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Showing content with the highest reputation on 2026-02-21 in Posts
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I think it would be more interesting if we created AI bots with different mindsets and behaviors instead of just allowing Petra of varying levels to participate in battles. Here's a bot I created based on Petra but with a defensive focus, called Iron Tortoise. It defeats Petra in every battle with its unlimited population and abundant resources. Besides that, I think there should be separate bots with behaviors of nomadic civilizations, maritime civilizations, and possibly more. Everyone is welcome to try them out and give feedback. I'd love to hear your opinions. bot_IronTortoise.zip Note: My goal is to create massive empires when creating these bots. If you want to battle them at maximum power, set up unlimited population and resources in Deathmatch.2 points
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The "append" keyword has to be used where modules are used. It's tracked here. Note: Modules are enabled in the GUI doesn't mean that in the whole GUI modules are used (IIRC in R28 only in pregame and splashscreen). I wouldn't make .append the default. It serves as distinction between appendixes and plain files. @GrapjasYes that's the (my) desired way of doing it. And it's weird that it doesn't work. (I tested appending multiple files. I think it's something about the content of the files. The next line is appended without a newline. Maybe the implicit semicolon doesn't work at the end of a file.) When the file would get to big you could also import some variables: import { menuEntry } from "gui/pregame/grapjasAdditions.js"; mainMenuItems.unshift(menuEntry);2 points
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The Statue of Zeus at Olympia is one of the seven wonders of the ancient world, and as such it would be nice to have a model in the game for a potential capture the wonder mod. I've found these CC0 models we could use: https://sketchfab.com/3d-models/george-washington-greenough-statue-1840-6f90971e3eb24c0b8091086242f2c3b3 https://sketchfab.com/3d-models/julius-casar-802edad501a94f9c99b84c4c33d376b7 Then put the head of Zeus on top of it, e.g. this one: https://sketchfab.com/3d-models/zeus-or-poseidon-from-the-artemision-d4876aa609304682945145debedfc77e Someone else has done something similar with George Washingtons statue already: https://sketchfab.com/3d-models/zeus-statue-216d3aff33b9439f87bd0e79c677f9eb We could use Nike from Athena Parthenos. I'm won't find the time to do it soon, so I'm giving it out for anyone interested. I'm willing to help if anyone is interested in doing a retopology. I can then take it from there and bake a material. It's quite beginner-friendly as it requires mostly basic navigation in blender, but quite time-consuming. I propose using a tool like retopoflow for it.2 points
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Update: I ended up deciding for "haimaz". I explained my thoughts about it here: https://gitea.wildfiregames.com/0ad/0ad/pulls/8722#issuecomment-135305 I want thank you both for the research and debate, I think the debate itself is also valuable, not just the result. And let's stay on the ground and don't exaggerate the importance of this, after all it is just single term among hundreds in the game. And for the future, let's act in such a way that we'll never have to remove the "No historians were harmed" disclaimer...2 points
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Reported at 0ad Arch user reports crash on multiple computers and New version: v0.28.0 (alpha noted). cc @ffm22 points
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What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Mod maintainers/developers @Seleucids Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.27.0 Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv1 point
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Hi devs and modders, In 0 A.D. 27 and before it was possible to mod the pregame page by adding scripts to the gui/pregame folder. Example of applications are: adding items to the main menu; running startup scripts. Since commit 0fcc4f5fc5 the gui/pregame directory is not loaded anymore, in favour of loading the mainmenu.js file only. It is not clear how mod scripts can run in this page after this change. ✖ It is not an option to override mainmenu.js, mainmenu.xml, page_pregame.xml or other files. This will of course break the compatibility with other mods, as only the last loaded mod will execute the code. Maybe @phosit, do you have an idea? I am pinging you as the author of the change. Thanks.1 point
