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Showing content with the highest reputation on 2025-05-17 in all areas
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I finally found out where to talk about 0AD. To the devs, I hope that you keep working on this game and making new and improved updates. This game has been lots and lots of fun, thank you for making something like this i couldn't find any other games like this that I like that are even close to this one. -Some random user who joined today.3 points
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From your video, we can see that that javs are wasting time bumping into each others, while slingers continuously attack. If you make the same test with both groups locked in formation, the outcome should be favorable to javs (because formation allow units the almost ignore hitboxs of other units in their formation, therefor no more bumping).3 points
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Hello everyone, This is my first time posting, and this is also my first mod for 0 A.D. This mod changes how units are reassigned when a player is defeated. Instead of transferring to Gaia, the units now go to the next undefeated ally. I think this is a really interesting mechanic, especially when playing the Regicide game mode—where all of a player's units get reassigned when their hero dies. Let me know what you think, and feel free to suggest anything I should add! Check it out here: https://github.com/TobyDustin/0ad-refugees-mod I'm also trying to get it on Mod.io. If anyone knows how to do that, I'd really appreciate your help. Here's the preview link: https://mod.io/g/0ad/m/refugees-mod?preview=f5ab66257bcb802a72f07e11b3139287 Some screenshots:3 points
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Great idea! It also adds a bit of uncertainty to the game: Training of new units for the receiving ally might be delayed or blocked if population cap is exceed by the arriving newcomers, and also their mix might be not as expected/planned by the ally. On the other hand, these units might be proven and levelled-up due to experience, so definitely valuable. I am looking forward to testing your mod - will work in SP as well, I guess.2 points
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I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies.2 points
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"Hello, friends! I apologize for the delay, but this week was very busy and I couldn't make much progress on the project. However, I did manage to bring some news! I implemented two new buildings: the oven and the weaving workshop. In addition, I created another house variation, totaling 15 different options that can vary according to construction. The oven will be used to develop ceramic and clay technologies, improving buildings. The weaving workshop will have technologies that will improve units, such as protection, creation of primitive weapons made of stone and bone, and more resistant clothing. I also added music to the project! I completed all the buildings of the Flintstone Age and now I will focus on the units, improving textures, clothing, armor, and creating new units. One of the main goals is to create a nomadic leader who will be the first representative of the group on the journey. Leave your impressions here and share with your friends! I'm open to suggestions and ideas! See you next week!"2 points
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Hello, I set the default AI difficulty to Very Easy in the game settings, then set the default AI behavior to Random. But the game is still too difficult ! Is this normal ? Does anything else need to be changed to make the game a little easier ? Thanks in advance.1 point
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This is a really good idea! This is what I was thinking to begin with but I do feel like this might be a bit game breaking because of the amount of resources boost for the player and how those resources will just be available immediately, where as the units are idle to begin with and will have journey time etc. But what do you think about this; When a player gets defeated their units will be given to their closest ally, but their resources will go to Gaia then when the attacking player starts destroying buildings the buildings will drop treasure of the amount of some of the resources of the defeated player (maybe if they just destroy the civic centre's and forts because thats where historically treasury's would be?) I was going to make another mod with this idea and call it the "treasury mod" but do you think it should be in this mod? (the image attached would be the cover)1 point
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The nearest ally doesn't have a mechanism, it's determined by the defeated opponent's next undefeated ally... essentially I just query the list of allies for the defeated player, check if the ally is defeated and if they aren't move all the units over! But this is definitely a place for improvement! I love the idea of the units being split up into the closest ally to the unit, or even a bigger ally revamp where you rate how good ally's are based on resources gifted or trade and base it off that! I love the questions, this really helps me, thank you!1 point
