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Showing content with the highest reputation on 2026-03-29 in Posts
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I'm updating the mod this weekend. I hope to finish soon, so it will be available for the community to use and update Mod.io. https://github.com/0ADMods/aristeia3 points
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We currently calculate paths immediately for only 40 units, while the remainder figure out their path in time for the next turn. What this means unfortunately is that the remaining units have to stop for a whole turn and then accelerate from 0 m/s. Screen Recording 2026-03-28 195209.mp4 Instead, we can let units continue on their previous path so that they don't stop and have to re-accelerate. The downside here is that units will continue in the wrong direction a little if you tell them to make a 180 degree turn. Screen Recording 2026-03-28 194829.mp4 There are probably better long-term solutions, like giving large selections a really quick and dirty "guess" path before calculating the new paths. seem like an upgrade?3 points
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I totally forgot how to export, but maybe @Stan` can help you with the file: 0.A.D_Attack_Ranged_Throw_Rock.dae2 points
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Finally!!! The germanic tribes are here, I will enjoy playing with this faction. I just want to say thank you!2 points
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This needs a custom decal and a new ao without the plants. It's a little dark inside so I'll try to bake it without the roof. Would you make a pull request then@wowgetoffyourcellphone? I can't really follow, the proportions are looking fine to me? I can add details to the back but I'm afraid it might look overcrowded.2 points
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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
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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 do you think is the best civilization in the game currently? You can say several criteria, personal choice, the most powerful,... And what is the functionality or unit that you preferred and which has disappeared. I have been playing 0AD for over 9 years now. Thank you for your work!1 point
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Sometimes when a player disconnects and then reconnects to the lobby, their rating is not assigned immediately. Because of this, when they rejoin the match, the game doesn’t recognize them as the same user who disconnected, so they end up joining as a spectator. The player just needs to wait until their rating (and the ratings of other players) are visible again in the lobby’s connected users list before rejoining the game. There are already some issues in the repository related to this behavior. For more information, see: #7185, #3686, #5320, #5634 A commonly suggested workaround to recover the rating is to host a rated 1v1 match, start it, and then end it. However, this method is not verified. It’s more likely that the rating simply gets restored after some time, independently of any action taken by the affected player.1 point
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As far as I know, there isn't. I keep my settings at Medium (with shadows at Low) and there isn't any lag with R28, except in extreme late game with hundreds of units on the screen.1 point
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I prefer looking at original AoE2 and AoM era graphics, as those just work for a RTS. Too much detail, and you get washed out or saturated assets that are hard to look at. Sometimes, it takes too long to recognize which structure you're looking at, which only amplifies the eye strain. Just take a look at old AoM videos. The art style was amazing for its time.1 point
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@wraitii had some ideas on this as well. I do think just not stopping the units as in the second video is a decent short term solution. Typically, you are not often telling your whole army to do a 180° turn compared to turns of 90° or less. And even in the case of the 180 degree turn, the effect is not really worse than before. It could go in com mod when i have time to put one together.1 point
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That's very frustrating By simply disabling pathfinder on turn 0. Best performance gain, while keeping perfect responsiveness of units Intuitive behavior when spamming clicks : units head for the direction where you clicked In MP, a player spamming clicks don't slow the game for all We could make it also even smoother maybe: Turn 0 : Pathfinder disabled Turn 1 : Raw A* pathfinder Turn > 1 : Make some pull the string passes I was planning on making a PR for something like the above but I need to make some more research and also gather stats on real game replays to have an average of the "life time" of a walk order. If a good enough portion of the walk orders are only live for a few turns, then would maybe be worth to implement progressive path refining. I hate that currently units make this hokey cross shape paths...1 point
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Ok, I will make it a bit bigger. I think what makes the proportions odd is that I have just one floor/story, but with two levels of elevated ground. The wooden floor were the presses are placed is a little higher than the stone floor. That's why I need the ramp in front of the door. Then there are the two roofes with different elevation. As a result the bigger wing has a height of something in between a one-story-building and a two-story-building. I will figure out a way to fix it. But I don't want to loose the general layout, because it's kind of unique. Different from most of the other buildings, the olive presses are the main part and should somehow be in the middle. So it's not a closed building with props around it, but rather an "open" building with the main props right in the center.1 point
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When I ever do play any Playstation games my head also become hurt possibly from low frame rate, around 30fps, can also be motion sickness, or that your monitor has too much contrast/brightness the colour is tiring you, eye strain or could be anything really. Actually your fps is throttled both in menu and games, so increase it to 60, if you want precise use the scroll too. I think thats what causing you tired.1 point
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I don't know if it was fixed or not, I just noticed the Debian bug is still open: https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=1008531 If you have time to investigate, I opened this gitea issue: https://gitea.wildfiregames.com/0ad/0ad/issues/8855 (feel free to assign it to you)1 point
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Yeah I probably should save some keystrokes but I'll repeat it again here: We are not ready for the influx of new players, on a forum/lobby moderation standpoint. We are not ready for the influx of new players with the current mod situation Regarding licensing we can't link with the steam api directly we would need to make a launcher. We haven't looked yet into the specific of submitting a cross platform game. We need to take what happened other games that did https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp4 into account Regarding auto updates, the game is now on the Windows Store https://apps.microsoft.com/detail/9n5vvjr2dz9w?hl=fr-FR&gl=US which i believe supports it. I've merged this conversation with the other one.1 point
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WIP. Thoughts on the concept in general? Other than the deletion of unseen faces, any artistic or technical advise? What do you think of this kind of burial chamber? Is it ahistorical? Two stones together (or three at both ends) make up a prop, that adapts to the terrain. Unfortunately the whole concept only works with a lot of props, and this is even without any plants or bushes: What would be an appropiate number of props? Any idea which props are worth to be added? Cadaver of a horse or human corpse, weapons, wagons etc? File's attached. Please test on different biomes and different terrains. stone_ship.zip1 point
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Athenian olive mill/press @Thorfinn the Shallow Minded @wowgetoffyourcellphone@real_tabasco_sauce and whoever is interested, mod file is attached, let me know what you think At the corner I tried to stack a three spart_path decals on top of the dirt decal, but sometimes they are hidden by the dirt decal. Is there a way to define priority of the decals in the actor file? olive_mill.zip1 point
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That would be nice. Or throwing rocks, so we could allow melee units onto walls and give them a short-range rock throwing animation.1 point