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@phosit right, I was too quick. So, what works and what does not: ✔ gui/pregame/mainmenu~MyMod.append.js ✖ gui/pregame/mainmenu~MyMod.js The second approach has worked in all versions prior 28 - and this was "the" established practice, as far as I could see. It looks like the "append" keyword has a special meaning for evaluation of files (I tried with other keywords). Then I have two questions: Should modders be advised to rename all files of the form "module~MyMod.js" with "module~MyMod.append.js"? If so, could this be explicited somewhere? Probably not so relevant here https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28, but it would have helped.1 point
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Hello, many thanks to @Atrik, I fixed the buttons issue. Also I believe that his ModernGUI has overlay so you can use his mod for the stats for now. Most of the other features of autociv are here. I have tested that these are working, at least for me: Automatically changing civ names Limit corpses Hotkeys Disable eyecandy autociv.zip1 point
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That's also what I want, bots with different styles will make the game more interesting.1 point
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This is pretty cool. Did you base this off of the A27 Petra or the R28 Petra? (with the amount of new bots on this forum, I’m thinking about compiling a mega bot pack.)1 point
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They are not supposed to have these. The were previously able to build like mercenaries, hence the classes, but the champion designation helps clearly separate them from normal CS. I should have also re-created the icon in a red style, but I forgot to do this In general, I don't think the class of champion should be so constrained (by cost, attack, armor). So this is an example of a unique champion that isn't so expensive, but has a particular role.1 point
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Looks like a very fast p1 unit to rush civic centers. it's same as p2 kushit maceman but weaker Also looks like a good combo using them along with log rams on p21 point
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A minimal mod that replaces the default player colors with a more practical color scheme. The Problem The default player colors in 0 A.D. have several issues: Too many similar color options (hard to distinguish enemies at a glance) Colors are dependent of host settings (creates inconsistency) Some colors are overly bright/neon (unrealistic, visually aggressive) The Fix This mod provides a clean, simplified color palette that: Reduces color choices to only essential, distinct shades Improves distinguishability - no more confusing similar blues or greens Standardizes colors - consistent for all players regardless of host Tones down brightness - realistic, non-aggressive colors Changes nothing else - tiny codebase, easy to maintain across game versions Why It Matters Here's a real scenario that shows why this mod is needed: You're playing as a blue-toned civilization. You're attacked by two enemies - one with a similar blue tone and one red. The red enemy holds 30% of capture points, the blue enemy holds 20%. You miss the blue enemy entirely because their color is too similar to yours, while the aggressive red tricks you into thinking the threat is only 30%. By the time you realize the real danger, it's too late. Why not another color mod There are several other color mods. Some offer 16 color changes, the more colors the less distinct they can be. Some touch areas one might not be interested in. I had issues with the others and ended up making this. The python script is there if you want to replicate it with a different approach and a picture with the background blurred to show how I got the backgrounds. I started with the the tableau colors that I know and like from matplotlib. Install by putting the zip in the right folder: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) color_by_distance.py ffm_simple_colors.zip1 point
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What place names can tell us (Was Ortsnamen uns erzählen können) Selected excerpts from this article: https://nationalatlas.de/nadbeitrag/was-ortsnamen-uns-erzaehlen-koennen/ I translated them from German to English. Here: The oldest settlement names in Central Europe date back to pre‑Germanic times. They are of Celtic or Romance origin and appear above all in the western and southern Germanic regions of the Germania Romana. The earliest Germanic names occur somewhat more frequently; they often end, for example, in ‑lar or ‑mar. After the Migration Period, beginning in the 4th century, the first major wave of land appropriation took place, during which fertile and easily cultivable areas were settled. Typical place‑name endings from this period include ‑heim, ‑ingen, ‑stedt, and ‑stetten. In the Merovingian era (6th–8th century), the settlement area was expanded (early period of development). Settlement names ending in ‑dorf, ‑hausen, and ‑weiler generally date from this time. The greatest expansion of settlement in Central Europe occurred during the clearing periods beginning around the 8th century. The old settlement landscapes were largely populated; people then began to push into the low mountain