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Showing content with the highest reputation on 2026-04-21 in all areas
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Position: Web Developer Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Andrew Long Email: andrewtlong@outlook.com Location: US/East Coast Availability: 5-10, maybe more depending on my workload. Age: 34 Occupation: Managed Service Provider / Web Developer / Founder, Crosswater IT Skills and Experience: 20+ years in the IT industry with web development experience / 10+ years in the MSP industry with self-hosting and development experience / Passion for building, configuring, and deploying servers and hosted applications. Motivation: I love building websites and web applications, and love being able to channel my creative energies into functional projects. I also love RTS games and have really enjoyed 0 AD thus far and being involved in any capacity would be wonderful. Personality: Part technologist, part builder, and part curious tinkerer, I’m happiest when I’m turning complicated challenges into elegant solutions that actually work in the real world. Short Essay: Not sure when, at least a couple years ago when I first stumbled upon 0 AD. I’d love to be involved for multiple reasons: I love RTS games and 0 AD really scratches that itch. Secondly, I’d love to be able to add another project to my portfolio / resume, especially one that I support and believe in. Interests and Hobbies: In my free time, I enjoy building things, whether that’s tinkering with servers and new technology, working on creative projects like theatre and stage production, or experimenting with small home projects like gardening. I’ve always liked learning how systems work and improving them, so even my hobbies tend to revolve around exploring ideas, solving problems, and creating something meaningful. Staff: No. Community: Reddit Favorite Game: Favorite currently is Graveyard Keeper. My favorite of all time is Rise of Nations. Work Examples: Portfolio: https://crosswaterit.com/demos2 points
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The idea is to turn storage buildings into actual resource containers, so the economy becomes spatial, resources are stored locally, not globally. If you deposit 500 wood into a specific storage, that storage literally holds those 500 wood. If that storage is attacked, up to that exact amount can be looted.2 points
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I'd be happy to start working on a template and spin up a demo on my server.2 points
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So what do you think about the idea that trader and trading ships would actually carry resources and could also be robbed?1 point
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fields can't not be built within 50m of CC in CWA if you want to see what its like1 point
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I think your advantage were forge upgrades. The AI did not get any of them until it was too late in Endgame. Nevertheless the german 2 slinger brigade trained from 2cc were two unbelievable lucky guys.1 point
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Few players do it. I don't bother with anything more than a couple of fields and some towers. Maybe a Temple and a Fortress if it's a forward CC. You can remind yourself by watching a couple of Rise of Nations gameplay videos on Youtube.1 point
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Nice work @Alexandermb I believe that the earth is a bit too bright/saturated.1 point
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Because even players aren't building "cities" around their new CCs. And because this is not a City-building game, but a conquest one. Rise of Nations had an interesting mechanic of forcing players to build up their other bases (literal Cities) in order to progress their economy.1 point
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I think the play0ad website could really use a modern update. Last time we redesigned it was like 10+ years ago.1 point
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https://github.com/StanleySweet/zeroad-mesh-rescaler/tree/main (it's still rough)1 point
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Thank you so much! I’ve been trying to figure out what was breaking it, I’ll fix it for version 0.13.1 point
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Honestly, I strongly believe the ModernGUI mod should have its compatibility check permanently enabled, with no option to disable it. This isn’t because of the GUI itself, but due to the autotrainer. There are multiple players exploiting this and receiving credits they haven’t legitimately earned. Same that Delenta Est, Aristeia, even Feldman I think must apply to this mod too. I am not interested in games with this setup. Gray letters to the ones that uses autotrainer pls! So others can make informed decisions.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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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. 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/) Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip1 point
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Should the construction of fields right next to the civic center be reconsidered? I know it's intended to utilize the civic center as storage, but it looks rather unsightly. Also, what if the storage actually contains resources - the amount workers collect and load into it—and it could be looted?0 points
