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Showing content with the highest reputation on 2026-03-12 in all areas
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https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-0.28.0 Latest release candidate^. Download and install the pyromod. If no big errors or bugs, will upload to mod.io. Thanks everybody.2 points
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3 years since the last release (0.26.0) New things for Release 28 Galatians A mix between Britons, Gauls, and Germans. The only Celtic civ with Resource Wagons. Cimbri Similar to the base game's version of the civ, but with standard DE features. Heroes Several more heroes of various civs rounded out and given their features (auras, etc.). This is an ongoing process, which is mostly complete, but there is still work to do. Hope to complete for r29. Hero Scout feature Your starting Scout is slightly stronger than subsequently trained scouts and receives a medallion for ease of selection at the start of the match. Visual: New and Updated technology, unit, and structure portraits. This is an ongoing process, incomplete for r28, but quite far along. The mod uses AI to create new images, utilizing in-game screenshots as base reference for most portraits, with historical research and references to round out the process. This disclaimer is for full transparency. Sample of Unit portraits: Sample of Technology portraits: Sample Structure portraits: The mod includes 8 new main menu backgrounds as well. Sample: This is all in addition to the other DE civs, like Syracusans, Scythians, Xiongnu, Yamatai (Yayoi), Epirotes, Imperial Romans, Zapotecs, and Suebians. Over 2 years of tweaks, changes, and improvements to every aspect of the mod. Sample in-game Screenshots (with some great model work by @nifa): Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-0.28.0 DIRECT DOWNLOAD FOR THE LATEST .PYROMOD FILE https://github.com/JustusAvramenko/delenda_est/releases/download/Release-0.28.0/0ad_Delenda_Est_r28.pyromod1 point
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Oh, it's also linked in the thread you linked to. Most relevant quote is this:1 point
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0 A.D. also has auto-train feature. It's marked by an infinity sign in the status panel when you select a production building. Clicking on that after you set your queue will automatically produce the queued units, as long as you have enough resources. It can help you in the mid game if you struggle with keeping up with macro.1 point
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The best way to learn Triggers (and the way I learned) is simply to download as many mods with trigger maps and or campaigns as possible, and start reverse engineering and copying them.1 point
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@wowgetoffyourcellphone, is this still something your interested in adding to DE? Because Hyrule Conquest had Battalions, and I think the code could be updated and added to DE. I also know the guy who wrote the battalions code (and a custom GUI to go with it), so we could always ask him for help.1 point
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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-aea1 point
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These two posts from Devereaux illustrate well how the game should make missile work, imho. https://bsky.app/profile/bretdevereaux.bsky.social/post/3mfipjgvmuk24 https://bsky.app/profile/bretdevereaux.bsky.social/post/3mfhpqnp2ac2i1 point
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These are the artefacts that I wanted to get rid of. The face at the nose was too small so it didn't bake there and just appeared black. In the first version I just moved it in the uv layout, but it still wasn't clean. So now I used an island margin of 0.001 instead of 0.004, then scaled up the uv islands of the caryatids, and packed again. This time nature is included. I also imported the cypress. The bake worked in blender but somehow it doesn't show in atlas: Also the bake of the climbing plants highlights the edges a little too much: So these are the old and the new ao now: I've attached the new version with the updated meshes, ao map and the nature actor file. I don't think it's much of a difference, only the caryatids faces are a little cleaner. I don't really see an impact from the inclusion of the cypresses, maybe it's got to do something with the materials? I'm not sure if I'm using the right ones. About the island margin, as long as I don't want to scale further down, I don't need a higher margin, or do I? 2117024587_erechtheion0_28.3.zip1 point
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Hey guys. This is an update of my current Athena statue project. As you can see, this is not a highly detailed model yet. I've been trying to set proportions and posing right first. Additionally, I'd like to know your opinion on having the goddess using her right hand to hold a spear instead of a nike. I personally find it more appealing with the spear. A nike would probably need an additional column to support her hand as in the Athena Varvakeion statue. As I mentioned in previous post, there's no way to know how exactly how this statue looked like. One of the few things we know is that the tip of the spear and the crest of the helmet were seen from far away. I think the concept presented in the pictures bellow would fit with this description . In any case, It's up to you. I just want to make sure I'm in sync with what you all want.1 point
