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Showing content with the highest reputation on 07/11/26 in Posts

  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
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  2. I saw this the other day and it made me smile. When we named the game, we didn't intend to get to the top of the list... Ha! Congrats on the latest release all, glad to see the project still making forward progress!
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  3. Not 100% true. We add pop bonus to ssystion before it was added into base game. We also used ram garrison to add speed/acceleration to rams before it made it into base game.
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  4. its actually been good, i have already played some matches. Few players disconnected some times, but overall the game was smooth
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  5. Nice @Asura! Two things though: 1 can you change the name to extra_players (adds the underscore), because I doesn't like the mod name when I restart 0 ad. 2 the selector overlaps the other settings
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  6. I like these simple ideas without repeating current house designs.
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  7. @Emacz 's mod introduce a lot of changes that makes you play differently then with usual vanilla/com mod civs (In witch all civs can be played nearly identically). You can have a great time having to think about optimal times to attack with this new mechanics, and very often, it is leaning toward you attacking early on, because of the slow economy of Sparta as an example. You also have a lot of changes on how you balance your economy with Spartans. When successful, you might manage to get a small group of elite units capable to fight off a player that had a much larger economy then you, right before his economic dominance become a problem. On the other hand, the community mod champions in p1 are only viable on very specific map/settings. The only times I felt they would be good is on "fortress" map where you start with extra stone and metal from treasures, and have a market to buy more metal from others players selling metal for food/wood.
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  8. I think I will introduce XP and ranks for heroes and make "ranks" for regular units into technologies.
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