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Showing content with the highest reputation on 2026-02-27 in Posts

  1. ModernGUI R28 Update : The top panel is now resizable and support 4 presets that renders well Snapping walls (and palisades) now support snapping to other buildings better More stats, more tooltips, better panels! Direct Download link mod.io GitLab
    4 points
  2. It wasn't included in R28 because we were already way to far into the release process by the time I opened the PR. But, yes, the implementations are done, what's left is reviewing, finalising, and eventually merging it. My goal is to get everything into R29. I'm working on it.
    3 points
  3. Hello everyone... I'm here to share these images of the new weapons and units available so far, starting with the first era: chipped stone, polished stone, and finally copper. We can see all the evolutions of the weapons and units.
    2 points
  4. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Release 28: “Boiorix”, the twenty-eighth version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the king of the Cimbri Germanic tribe Boiorix. 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. Now is the time to contribute! The Release 28 is our first release without the Alpha label: our development process has matured, our releases are more frequent, and our commitment to quality has never been higher. 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. As you can see, this release unfortunately comes without a video trailer. It is difficult for the current team to spread the word about our beloved game. We are in sore need of contributors in the following areas: Video Editing Social Media Management Website Design Of course, we are also always looking for, and providing a welcoming 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. This allows us to pay the server hosting fees for our multiplayer, websites, and development environments. A new faction: the Germans Terror Germanicus, the fear of the Germanic tribes migrating south, from the Jutland region, towards the Roman Republic, is coming to 0 A.D. in Release 28. The Cimbri were a large group of Germanic peoples originally from the north of modern-day Denmark. In the late 2nd century BC, their migration south into Italy and France would spark the decade-long Cimbrian War against the Roman Republic. Accompanied by powerful armies and seeresses, Germanic convoys, in long trains of wagons, brought livestock, shelter and goods. The Cimbri placed great importance on animals for religious sacrifices. In 0 A.D., we represent the nomadic coalition formed between the Cimbri, the Teutones, the Ambrones, and other Celto-German tribes simply as the "Germans". The Germans are a semi-nomadic civilization with a flexible economy owing to Supply Wagons and Wagon Encampments, which can be fortified. The unique technologies "Wagon Trains" and "Migratory Resettlement" lean into this flexibility, reducing dependence on territorial boundaries. The Germans also feature an aggressive lineup of siege units, with a crush-dealing unit available in each phase. Between their economic flexibility and unique military units, Cimbrian raiders, Log Rams, and Seeresses, the Germans are a mysterious force to be reckoned with. Play with this new faction, against their historical Roman foes, or turn history around by making them battle the 14 other factions of the game. Many other novelties await you in the new release of 0 A.D.! Top new features of Release 28 Gendered Civilians Direct Font Rendering Support for JavaScript Modules New Game-Setup Options Lobby improvements Engine upgrades and updated platform support New quotes and tips Various balancing improvements ... and much more! Gendered Civilians In an effort to improve historical consistency, we have replaced the visual appearance of civilian units. Previously described as a "female citizen", the basic economic unit is now called the "civilian" and has male and female models. This enhancement was made possible by incremental improvements of the engine, which now allows a unit to have variants not only in its appearance, but also in its voice and in other gendered characteristics. In the civilizations displayed in the game, women did not usually hold citizenship, which was a prized social status. The "female citizen" was a misnomer. It was also incorrect to display all men as soldiers, and most women as servants. Instead, we want to describe the armies of 0 A.D. as followed by a group of minions of lower social status, able to support the soldiers in the army camp, but not on the battlefield. Those are the new Civilians. Citizens, on the other hand, were soldiers, able to wage war as well as working, which we have always been accurately describing in the game with the citizen-soldier concept. The ambiguity of the term "citizen" is removed: this word now only describes citizen soldiers. This change does not touch the balance of the game at all. The so-called "female citizens" keep all their statistics, only their appearance and name have changed. The citizen soldiers are not touched at all. Direct Font Rendering In order to display text, we used to pre-render fonts and load them into memory when starting the game. In order to display scripts such as Chinese, we needed to load a large atlas of thousands of characters into memory, which could overwhelm the players' RAM. As a consequence, we were forced to provide East Asian languages as mods, which was an accessibility issue for non-English speaking users of these languages. On top of memory management improvements, we now use the Freetype library in the engine to render fonts on the fly when the game runs. Modding the fonts also becomes far easier with this