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Showing content with the highest reputation on 2025-02-05 in all areas
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Feldmap is updated to A27 and is now available for download in mod.io! (version 2.0.1). Once again, I invite players to try out rarely played biomes since they are balanced! Minor changes: - Straggler berry tree balance - Better animal variety on some biomes, compared to A26 - Make the "Player Placement" gamesetup settings visible in the "game description" panel, and in the Objectives tab in game, together with the other relevant settings. Major change (EXPERIMENTAL!): Added long range mineral (Stone and Metal) balancing. The quantity of mineral in areas near a player is very variable, but is balanced in the end. There can be variety in the types of mineral groups: a player may be given a 5000 mine while another gets multiple small ones. It is long range balancing, but not infinite: there are neutral areas where stone or metal is up for grabs. In vanilla Mainland, to partially compensate for the lack of mineral balance, mineral mines are very spread out. There are constraints so that mines don't get placed too close to each other, reducing the probability of a large imbalance. But this also made the map more plain as a result. Since mineral balance is added in Mainland Balanced, I also reduced the possible distance between mines. So it makes it possible to have areas very rich in metal, and other not at all. This can make interesting game configurations. Also, the long range balancing code has been made generic and very easy to include in other maps, so down the line I intend add resource balancing to other maps. Food balancing could be also integrated in that framework, but it's not there yet. Known problem: Right now, it clearly favours small mines against large ones. This can make some ugly maps. And sometimes it gives too many mines overall. I plan to fix that eventually. But this means that I may give up the "variety of group size between player" feature, especially if I want to merge resource balancing into the next release.5 points
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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.3 points
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Actually this was due to something else. And the whole server went down not just the lobby. During the Covid we reached 500 simultaneous player in the lobby.3 points
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We are happy to announce that the beloved Sunday-Pro Games are back! Sunday Pro Games is a weekly community-event, where the best and most exprierenced 0 AD players gather for challenging teamgames, together with those who have been following this game for many alphas. The event strives to not only provide entertainment to the specatators, viewers and players, but also to improve the overall gameplay by showcasing uniqe new strategies, tactics and high-level execution in a somewhat competitive environment. Statistics on wins/losses and possibly extra points rewarding players that rush or are creative will be kept. There might be some visual awards for the winners ! This time the event is organized by Ginnungagap and me. Should you be intrested in supporting the event, please get into contact. Current Standings: WeirdJokes: 1pt HerkEule: 1pt Atrik: 1pt Vicktualia: 1pt Week1 - Game1 metadata.jsoncommands.txt Week2 - Game1 Week2- Game2 commands (5).txtcommands (6).txt When will the event take place ? Every sunday between 20:00 and 22:00 UTC in the upcoming weeks. Who can play ? Theoretically everyone ! It is only required to show up at the correct time and join the dedicated host. The best players present will be assigned to the player slots. Who that is is decided by the trusted hosts and the players organizing this event. They will try to find and set up team compositions that lead to a fair and pleasureful game.The present players voices and opinions will be heard. Players with unclear identiy that use smurf accounts will be considered last. What are the game settings ? 8 Players, 4v4, 200 pop limit, low starting resources, allied vision enabeled. The map will in case of doubt be mainland. Special maps may be announced before the game. How do we ensure a friendly environment ? We will encourage streamers to show the games. Players and spectators represent the 0 AD community and are therefore asked to remain polite and objective in their criticism. In case of severe violations of the 0 AD code of conduct or generally bad conduct players may be kicked from the game, muted and not considered for the following games. Good conduct does include not resigning early without communicating with the rest of the team, especially if one player should find himself in a bad spot after some things didnt work out as planned. Also spectators revealing anything that players can not see including writing "gg" counts as bad sportsmanship and will be followed by corrective measures. What mods can be used ? 0 A.D is a game by modders and for modders. There are no specific restrictions on mods. Obviously mods that include scripted unit behaviour or reveal information that would otherwise not be available are not allowed. For the sake of the succes of this event, we kindly ask you to use that freedom responsibly. Further information will follow ! How many games will be played ? The plan is, that if there is extra time, there will be a second game. While the first game is intended to be played on standard settings, the second game is supposed to be an opportunity to use more exotic maps, settings and game modes. Your ideas are welcome.2 points