ranges. At first, the edges of the mountains and the valleys were settled (e.g., ‑bach, ‑born, and ‑brunn). From about the 10th century onward, and throughout the High Middle Ages, the forest was increasingly pushed back and new settlements were established. Typical place‑name endings from this period indicate the clearing process, such as ‑roth, ‑rieth, ‑reut, ‑brand, ‑schwand, ‑hau, ‑schneid. – dorf The most common place‑name ending of the Middle Ages is likely ‑dorf (in northwestern Germany also ‑trup and ‑drup). Settlements of this name type first appeared during the early development phase (5th/6th century) in the Rhine–Moselle region. They then spread throughout the entire German‑speaking area and remained in use throughout the Middle Ages. As in most early place names, the determining element is usually a personal name or the name of a kin group. – ingen Place names ending in ‑ingen are, alongside the ‑heim names, among the typical settlement names of the Germanic land‑taking period (from around the 4th century). Although modern scholarship rejects the earlier ethnic interpretation—‑ingen in Alemannic areas, ‑heim in old Frankish regions—the distribution map clearly shows a strong spatial concentration of ‑ingen names in the southwestern German Alemannic‑Swabian area. In the Bavarian region, the corresponding ending is ‑ing. The linguistic adaptation in French is ‑ange. Place names as sources for settlement history using the example of Northwest Switzerland (Ortsnamen als Quellen für die Siedlungsgeschichte am Beispiel der Nordwestschweiz) I'm posting a translated excerpt from the article; the original is available here: https://toponymes.ch/Texte/Siedlungsgeschichte.pdf 6.6. ‑heim and ‑dorf Names, Other Alemannic Settlement Names The ‑heim and ‑dorf names in northwestern Switzerland are not entirely easy to interpret. ‑heim names are usually assigned to the oldest naming layer. In our region they occur only twice (Arlesheim and Riehen) and are generally regarded as outliers of the numerous Alsatian ‑heim names. ‑dorf names are likewise rare here; apart from Rodersdorf, all of them lie near the Hauenstein route. Niederdorf and Oberdorf are clearly secondary. They were introduced in 1285, after a massive landslide, to designate the remaining parts of the village of Onoltzwil. Frenkendorf, Füllinsdorf, and Arisdorf—since they lie in the middle of a zone with demonstrably unchanged Romance names—are hardly to be counted among the oldest Alemannic layer either, but should rather be attributed to the period of territorial expansion in the 7th and 8th centuries. The remaining Alemannic settlement names, which all belong at the earliest to the period of Alemannic territorial expansion, are distributed fairly evenly across our region. Gothic Online - Lesson 6 - Todd B. Krause and Jonathan Slocum https://lrc.la.utexas.edu/eieol/gotol/60 Interesting article on the Gothic Social Organization, using both etymology and semantic analysis of the Gothic bible to interpret the structure of the Gothic society. The introduction explains correctly why etymology alone is not a solution to understand ancient societies. háims: the organized village. This is the basic center of agriculture and commerce. weihs: essentially equivalent to the háims as the organized village and basic center of commerce. Schwarz, Ernst (1952). Die namenkundlichen Grundlagen der Siedlungsgeschichte des Landkreises Regensburg. Verhandlungen des Historischen Vereins für Oberpfalz und Regensburg 93, 25–64. PDF: https://www.heimatforschung-regensburg.de/1636/1/1355091_DTL1354.pdf Ernst Schwarz’s 1952 article offers one of the most detailed onomastic analyses of early Bavarian settlement in the Regensburg region. It pays particular attention to the rare and archaic suffix -weichs, documenting its limited survival in the oldest settlement zones south of the Danube and its rapid replacement by more productive suffixes. Here is a summary of the information concerning the toponyms in -wihs or -weichs in Ernst Schwarz’s document: Etymology and meaning Linguistic origin: The suffix derives from Old High German (OHG) wihs meaning “village” (compare Gothic weihs, which means “hamlet” or “settlement”). Link with Latin: The text specifies that this term is cognate with Latin vicus (“village”), but stresses that it is not a borrowing from Latin; it is a native Germanic root. Semantic distinction: This root must not be confused with the word wih meaning “sacred” (as found in Weillohe or Weihenlinden). Chronology and period of colonization Oldest layer: Names in -weichs are classified among the earliest foundations, dating from the initial colonization period (Landnahmezeit) in the 6th century and the expansion phase of the 7th century. Reference group: They are systematically associated with toponyms in -ing, -inghofen and -heim as evidence of the primitive Bavarian settlement in the Regensburg region. Specific examples identified to illustrate this type Weichs: Mentioned around the year 881 in the form ad Uuihsfo. Schwabelweis: Attested since 821 in the form Suabiluuis. The text explains that this name is a compound of the root -wihs and the personal name Swäbilo. Geographical distribution and decline Geography: These names are found in the oldest settlement zones, notably along the Danube and south of the river. Disappearance of the suffix: The use of wihs remained very localized and ceased early. It is not found in later colonization areas (such as the Upper Palatinate or Austria). Linguistic competition: The term eventually disappeared in favor of other synonyms or semantically related words such as bur, heim, hofen, hausen and especially dorf, which became far more common for designating villages in the subsequent phases of settlement history.1 point
