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Showing content with the highest reputation on 2026-07-13 in Posts

  1. -Más facciones africanas: Libios (Libia) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
    4 points
  2. -Más facciones africanas: Urewe (Uganda) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
    3 points
  3. -Más facciones africanas: Batwa (República democrática del Congo) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
    3 points
  4. -Más facciones africanas: Nok (Nigeria) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
    2 points
  5. this is because this Germanic civilization is based on Cimbri and Teutons. these tribes were nomadic while the later Chatti and Cherusci were not. https://en.wikipedia.org/wiki/Cherusci
    2 points
  6. Hello everyone i'm trying to make a new multiplayer map based on this concept (see picture below) The idea of the map is the player (team 1 and team 2) spawns east and west of the map in an arc of circle with the usual (food, a bit of wood, bit of iron and stone but not much). In the middle of the map there is a huge mountain with a plateau at the top (enough to place civ center + fortress) with treasures and huge amount of iron/stone. To climb into the mountain (still think of it) you have two spiralings paths that climbs along the cliffs. North and right of the map are creeks with huge amount of fishs and wood, you can access them by the coast or narrow pass between moutain. You can also rejoin the spiralling paths from north and right. LOW EFFORT DRAWING On the "artistic side", i was thinking of an mediterraneean landscape (like in the game Arma III as seen below) with lots of rocks, maritime pine on the coast, oaks closer to the moutain and normal pine as we climb the mountain + lots of rock. I've already made map edition before (in the game Arma III never in 0AD) so i know its challenging (plus i can spend 1 hour adjusting a bush position). First, do you think it is feasible and do you think it could be interesting gameplaywise ? Second, is there a mapmaking discord i can join / people willing to collaborate i can speak to ? Thank you very much, Le Jardin d'Épicure.
    1 point
  7. 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
    1 point
  8. I'm not sure if it's interesting, but it's possible; this is one of the maps I'm creating.
    1 point
  9. -Y con esta ya son 21 facciones africanas(20 nuevas). Son bocetos por lo que el resultado final podría variar un poco ya que también dependen del equipo creativo ( @Lopess @Alisson Fabrini) -El siguiente continente que pienso tocar es Europa. Terminaré con facciones como los Suevo y Dacios. @Obskiuras @Seleucids ¿Tienen alguna referencia, crítica ,sugerencias, dudas etc... para estas dos facciones? -¿ @Genava55 Tiene usted referencias sobre unidades de Epiro, Siracusa y Reino del Bósforo? Disculpen las molestias*
    1 point
  10. Más facciones africanas: Soninké (Mauritania/SÁHARA OCCIDENTAL/Malí) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
    1 point
  11. I'm not the most qualified person to talk about maps, but yes, it's entirely possible, and furthermore, it's possible to create scripts to validate win conditions on the maps. Regarding Discord, I'm unfamiliar with it.
    1 point
  12. I really like that UI concept: the minimap on the extreme left, actions on the extreme right, and unit cards in the middle, not subject to a panel that would inevitably end with lots of dead space most of the time. Now I remember that, in 0 A.D., having all buildable structures always on view just because someone who could build them was selected seemed weird to me, unnecessarily too much. Maybe there should be a Common Structures and a Unique Structures build buttons, like it is in many games. This would also make the use of (eventual?) hotkeys more streamlined. While some here complain about reducing the size of trees and ships, they are even bigger in that game, which looks better to me (although some transparency effect might be lacking). I like the irrigation being part of the fields (which in 0 A.D. seems the blandest of all structures, almost as it would be better off by being spawned by Farmsteads instead). The personalisation of warriors and seeing them training during production is quite interesting, as is showing how ships are built, and how troops are shown on them and on elephants. And still, "most critics felt the game was unoriginal, bringing nothing new to the genre", which seems a really hard thing to do, impossible to reach if constrained by that "people don't want to learn new build orders" .
    1 point
  13. Buenos días o tardes: -Aquí más facciones africanas: Shona (Zimbabwe) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
    1 point
  14. they ALSO have a massive damage multiplier on top of all that. also,all ranged cav has one extra pierce resistance than their infantry counterparts. combine this with the extra hp and mobility and you have the best unit for survivability
    1 point
  15. A simple concept... Gemeni AI Chatgpt Tomorrow I will start modeling and making textures.
    1 point
  16. Six months has passed. Development of stevenlauBot did not stop, but I have been dealing with a really difficult problem - optimal field placement around CC. The algorithm improved over and over, and now reaches an optimal solution worth sharing. Before I go into technical details, here are some screenshots of optimal placements in random Mainland. Pink represents the region where we can place field freely, and blues are the fields. Now I am writing some technical details. I first define Gap and Hang. Gap Ideally we want to let a field to touch (snap) the CC (or actually any dropsite), so that farmers can efficiently drop resources without walking. However, since farmers have a size and dropping range, we can actually leave a gap (around 5.6m) between field and CC and the farmer can still drop resources without walking. Leaving such a gap might allow more fields to be placed. Hang In games, we often see players put field snapping at the corner of CC. This is not ideal, because farmers will have a walk a bit to drop resources. We name this case "hanging" entirely outside of CC. If we now shift that field a little inward toward the CC, it is still hanging, but only part of it is hanging. Then farmers can farm in the part where the field is not hanging, and they can drop resources without walking. That non-hanging part is around 8m. Now to state our problem more precisely, we want to place maximum number of fields around CC, allowing gap between CC, but keep certain non-hanging part. We disallow rotation. Although rotation might give better arrangement, the problem will become too difficult. In fact, disallowing rotation is the sole assumption of our algorithm. Under such assumption, our algorithm gives optimal placement. I also claim that if we allow rotation, no efficient algorithm exists. People who are familiar with algorithm, especially computational geometry, should realise this is a very difficult problem. This is shape arrangement in continuous 2D space, and deterministic algorithm might not even exist. Scientists usually do heuristics to find good-enough (but not optimal) solution in these problems. I had also been working on heuristics, but as I keep improving my heuristics, I found that our problem is quite special and is much simplified. It turned out that we can work out a combinatorial algorithm to really find the optimal placement. We basically do trapezoidal decomposition of the region, that we do sweep line algorithm over all such trapeziums, exhaust all combinations, and merge linearly related constraints. The algorithm is super complicated, but I think I made it. Do you like it?