new feature. This new rendering system also improves the text display with GUI scaling, for users with Hi-DPI screens or who simply wish to use a larger interface. In the future, we hope to also use this feature to render ancient scripts, such as hieroglyphs and cuneiform. New Game-Setup Options New personalization options are available in the game setup screen. You can remove some players entirely (removing all of the initial buildings and units in their starting zone) in Skirmish and Scenario games. It is also possible to set the population limit per team: Lastly, some code refactoring allowed us to fix outstanding bugs in the game setup. For instance, in Alpha 27, a recurring issue would create an unwanted flood event in games where the user had previously played a flood game. This issue has been fixed. Lobby improvements The multiplayer lobby received some quality of life improvements. Verifying TLS certificates is now enabled by default when connecting to the multiplayer lobby, reducing the risk of man-in-the-middle attacks. A secure connection to the lobby will become mandatory in future releases, so please check that TLS encryption and certificate verification are not disabled in your settings, and report any issue you may encounter. It is also more straightforward now to host matches, as there is no need to decide whether to use STUN or not; and a bug causing freezes when joining a match got fixed. We have decided to rename the main menu entry for playing with friends over LAN or by direct IP: now called Multiplayer > Connect by IP, it is still the same system for direct matchmaking without using the lobby. Engine upgrades and updated platform support In Release 28, we have upgraded the SpiderMonkey JavaScript engine to version 128. This upgrade drops support for Windows 7 and 8.1, and for macOS below 10.15. Windows 10 and 11 are now the only supported Windows versions, and we will try our best to keep supporting Windows 10 as long as possible. Still on Windows, we now provide a long-awaited 64-bit build, which should address infrequent out-of-memory errors. The 64-bit version will become the default one for the next release, and the 32-bit build will eventually be deprecated in the future. On Linux distributions, special care is always given to release bundles for package maintainers, but we also walked the extra mile to provide an AppImage in official releases, starting with Release 28. We are also working close together with maintainers of the Snap and Flatpak versions, so that you can enjoy the latest release as soon as we get it out. New quotes and tips Our contributor manowar has brought gifts for the history nerds among you with a dozen new quotes in the game load screen, and, together with Vantha, they have added new tips for both beginners and seasoned players. Balancing improvements General Capturing Structure, Civil Center, and Fortress default (ungarrisoned) capture resistance increased from 0.5, 5, 10, to 5, 30, and 45, respectively. Civilians (formerly Women) given a capture attack of 1.0. Naval Warfare Naval technology tree simplified. Scout ships made available in Village phase. Ship balancing: Ram ships, scout ships nerfed; Fire ships, arrow ships buffed. Scout ships range 37 (from 45). Fire ships 175 wood, 50 food, 50 metal -> 100 wood, 0 food, 50 metal. Arrow ships 120 wood, 100 metal -> 100 wood, 100 metal. Acceleration increased by 25%. Ram ships 350 hack, 70 crush damage -> 320 hack, 50 crush damage. Group Movement Units' destinations are distributed around the endpoint, allowing groups to move cohesively without colliding and forming long lines. Champion Cavalry Melee Champion Cavalry HP decreased from 300 to 260. Cataphract Champion Cavalry +2 Hack and Pierce armor, but speed decreased from 17.1 to 14.4. Miscellaneous 3 traders are no longer required for researching Diaspora. Fortress accuracy increased from 2.0 to 1.25. Elephants +1 pierce armor, +0.5m splash range. Longsword champions +2 splash hack damage damage, but -2 direct hack damage. Faction-specific Carthage New civilization bonus: Stone gathering storehouse technologies are free and instant with each phase. Mercenary refactoring and differentiation: Celtic embassy: trains sword cavalry and infantry. Iberian embassy: trains unique ranged infantry mercenaries. Italic embassy: trains spear cavalry and infantry. New civilization bonus: Numidian cavalry +10% movement speed. Han - Minister rework Minister attack removed. Minister garrison aura and ministry garrison aura removed. Minister economy and building auras increased from 2% to 10%, but ranged reduced from 40 meters to 20 meters. no longer stackable. Minister health and armor reduced to 50 HP, 2 hack, 2 pierce armor. Ministers and Ministry available in village phase instead of town phase. Ministry cost reduced from 200 stone, 200 metal to 50 wood, 200 stone, 50 metal. Reduced cost of ministry technologies. Ministry resource trickle removed. Mauryas Mauryan maiden archers and swordsmen differentiation. Maiden archers increased movement speed, decreased range, decreased damage, increased poison damage, cost reduced to 100 wood 90 metal. Maiden guard increased movement speed, decreased health, decreased pierce armor, increased hack armor, cost reduced to 100 food 90 metal. Full list of changes The full list of changes can be found at the changelog page of the wiki. Team Changes After numerous contributions in many areas of the game, especially the user interface and the game simulation, Vantha has joined the team at the beginning of the preparation of Release 28. We are extremely happy to welcome him! 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@mastodon.social on Mastodon, or email webmaster at wildfiregames dot com.