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Get new players to join and let's find out. Our main limitation is https://gitea.wildfiregames.com/0ad/0ad/issues/4203 right now. Without that, there is no real limitation of the number of concurrent players in the lobby, which can't be solved with some additional hardware.2 points
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I agree, some nice rendering enhancements would be very appreciated, to bring the game's aesthetics up to a 2025 level. I'll give the team some credit though and say we've done a lot with what we have and the game can actually look pretty good when we use it to its potential. But as you indicate, there are some things that could be enhanced to give the game that extra visual "je ne sais quoi." Ultra shadows would be a nice touch, as well as true bloom (the current bloom is rarely used because it's mostly a hack). I know @vladislavbelov has plans up his sleeve and personal desires on this front. There's also a lot the artists can do to help make things more efficient as well. Some textures could use culled as well as extra models and actors that we may not be using anymore. @wraitii has some planned updates to water, which are exciting.2 points
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Currently, 0 A.D. features 14 playable civilizations: Athenians, Britons, Carthaginians, Gauls, Han, Iberians, Kushites, Macedonians, Mauryas, Persians, Ptolemies, Republican Romans, Seleucids, and Spartans. Of these, nine are European (Athenians, Britons, Carthaginians, Gauls, Iberians, Macedonians, Republican Romans, Seleucids, and Spartans), two are Asian (Han and Mauryas), and two are African (Kushites and Ptolemies). At this time, the game does not include any American civilizations. It is long overdue for 0 A.D. to introduce at least one civilization from the Americas. The game does a fantastic job of representing ancient cultures across Europe, Asia, and Africa, but it lacks a crucial element of world history: the civilizations that thrived in the Americas during antiquity. The inclusion of an American civilization would not only add diversity to the game but also introduce unique gameplay mechanics and architectural styles inspired by pre-Columbian societies. Several civilizations from the Americas around the 1st century could be great candidates for 0 A.D.. The Maya had already begun forming city-states with impressive architecture and sophisticated governance. The Zapotecs of Monte Albán in present-day Mexico had a thriving society with writing, trade networks, and military advancements. The Moche civilization of Peru was developing large ceremonial centers and a warrior-based society. Any of these could offer a fresh and historically rich addition to the game, making the world of 0 A.D. even more immersive and representative of ancient global civilizations.1 point
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I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you! GitLab link: https://gitlab.com/4trik/ModernGUI DirectDownload link: https://gitlab.com/4trik/ModernGUI/-/archive/master/ModernGUI-master.zip In this mod: Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod. New exclusive features, like kill counts, flare message and more! (the skulls near unit icons indicate for Player unit kills and Gaia entities kills) Explore tones of extra options in your settings to customize your GUI! Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.1 point
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Oh I'm sorry. I didn't elaborate because I thought you'd use the game's shader and that would solve your issues. The vulkan pipeline is a bit complicated. You need to have GLSLC installed and present in path FileNotFoundError: [Errno 2] No such file or directory: 'glslc' python3 source/tools/spirv/compile.py ^ -d binaries/data/mods/mod ^ -d binaries/data/mods/public ^ binaries/data/mods/moderngui ^ source/tools/spirv/rules.json ^ binaries/data/mods/moderngui Could be that that last folder is not where it expects it to be (next to the public folder) and instead is in My documents or somehting.1 point
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Likely there will be another european civ : https://gitea.wildfiregames.com/0ad/0ad/pulls/71041 point
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You shouldn't need a huge screen with the a27's ModernGUI, I adapted some features to smaller screens, a few elements get resized automatically and you have a great deal of options to shrink or remove some on-screen features. I did my best to improve this aspect over a26 gui mods.1 point