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To make the cool Romans even cooler, of course. I love suddenly having 150 elite units on the map.1 point
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I did watch it and thought it cool hence why I brought it up. There was a mention of something akin to them in Caesar's time, and the so called Marian reforms that we currently have would be inclusive of that era, which is a stretch given the lack of info. Hence why I asked first if it was within the scope of 0 AD. Which as you have mentioned is not. I am aware that Marian reforms was a misconception, I was just working within the context of what is currently present in the Roman civ. Out of interest why do we have a tech labelled as such if it isn't really a major change as it suggests? Also thanks for sharing the historical information, I have been recently realising my Roman knowledge is much less than I thought it was1 point
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Probably not, currently because 0 A.D. - Empires Ascendant is focusing on 500 BC - 1 BC. Have you watched the video? Nothing suggest a link to Marius. The first account of the Lanciarii is from the 1st century AD. By the way, the Marian reforms are the result of a misconception. Qualified scholars generally don't support the existence of a huge reform enacted by Marius.1 point
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But it has to be consistent and coherent with other civilizations. Too often, there's the immature temptation to want to put everything in every new civ, and this quickly becomes absurd and unbalanced. The Kushites underwent a similar development. I think it is something to keep for a later version of the Germans. Currently, it is based on the Cimbri. When there will be the later Germans, we could add the Cherusci pikemen. But in the meantime, let's focus on the Cimbri.1 point
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Interesting, thanks for your work. Can you plan to automatically send resources to other allies?1 point
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Good day to you. Unfortunately I'm struggling to find any solid archaeological or literary evidence that can help us. There are only speculations of what it could have been like. The earliest surviving archaeological ruins are from the Vijayanagara Empire in India. But earlier Chola architecture can be found among ruins dating to the Polonnaruwa kingdom in Sri lanka, which is still around 1000-1200 AD. From what is generally accepted to be what life could have been like for Tamil people before 500 B.C. these pictures are the most agreeable. And these. The Tamils were also influenced by the Maurya Empire and that could have shaped the development of their architecture. the temple seen here is thought to be the oldest of the group, dating to the Chola occupation (roughly 993 - 1070 CE). As the shift of the Kingdom's capital from Anuradhapura to Polonnaruwa was at least partly a consequence of the Chola incursions, the Shiva Devalaya is thought to be the oldest surviving monument in the city, predating any Buddhist structures that proliferated after the Cholas were expelled from Ceylon. Somewhat surprisingly, it remains in excellent condition and is the best preserved of the city's Hindu shrines. https://www.orientalarchitecture.com/sid/1882/sri-lanka/polonnaruwa/shiva-devalaya-no-2 These are already showing a distinctive Dravidian architecture style. There are some very old temples in India (like the following one) that are said to date to much earlier than this, except that they have been rebuilt and renovated at more recent periods so it's likely impossible to know what they originally looked like. Evidences prove the origin of the temple in 1st century CE during the Sangam period (3rd Century BCE – 45th Century CE). However, as it stands today, the temple represents an accretion of building activity over centuries, the architectural idioms coming from the several royal dynasties who were captivated by and adored the Temple. Some of these were the early Cholas (1st Century CE) ruling from Uraiyoor situated to the south of Srirangam across the river, later Cholas (13th Century CE) of Pazhaiyaarai and Thanjavur, the Kongu rulers from Tamil west, the Pandyas from south (6th – 10th Centuries CE and 13th – 14th Centuries CE), the Hoysalas (10th – 14th Centuries CE), and the later rulers and viceroys of the celebrated Vijayanagara Empire of Karnataka (16th Century CE). The expansion schemes included addition of functional structures and pavilions of grand temple protocol (like the Mallikarjuna Mandapam) and its growth is a pointer to an antiquity since the time this unique centre of religious devotion had been known to and extolled by a diversity of religious and linguistic groups across the nation periodically surging towards this centre of pilgrimage par excellence. https://whc.unesco.org/en/tentativelists/5894/ Nevertheless I will keep looking, at least to find an accurate written record that will be helpful to envision how to design this civilization.1 point
