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Showing content with the highest reputation on 2026-07-10 in all areas

  1. Adds support for up to 14 players in random maps (default is 8). Features: - Player slots 9–14 with unique colors and default civilizations - Works in game setup, diplomacy panel, capture bars, and end-game summary Installation: 1. Download and extract the zip into ~/.local/share/0ad/mods/ (Linux) or %appdata%\0ad\mods\ (Windows) 2. Launch 0 A.D., go to Settings → Mod Selection, enable Extra Players 3. If using ModernGUI or any other mods that are not made to handle 14 players, disable them or use the patched version below 4. Click Save Configuration and Launch Notes: - Only works on random maps (scenario maps have fixed player counts) - Try disabling other mods if you encounter issues - Tested on 0 A.D. Alpha 28 (0.28.0) If not using ModernGUI : https://github.com/asuralolxd/extraplayers0ad ( latest) - ZIP (full repo archive): https://github.com/asuralolxd/extraplayers0ad/archive/refs/heads/main.zip - Pyromod (0ad installer): https://github.com/asuralolxd/extraplayers0ad/raw/refs/heads/main/extraplayers.pyromod If using ModernGUI : https://gitlab.com/asuraxd/ModernGUI - ZIP (full repo archive): https://gitlab.com/asuraxd/ModernGUI/-/archive/master/ModernGUI-master.zip - Pyromod (0ad installer): https://gitlab.com/asuraxd/ModernGUI/-/raw/master/ModernGUI-ExtraPlayers.pyromod
    2 points
  2. This is just a simple mod that allows you to set up to 8 teams. I got the idea from Version 1.1 doesn't require everyone to have the mod, only the host more_teams1.1.pyromodmore_teams1.1.zip moreteams.zipmoreteams.pyromod
    2 points
  3. @Nicolaus_von_Kues If the pathfinding issue could only be solved - which appears to be quite complex - then we can define these features: bridges, that block ships, allow passage of any civilians or troops, can be built up to a limited length, but also destroyed, e.g. by ships (also by whales?) ramps (iirc there might exist historical evidences of this being used in siege tech) - can be built up to a limited height and destroyed tunnels/portals/secret passageways (you discover an entrance and when entering it, reappear at another place on the map, must work in both directions, could start somewhere in a mountaineous area but never ends in or under a building). This needs to be defined when creating a map. Alternatively short passageways could be built by the player himself with a limited radius from his CC or fortress.transfer capacity shouold be limited though (cannot send a whole army through). roads that have an accelerating aura for everyone, inlcuding enemies - pathfinding being particularly complex here as roads can be entered and left anywhere, as opposed to the other structures that have an entry point and an exit point. Still brainstorming...
    1 point
  4. You should check out Classical Warfare I think it might be the main reason people are "turned off" by it, reluctent to try it. Its not as simple, almost identical civs, play styles as you find in the current base game. It still has a lot of polishing to do of course.
    1 point
  5. 1 point
  6. Yeah sorry my bad
    1 point
  7. agree with @real_tabasco_sauce that cav in its entirety is too fast in this game, cav in its entirety is pretty op. one jav cav is about 1.5 or 2 times value of a jav inf depending on how it's used,for example. also,I don't know why @Thalatta went on a rant about units being banned in that first reply... that wasn't even what I talked about?? I just said naked fana is too good economically, they are cheap little cockroaches with high dps,high speed,high capture and they still win against a normal swordsman. the naked fanas should not be able to run around your base like some little- so yeah. that's why naked fana is banned in most games. cus they are annoying for anyone who faces it. it's not fun to play rn.
    1 point
  8. Hello, thanks a lot ! I wanted 16 players , but lets say 14 is fine thanks ♥ you are so nice Hope we can play one game together
    1 point
  9. imo cav generally is too fast but people are probably not ready for that discussion XD. I think catas being OP must be the Ambush map speaking.