    1 point
  5. The connection issues I was talking about should happen in the first 4 min. and I'd expect if 2 players recognize this to just abort the game on equal terms. More frustrating its at >8 min. I also like the way lichess handles it. Its server hosted, but apart from that, if one player disconnects, a timer counts down "1:30" and if its run out, the remaining player has the option to claim a victory or draw. He also has the normal resignation option. For 0 A.D. if one player drops, and the remaining player is fair, I'd like some options, like claim victory, resign, abort (draw), spoil scores for a better decision or choose decide by score (blind without knowledge of it).
    1 point
  6. Indeed! Thank you very much
    1 point
  7. BTW, looking back game graphics looks so so good now compared to a23. It's so beautiful
    1 point
  8. For what I can tell he's just shift clicking super fast. (you can hear the multiple answers from the unit) EDIT: if you are wondering how he place houses without resources is because in a23 Ptol houses were free
    1 point
  9. Some of you have known the mod Historical Patch over the past few alphas. What started as a small side project during a25–a26 grew way beyond what I expected, thanks to everyone who asked questions, gave feedback, or just showed interest. Taking a break and coming back in a27 made me realize something important: this isn’t really a “patch” anymore. So I’m giving the project a new name — Classical Warfare AEA. Classical Warfare AEA (Africa–Europe–Asia) is all about bringing more authenticity and depth to the classical world in 0 A.D. The name reflects the game’s geographic range and also nods to the familiar “eae” tag that’s become part of the community’s culture. The goal is simple: make the classical era feel richer, more grounded, and more interesting to explore. One of the best parts of this project has been the people who’ve helped along the way. If you’re into ancient history, military systems, or just enjoy digging through sources, you’re welcome here. Modders, researchers, and especially artists — there’s plenty of room to contribute. The project is shifting toward a clean, emblem‑style visual identity, so if you enjoy designing units, architecture, emblems, or UI elements, your work would be hugely appreciated. I’m excited to keep building this with the community. Whether you want to help, give feedback, or just follow along, I’m glad to have you here. Emacz2/classical-warefare-aea
    1 point
  10. No we'd go to GLTF, the standard. OBJ doesn't support animations.
    1 point
  11. It is not just about "a stable internet connection". It depends how far the players are away or how well their isps interact. IMO: The auto-pause on disconnection feature from autociv should get implemented in the main game. Connection, disconnections, pauses should be logged. Logging should be done with timestamps
    1 point
  12. The problem is that without retrieving reports from all players, we don't know if the game is still in progress. As there is no artificial limit to the duration of games, we'd have to wait a few hours to be reasonably sure it's over.
    1 point
  13. @EilatHere is the Iron Turtoise Deathmatch infinite pop, even though I kind of crashed because of the Han's minister(I tried to move), I had like 1.2k[50PPM] pop and the turtoise had 460(in another game against VH Petra its 620[25PPM]) in min 24, which is actually reasonable. The thing I like about this AI is its able to increase its pop beyond VH Petra, implementing the continue to build houses and army code to Petra would be very nice. Its just that its building one house at a time, maybe doubling it would be extremely funny for the average player(I want to hear them suffer), actually keep that for only the most combatant personailty one. Noted something: It does not build a hero. I see fortress and towers are build near the border but what if you enable it to build in between CC as well as building towers too all over non stop. Imagine my army getting arrowed to the knee from every direction and the further I go in there is still more... hence I need a lot.... of siege to unshell this guy, then again I'm playing on 27.1 and the capture is easy here. Looking at another default setting game(map is large) against VH Petra, this turtle has lower PPM then Medium difficulty[8.5PPM at min 24(I forgot)] which is [7.5PPM] at minute 20 and pretty much stunted there. Who knows... there needs more sample but I'm tired.... So inconclusion as well as extras are added: - Error: It does not build hero - In default setting It has slower PPM below Medium Difficulty, try to fix that one until it reach VH. - It should focus its economy more on stone through trading or technology, since its trying to build lots of towers. - It should tech its defense(murder hole/sentries/upgrade to stone tower) as early as possible before building towers. - Should make wood towers all over its area of influence then eventually upgrade to stone towers to force the player to produce siege or lose lots of unit in the process. - Fortress are to be build at the edge of the border as well as between CCs. Score; In default setting Easy to Medium Difficulty, I'm not forced to use siege to protect against barrage of arrows or to destroy 10th stone tower or the 5fth Fortress then again I'm on version 27.1 which the capture is easy.... however in Deathmatch and max pop its beyond VH Petra late game[>25min] Anyways since protecterate has same logic, I'll not fight it, For the moment VH Petra is my default bot, goodluck. commands.txt
    1 point
  14. @Vantha has merged above-mentioned pull request with commit c799e4221a. Thank you all for the joint endeavour!
    1 point
  15. Hello, I'm here to share some more gameplay images of my World Rising mod. I've been working a lot on the natural environment. I've created plants, trees, grass, rocks, and more... There are still a few things missing to finish this part of the Japanese flora. I hope you enjoy it.
    1 point
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