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KEY FEATURES: - Market construction available from Phase 1 - Limited resources for bartering - Dynamic market with traders (not players). - The price of resources depends on the amount of resources on the Market and the base volume. MARKET MECHANISM: AVAILABLE RESOURCES (250 at the start) - Resources available on the Market - Gradually increase depending on the actions of traders and players BASE VOLUME (initial: 250) - Market volume grows by 1-7% every few seconds. - Price dynamics: - If the available resource on the Market is less than this value, the purchase price increases. - If there is more of the resource, the purchase price decreases. MINIMUM QUANTITY (initial: 100) - Players can buy up to this threshold - Maximum purchase = Available - Minimum - Increases by 0.25% when the base volume increases by 1% EXAMPLE: Wood available: 1000 Minimum: 700 Can buy: only 300 wood TRADERS: SMALL TRADERS - Frequency: every few seconds - Action: add 5-50 units to one or more resources (increase available resources) MEDIUM TRADERS - Frequency: less often than small traders - Action: add resources and make barters(The amount of resources added is 5 times higher than that of small traders) LARGE TRADERS (balancers) - Frequency: every few minutes - Eliminate imbalances between resources. If there is too much of one resource and too little of another, these resources will be equalized. Mod Support: ancient-market.zip1 point
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Huge step forward. Lag is basically gone even in 4v4 games. OOS errors are gone. Some stuff can be found if one looks hard, but nothing that is worth to stick longer to a27.1.1 point
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Hey I know that A28 had been released and you want autociv... But I'm so busy with work during weekdays that I can only work on this during the weekend. I wasn't noticed of the exact release date. For now, tonight I will try to publish a version that restores your hot keys Then this weekend I will work on the other features Main blockers: 1. Can't get the stats panel to show itself, I keep getting the engine.GetGUIObjectByID not able to get the correct ID 2. Cancel button doesn't work from time to time In the meantime feel free to propose other features that you want + i would appreciate some help on the 2 blockers thanks I haven't been able to update to the latest release yet because Arch pacman wasn't updated as of last night1 point
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Coloquei as fotos e os detalhes de cada civilização adicionada no jogo do mod Endovelico em fóruns e no Reddt, queria saber se vão adicionar ao jogo civilizações do norte da Europa1 point
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First of all, SinkProb was added into the templates (in Decay, in both template_unit and template_structure). Second, world_population_capacity was merged into population_capacity. This also means that settings.js in guy/common needs edited. Third, backgrounds.js was added into the backgrounds folder, and needs to be added back in if anyone has a backgrounds.DELETED file. It also needs edited to fit their custom backgrounds. Fourth, ProjectInformation and MainMenuItems have some changes regarding whether they use var g_blablabla to export const blablabla. I'm sure there's more, but that's what I've found so far.1 point
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@wowgetoffyourcellphone Hi all, proud to present the result of another project I made a retopology to reduce the polycount 29k tris ->7k tris. I wasn't entirely happy with the old diffuse so I baked a new one and added some details to it. The faces are difficult to paint as you can see lol. The ivory could be slightly brigther now that I see it. Mod's attached and here are some before/after pictures: athena.zip1 point
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If someone finds a CC0 model or relief texture let me know. We could ask this guy for permission: https://www.artstation.com/artwork/rABVym https://sketchfab.com/3d-models/ara-pacis-of-augustus-8b6b29626c7f49a1a0376ff6cff863fc Could augustus mausoleum as in the second video be another wonder? It has quite a unique shape.1 point
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