    1 point
  10. I totally agree, but there are some issues that maybe need some more thought: -"Spear 111 hp for some civ but 100 for other, no sense": I don't see a problem with this, it could be some civ equipment characteristic. Maybe it would be nice to specify why exactly. -"cata too much hp", "catas too op": it has been said that the whole siege stuff is messed up, and that engines were capturable at some point. I've argued that civs should be able to capture/use them after building the Arsenal. -"héroe OP": it has been argued that the unit represents the whole retinue, which would be composed of the most elite warriors (most units would actually represent a bunch of them). -"champ cav is nonsensically fast", "naked fana has capture speed of a champ despite not having any of the drawbacks of a regular champ": it doesn't seem ideal to have units banned from games (and people whining about if they are being produced or not). Can't champion cavalry be more expensive, and naked fanatics have less resistance, for example? Or whatever that doesn't give an unfair advantage, without making things bland. Personally I don't care about unbalanced factions, but plenty of people here are too obsessed with MP, so there's that. -"palisades are useless,but when spammed are somewhat annoying": I'm not a fan of the "territory" stuff, but given that's there, I don't get why palisades can be built outside of it, doesn't this just enhance spamming? It doesn't make much sense to build palisades in the middle of nowhere, considering that they needed maintenance (the wood would rot). On the other hand, making them a bit stronger but weaker against siege would make them useful in the early game and not annoying later. Maybe civs that have weak siege should have other advantages, like fire units, if even. Also, Towers should be able to be built just besides Palisades (while pressing CTRL), Walls don't have this problem. Ideally, but more radically (and needing new animations), Palisades and Walls should be strong but not very useful if not supported: some units could be able to slowly climb over them, but have extremely reduced resistance when doing so, making Palisades and Walls quite useful when combined with Towers or ranged units.
    1 point
  11. Twenty years after its founding, 0 AD has been one of the most ambitious open source projects in the gaming world. It's a game that competes with giants in its field.
    1 point
  12. Nice poll, @Atrik. Additionally, it would be good to address the exploit that allows capturing buildings in tight spaces using formations.
    1 point
  13. OH YEAH BRIDGE ME DADDY
    1 point
  14. The prospect of bridges is great, but the prospect of walls you can walk on is awesome.
    1 point
  15. There were a nuber of discussion is the subject e.g. the one below, but it seems to be quite complex to implement. My sugestion is to create bridges as a structure like a wall (with very low height) and the properties of a field (you walk on it and can cross it). Bridges need these properties: they need to be buidable - animations will be needed (builders cannot step left and right to the bridge unlike building a wall). Question: where should we allow building bridges: on map-defined points only (as in settlers IV) or everywhere? (I'd rather opt for predefined points as a start - simply to avoid that one clutters the entire naval map with criss-cross bridges that block ships. they need to block pathfinding for ships while they exist, and not anymore if completely destroyed they need to enable pathfinding for land objects while they exist - and not anymore if they are damaged to more than a percentage to be defined (or completely destroyed?) they need to be destroyable (ships only or also land-based siege engines? If ships only, which ones?) they need to be repairable by land forces - animations will be needed I anyone could come up with a test implementation as a mod on one test map, this would be phantastic! Unfortunatly, I am more or less illiterate in programming...
    1 point
  16. This is actually very hard to do
    1 point
  17. Everyone think that game needs more balance! Too balanced! Not fun! Catas fine! Fanatics and champ cav fine! Stop ruining game! It's going to be boring! Stagnant! Old! Everyone leave and play mods only! No one wants to play same civ with different colors! STTTTOOOOOOPPPPPPPPPPPPP!!!!!!!!!!!
    0 points
  18. This is what we are talking about with formation exploit: formation capture exploit.mp4 And this: formation gathering exploit.mp4 The problem with this approach is that, if you need to garrison, say, around 40 units to prevent your building from being captured, out of an average of 150 soldier units you might have in a 200 pop game, you end up dedicating 26% of your units just to guarding a single building. It makes more sense to increase capture resistance.
    0 points
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