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The PPA is for 24.04/noble and 24.10/oracular (25.04/plucky already has 0.27.0). It looks like you have 22.04/jammy for which I didn't package 0ad. (I would suggest to upgrade to 24.04 anyway)1 point
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i removed them completely i dont like it, but u can make any color like this color.ppm P3 1 1 255 118 204 224 convert color.ppm color.png and replace the respective file Some animals/hunt are missing, like horse1 point
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And more specifically - why not start with Brazil? When people think of ancient civilizations, they often picture grand stone cities and vast armies, and Brazilian indigenous groups around the 1st century don’t immediately come to mind. But here’s the thing: there were thriving, complex societies in the region, and some of them would make fantastic additions to the game. Take the Marajoara culture, for example. These people lived on Marajó Island and were anything but primitive. They built organized settlements, developed sophisticated agriculture, and produced some of the most intricate pottery in the pre-Columbian Americas. Imagine the stunning visual designs that could come from their artistic legacy! Another great candidate would be the Santarém culture (also known as the Tapajó people), who lived at the confluence of the Amazon and Tapajós rivers. They created elaborate ceramic art, had fortified villages, and developed complex social structures. And if you’re looking for a warrior society, the Tupi-Guarani peoples were already expanding across Brazil at the time, building palisaded villages and engaging in fierce territorial conflicts - perfect for a strategy game. Of course, the biggest challenge would be the lack of written records from these civilizations. But that’s where archaeology, anthropology, and even collaboration with indigenous communities could come in. There’s enough historical and material evidence to create a compelling and respectful interpretation of these societies, just like you’ve done with others in 0 A.D..1 point
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not gonna happen this mod changes so much it's overwhelming for me, i need incremental changes (only production stats to start, for example)1 point
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Another little easter egg is the inclusion of a "Phocian Wall" on a portion of the map. It's of course famously a part of mainland Greece, not Ionia, but it was fun to include it. (Which also puts my mind to another possible scenario)1 point
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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.1 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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I miss Jebel! who wants to do one with me? when it came out it was hyped for over 3 months, despite the flaws we had a lot of fun. Until someone finally took over the mountain and used OP bolts #Kush we need more little game1 point
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We need to double our player base i want play this game when i'm old in my retirement1 point
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@andy5995 By using mangohud https://github.com/flightlessmango/MangoHud one can for example launch the AppImage with it from the command line: mangohud ./0ad-0.27.0-x86_64.AppImage Or if having a packaged version installed it would be: mangohud 0ad And when Vulkan is enabled the HUD will be displayed and among the default info, it would mention Vulkan. mangohud might not work in OpenGL mode with some games: https://github.com/flightlessmango/MangoHud?tab=readme-ov-file#opengl1 point
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Not sure it will help to this topic, but one thing I was bothered while trying to improve is early rushes (like skipping Storehouse and Farm and making cav) from significantly better players than me. This can be especially annoying when you have more hunt around CC... I saw it's almost normal thing on higher level games but it can piss off beginners. Maybe it's more fair to not even start game and gently say "bro we are too different skills, sorry it will be boring for both of us". I personally avoid playing aggressive when I play against weaker player otherwise. Currently I don't care to be rushed - I want to try to scout on time, but maybe for other to think about. cu guys!1 point
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idea: "Anonymous Replay Challenge: Guess the Players!" concept: replacing player names with numbers and the challenge of guessing the players while watching the replays. That sounds like an funny idea - right? It could add an element of mystery and challenge to watching replays. It would be fun for the moderators to try and guess the players based on their gameplay style or strategies. It could also make the replays more accessible to viewers who may not be familiar with the specific players. Overall, it could be a fun and engaging addition to the replay-watching experience.1 point
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