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Showing content with the highest reputation on 2025-09-05 in Posts

  1. Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time!
    3 points
  2. @Darkcity The USA would go crazy seeing all that oil on the map. Get ready to receive some unwanted "freedom".
    2 points
  3. I think this is a known issue, there are 2 solutions: 1. You can open your matchsettings_mp.json using any text editor and delete the entries relating to "seed". Save and close the file and it should not happen again. 2. Atrik has made a mod which resets the seed for map generation. This should fix the issue.
    2 points
  4. 0 A. D. is not a game about World War II. Ancient battles were fought in the open, or in and around stone fortresses.
    1 point
  5. Couple of pointers - Why do you have the tests folder? I suggest deleting it or properly using it to only test new functions. - You can compact UnitAI like this and only include functions you change/add. Note the ReRegister on the last line. After doing this you can delete the interface file for UnitAI aswell. - I think Stan has a valid point about optional elements, you forgot 2 unless they are intentionally not optional.
    1 point
  6. NGL, I played my first 1v7 againt very hard ai in this alpha with gauls and it felt very easy with fanatics spam. It usually takes atlest 3 tries before i win any 1v7 very hard ai but with fanatcis it happend without any effort lol. We should balance them out a little.
    1 point
  7. The former. Egypt map is especially detailed and full of various entities. The AI bases are also fully built up. But, that isn't the primary cause. AI scripts and pathfinding are still the biggest issues. I recommend playing 2vs2 games with "Normal" size maps, at most.
    1 point
  8. The descriptions of Persian trader and Carthage merchant ship says that they gain 25% more trade income than normal and in files it is <GainMultiplier op="mul">1.25</GainMultiplier> , but both template_unit_support_trader.xml and template_unit_ship_merchant.xml has <GainMultiplier>0.75</GainMultiplier> So normal trade income is 0.75 not 1. Build: Jul 14, 2025 (release-a27.1, 6a576)
    1 point
  9. Look at the animal templates and see if they have a tag. template_unit_fauna https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
    1 point
  10. The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
    1 point
  11. I imagine this won't be possible anymore in Release 28
    1 point
  12. @Classic-Burger, just did. Thanks.
    1 point
  13. This mod fix the seed and mapscripts bug loaded persistently. Idk why I or nobody did it before... ResetSeed.zip
    1 point
  14. Absolutely. There will be a lot of fixes and improvements. Then again, it'll be further from A25 than A26. But I think it's always a good idea to port to the latest. Maybe plan on porting over to every other release?
    1 point
  15. Hey folks, it has been a while since I've been back on these forums but I wanted to say hello! I hope there are still some of you that like this mod because there is a team of us who want to pick up where project left off. The original creator, Undying Nephalim, has put aside the mod to pursue other projects but some of us that helped him before and over the years are trying to bring it back in a revamp we call, Hyrule Conquest: Reborn. If there is any interest on the forums or anyone that is more familiar with the 0AD system and modding that would be interested in helping out, please contact me. Some of our objectives & goals with Hyrule Conquest: Reborn are: Return to the games roots with a more Age of Empires and traditional RTS playstyle. Harken back to some of the original faction designs Balance, fine tune, and rework mechanics and factions from the version of the game we are using. Potentially reverse engineer some of the newer factions to make them fit the older game design (Sheikah, Zola, etc) Create more maps for single and multiplayer skirmishes based off of areas of the Hyrule Conquest world Eventually have a functioning, written and proper story campaign. Again, if you are interested in helping, please let us know! We will post updates in the future Currently we have a working version of the submod but it only works on 0AD version XXV, hopefully we can port it over to XXVI in the future!
    1 point
  16. My favorite "spy" unit I've seen in an RTS was way back 30 years ago in Command & conquer: Red Alert. To you, it looked like a guy in a tuxedo (think: James Bond), but to the enemy it looked like just one of their own soldiers. So, then you could move your Spy into the enemy base relatively undetected. The only detection methods were the fact that you couldn't command an enemy spy to do anything, even though it looked like one of your men. This would clue you into the fact that it was indeed a spy. Also, one faction had Guard Dogs that the Spy had to avoid, else they'd detect him and maul him. The Spy could infiltrate enemy structures and you could then see what that structure was doing. The Spy could also "Sabotage" the structure by damaging it by a certain percentage.
    1 point
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