    1 point
  17. I guess you didn't understand what I said in the first place, which was: no unit should be so OP as to have some gentlemen's agreement not to produce it, and when there's a misunderstanding regarding that, to have people whining about it, as it happened recently. So, if you say "champ cav is nonsensically fast", "naked fana has capture speed of a champ despite not having any of the drawbacks of a regular champ", and what you now added, I'd assume you agree with those complaining that they are OP, so I was agreeing that they should be nerfed, at least to the point of no ban needed to even be considered.
    1 point
  18. @Perzival12Try it now https://github.com/0ADMods/civ_grid
    1 point
  19. Ugh, plz add to base game.
    1 point
  20. Spread of common infantry - Archer:2.25 Crossbowman:3 Javelineer:4 Slinger:3 Spread means how inaccurate the shooting becomes at 100m from target. The spread is less when closer than 100m. For example, it is half at 50m. Thus, archer and crossbowman are proportionally the same: 2.25 x 60 / 100 = 3 x 45 / 100 = 1.35 A projectile (arrow / stone / javelin) is considered to hit a infantry when it arrives at radius < 1.5m from target (indeed, a circle). A projectile is considered to hit a calvary when it arrives at the 3m x 6m rectangle of the target (indeed, a rectangle), which is a little larger than the size of two infantry. Dog is smaller, elephant is larger, charriot is larger. Now, at the beginning of a shoot, after waiting a short initial prepare time (once only), the future location of the target (because it may be walking) is very often precisely predicted, and the projectile is shot there, at a speed around 70m-100m per second, depending on unit. It should mathematically hit the target at the exact position when the projectile lands. Therefore, if the target changed direction during this time, the predicted future location is no longer correct, and the projectile might miss. This behavior is the principle of dodging. Even if the target did not change direction, the projectile might also miss due to the spread. The exact spread is given by a pair of independent normal random variable at variance of 1m. It is then multiplied by the spread. The result is some sort of 2D normal distribution, but since x and y are independent random variables, the 2D CDF is not circular, but more like a square. It seems super difficult to mathematically calculate the exact probability of it hitting a target. Let's get a rough idea by assuming the 1D case. I don't know how much would it deviate from 2D case, would be great if some mathematician could help. (Edit: I solved the 2D case, see reply below) In the simplified 1D case, I just use some online normal CDF calculator, fixing lower bound at -1.5, upper bound at 1.5, mean at 0, standard deviation at 2.25 x 60 / 100 = 1.35. Archer hits an infantry at 60m with probability 73.35%. After an upgrade of spread (-20%), standard deviation = 2.25 x 0.8 x 60 / 100 = 1.08, the probability is 83.51%. Crossbowman and slinger hits infantry at 45m with probability 73.35%. At rank 2 spread -20%, the probability is 83.51%. Indeed, exactly same as archer at 60m, coincidentally. Javelineer hits infantry at 30m with probability 78.87%. At rank 2, the probability is 88.18%. The best unit would be rank 3 archer plus spread upgrade, at standard deviation = 2.25 x 0.8^3 x 60 / 100, hitting target at 60m with 97%. Last but not least, when a projectile misses a target, it is not wasted. It will hit some innocent person standing there. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/Attack.js#L714
    1 point
  21. You are certainly right - there could be more civ character diversity. However, balancing appears to be a MAJOR task and I remember loooong and excited discussions and changes back and forth to arrive at the current more or less stable state. Possibly, with your modding experience, do you think you could generate a few of your proposed test changes and let players look at the resulting balances?
    1 point
  22. A documentary on the Angles during the Roman Iron Age (1 - 375) and Migration period (375 - 568). A disclaimer: this video comes from the conservative sphere. This is a video that is fairly factual about archaeology and history. However, sharing the video here does not mean that we endorse all of the messages on this YouTube channel. Keep an open but critical mind.
    1 point
  23. 1250: sword and spear are similar melee units that is useful to make meat shield. 1300: swordmen is good to crack rams. 1350: if you want to go full pop attack with rams at min 13-14, an enemy with swordmen is harder to crush. In this strategy it is common to postpone hack resistance upgrade in favor to earlier attack, but swordmen in enemy is strong in hack attack. 1400: when rushing with melee cav, run if you see spearmen, fight if you see swordmen. I think Iberian having swormen is important to balance out the initial wall defence. If iberian has spearmen, it becomes almost impossible to rush them. 1500+: thoughts?
    1 point
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