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The jump between sandbox and very easy is too big, imo. This is especially the case with my newly merged pull request where I buffed the eco and military performance of the bot1 point
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There is a warning iirc that suggest to new players to start with Petra "sandbox" before "very easy".1 point
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Oh - and one question regarding how "nearest ally" is determined: Any arbitration who will receive the refugees if e.g. two allies are positioned at the same distance (I guess it is the distance to their CC or is it distance to the next soldier?) Sorry for the questions!1 point
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Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.1 point
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Minor change: I aligned the spectator names to the right side of the panel and truncated the maximum length of names to 20 characters. This prevents players with extra-long names (especially customrating users) to take up too much of your screen. I have also started an A28 branch on the git repo; this branch aims to be compatible with the A28 game under development. There are some changes to engine code and general layout of code, which would cause incompatibility with the A27 version. This A28 branch contains most of the A27 features already and can be used when you are doing test plays on A28 dev version.1 point
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"Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"1 point
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-Para las unidades Tamiles tampoco encontré nada realmente sólido, con un respaldo arqueológico o histórico , solo literario y artístico, en poemas tamiles de la Era Sangam,como el Silappadikaram, Purananuru, Akananuru y otros...como se ven en las anteriores referencias.Aquí solo referencias de videojuegos y una revista. Disculpen las molestias*1 point
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Buenos días o tardes; -Me está resultando difícil encontrar referencias confiables sobre los tamiles del periodo 500-1 a.C, lo poco que encuentro (en documentales, museos y revistas)no dejan claro si son Cholas,Cheras o Pandyas o de que ciudad o en que fecha está se orientan más o menos, solo dicen que son del Periodo Sangam , pero eso es del 300a.C-300 d.C , si alguien tiene referencias o sabe Tamil,Telugu o Hindi sería de gran ayuda. Las referencias; (En esta referencia se ven algunas deidades...) (En esta referencias ,directamente está el dios Murugan...) Disculpen las molestias*1 point
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Buenos días o tardes; -Aquí les dejo mi propuesta ; Edificios comunes; (26) 1.Centro cívico----------------------(¿?) 2.casas------------------------------(¿?) 3.Almacén--------------------------(¿?) 4.Alquería--------------------------(¿?) 5.Huerto---------------------------(¿?) Arroz 6.Corral----------------------------(¿?) Buey pollo cerdo 7.Puerto------------------------------(¿?) 8.Cuartel-----------------------------(¿?) 9.Galería de tiro----------------------(¿?) 10.Establo----------------------------(¿?) 11.Establo de elefantes---------------(¿?) 12.Taller de asedio--------------------(¿?) 13.Herrería---------------------------(¿?) 14.Templo---------------------------(¿?) 15.Mercado--------------------------(¿?) 16.Torre de avanzada-----------------(¿?) 17.Torre de defensa -----------------(¿?) 18.Torre defensa pequeña-----------(¿?) 19.Fortaleza-------------------------(¿?) 20.Empalizada----------------------(¿?) 21.Muralla---------------------------(¿?) 22.(Maravilla)- Jaya Sri Maha Bodhi -----------------(¿?) (Puerta de muralla); ------------------(¿?) (torre de muralla)----------------------(¿?) -----Edificios especiales o culturales; (4) 23.Uposathagara--------------------(¿?) 24.Lovamahapaya------------------(Lohaprasadaya) 25.Simamalake----------------------(¿?) 26. Thuparamaya-------------------(¿?) Reyes (para la ia) 1. Pandukabhaya (474 BC – 367 BC) 2. Mutasiva (367 BC-307 BC) 3. Devanampiya Tissa (307 BC-267 BC) 4. Uttiya (267 BC-257 BC) 5. Mahasiva(257 BC-247 BC) 6. Suratissa (247 BC-237 BC) ......................................(invasión) 237-215.BC........................ 7. Asela (215 BC-205 BC) ......................................(invasión) 205-161.BC........................ 8. Dutugamunu El Grande (161 BC-137 BC) 9. Saddha Tissa(137 BC-119 BC) 10. Thulatthana(119 BC) 11. Lanja Tissa (119 BC-109 BC) 12. Khallata Naga (109 BC-103 BC) 13. Vattagamani Abhaya (103 BC) ......................................(invasión) 103-89.BC........................ 14. Vattagamani Abhaya (89 BC-77 BC 15. Mahakuli Mahatissa (77 BC-63 BC) 16. Chora Naga (63 BC-51 BC) 17. Kuda Tissa (51 BC-48 BC) 18. Siva I (48 BC) 19. Vatuka (48 BC ) 20. Darubhatika Tissa (48 BC) 21. Niliya (48 BC) 22. Anula (48 BC-44 BC) REINA 23. Kutakanna Tissa (44 BC-22 BC) 24. Bhatikabhaya Abhaya (22 BC-7 AD) ¿Qué opinan @DIYARAKUZA y @Tomcelmare ? Disculpen las molestias*1 point