this point1 point
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I'll try to figure out what it means and whether I can look into making SmartScreen happy with the installer as well.1 point
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LocalRatings 0.27.1 compatible with Alpha 27 can now be officially downloaded from the game: Settings > Mod Selection > Download Mods. Those who would like to share their LocalRatings stats collected during the long Alpha 26 journey, this is the right time to do so. Please notice there's a forum topic for that:1 point
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Ubuntu PPA with 0ad 0.27.0 + updated Mesa drivers: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/ EDIT: the PPA has 0ad 0.27.0 for 24.04/noble and 24.10/oracular (25.04/plucky already has 0.27.0). Older releases are not supported in the PPA (consider upgrading ).1 point
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I have opened issue #7576 and will try to debug this with your help in the upcoming weeks. Probably I will send alternative installers to ask you if they open or not.1 point
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I know it is too late now, but can we turn this off as default for future alphas/downloads? Every new alpha it seems like there are massive complaints about lag that result from improved art/processes/etc. I haven't played too much this alpha yet. But I am already hearing a massive number of complaints about lag. I tend to agree with those complaints.1 point
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The autociv will throw a lot of errors at this point. It is caused by the stats panel. To fix, go into autociv/simulation/components/GuiInterface~autociv.js Scroll down to Line 214, 215 then change these 2 lines to the following: "team": 1, "hasSharedLos": true, Overall, the dictionary is defined as: ret.players.push({ "name": cmpIdentity.GetName(), "popCount": cmpPlayer.GetPopulationCount(), "resourceCounts": cmpPlayer.GetResourceCounts(), "state": cmpPlayer.GetState(), "team": 1, "hasSharedLos": true, "phase": phase, "researchedTechsCount": cmpTechnologyManager?.GetResearchedTechs().size ?? 0, "classCounts_Support": classCounts?.Support ?? 0, "classCounts_Infantry": classCounts?.Infantry ?? 0, "classCounts_Cavalry": classCounts?.Cavalry ?? 0, "classCounts_Siege": (classCounts?.Siege ?? 0), "classCounts_Champion": (classCounts?.Champion ?? 0), "enemyUnitsKilledTotal": cmpPlayerStatisticsTracker?.enemyUnitsKilled.total ?? 0 }); The error is caused by nani trying to call non-existent functions. Remove them and replace with some default value will stop the errrors, but the team assignment will look wrong. You will have to rely on the diplomacy panel to be sure.1 point
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If your backend is set to Vulkan and no errors on start (like switching to GL) then Vulkan is working. 100% check is to look at the userreport_hwdetect file at "renderer_backend"."name".1 point
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It does sound hard to programme, it looks like units have a fixed range and can hit units no matter what's in the way and to distinguish that would be a ton of work to do.1 point
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maybe the most popular autociv items can just be merged to 0ad: the building placement and selection hotkeys, in-game mute, /link, and gamesetup functions.1 point
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Not that I am very relevant in this discussion (playing only casually against AI), but to me, 0ad is one of the best and most interesting games I have seen AND it has many mods and config options AND it is historically fascinating (I keep learning about about old cultures both from the game and from the this forum) AND, btw., it is free of charge. Game mechanics and UI may look old fashioned to some, but the user interface of a cardboard chess game is also old fashioned. So what? I don' think this is the point. It is particularly interesting to nerds like myself to play a game that delivers this level of excellence in historical relation while gameplay is sufficiently complex - and constantly challenged and improved. Of course, there are bugs and inconsistencies, and the game is not "finished" (but which one is ever? Can you name one that is perfect?). AFAIK, it was never intended to compete with commercial platforms anyway. And yes, there are also noobs and smurfs and all that in the multiplayer environment - but this is life. Those looking for a clean platform and mates truly and exclusively matching their level might need to pay for this as a service in a "gated community". You don't find this in the wild. Bottom line: I like it as it is evolving, and I don't think it will die so soon. Let's tune down the volume a bit.1 point
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Yeah. We should scrub as many pre-Alpha 26 images as possible and push stuff like this: Keeping old stuff around for nostalgia doesn't help promote a modern game. The game itself is also bloated with about 50 maps which are sub par and a bunch of old sub par world assets too. If a tree looks bad, we need to delete it. If a map is bad, delete it. Old textures, delete or update. For nostalgia or access to the older assets, the old alpha releases are always available for archeologists.1 point
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Answer is here School holidays 2022-23 to lack of players https://www.myskistay.com/date/en-schedule-of-the-school-holidays-Europe.html1 point
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Maybe I am a bit too relaxed, having never played a mulitplayer game, but looking at some of the discussions in this forum, I am really surprised that people take 0AD that serious - like a real war thing, like a matter of life and death. It is definitely not, I hope. This is not even an official contest and you can win only friends and a bit of experience. So come on folks, this is a game we all want to enjoy. And, no, I don't think it is is going to die so soon.1 point
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Alright. Maybe we should have a category for unplayable ones. Could go in the trailer mod maybe.1 point
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it really much worse performance... no idea how to trace it but we feel it!0 points
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Maybe I am too old and stuck with the slow paced old school RTS... But 100 pop in 7 minutes is one of the reasons why I don't actively play 0 A.D. anymore...0 points