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Showing content with the highest reputation on 10/20/26 in all areas

  1. Attacks by swarms of fpv drones Screen Recording 2026-10-20 232949.mp4 Screen Recording 2026-10-20 233146.mp4
    4 points
  2. Hi everyone, I’d like to share a small tool I made for anyone who wants to build their own AI for 0 A.D. GitHub: https://github.com/lilypoppybooks/PetraBot_Template The problem Starting a new bot from Petra usually begins with a tedious step: copy Petra, then rename it everywhere. Since R28 introduced JavaScript modules, you also have to fix about a hundred import paths. Miss a single one and your bot silently loads the original Petra code, or two derived bots overwrite each other in the game’s file system. The solution PetraBot_Template is an exact copy of Petra from Release 28, isolated in its own namespace, with no change in behavior. It comes with a small Python script that clones it under a new name: python3 clone_bot.py Alpha # creates PetraBot_Alpha.zip The script renames everything (mod, AI folder, imports) and keeps the license and credits intact. You get an independent, working bot ready to install, and several clones can play against each other in the same game. I've tested it over roughly 10 hours of games: I tested both land and naval maps across different game settings, repeatedly comparing the Petra bot, the PetraBot_Template, and the derived Petra. The result is that PetraBot_Template works and behaves exactly like Petra. Why? To make developing Petra-based bots easier. Instead of spending time on renaming, developers can focus on what matters: new ideas and new strategies. And since every bot starts from the same reliable base, it becomes simple to compare them fairly and to share results. Three gaps I see in Petra Petra is stable, but in my opinion three areas leave room for improvement: Naval strategy. Petra’s naval manager mostly handles trade, fishing, coastal defense and transport. The comment at the top of navalManager.js even lists sea scouting as an “ultimately” goal. On island maps, war fleets that take the initiative, sea control and coordinated landings would make a big difference. Politics, dialogue and intimidation. Petra already handles tributes and alliance requests, but its diplomacy is reactive and its messages don’t form a real dialogue. Imagine a bot with a diplomatic personality, one that can intimidate (demand a tribute and actually attack if refused), remember betrayals, or make calculated alliances. Exploration and strategy. Petra mostly picks its strategy from its own situation and reacts more than it anticipates. Early scouting, adapting to what was seen, choosing targets from gathered information and switching plans mid-game are all open fields. Each of these could be a project on its own, and the template makes it easy to start one. Links GitHub: https://github.com/lilypoppybooks/PetraBot_Template License: GPL-2.0-or-later, same as Petra. All credit for Petra goes to Wildfire Games and the Petra contributors. This project is not an official Wildfire Games project. If you build a bot from it, please share it here! I’d love to see clones play against each other and compare approaches. Feedback and suggestions are very welcome. petrabot_cycle.svg
    3 points
  3. I just found this, I set the AI to track changes from 0 AD, it found this. These are interesting contents outside the main community.
    2 points
  4. 2 points
  5. Hey everyone, For the past month, I've been working on a project: a narrative campaign for 0 A.D., focused on Viriathus and the Lusitanian resistance against Rome. In-depth research, focusing primarily on Appian's *The Spanish Wars* Why : Because 0 A.D. clearly lacks a narrative campaign, and because the development faces significant technical and resource-related challenges. If this work can help the community, that in itself is a success for me. My goal : My goal is to create a story people will play, while discovering 0 A.D. But also to help the developers with my experience, through reports, and above all to create a reference for future scenario creation. For the past month, we've been working on the scenario. I already have 8 contributors on the project. Huge thanks to them. Release : The goal is to release Scenario 1. No official date yet, but I'll post an update every two weeks here, and also on Reddit. Also : This project isn't to release it as quickly as possible, but rather to ensure quality and also learn things like programming, digital painting,music, and collaboration. Thanks !
    1 point
  6. @Bravado2020 Hi here is my project ! https://wildfiregames.com/forum/topic/170017-devlog-burning-heart-a-narrative-campaign-for-0-ad/#comment-762999
    1 point
  7. I agree that this game is wasting potential but also the in game online community isn't what it once was at least for me, every game I've been a part of online now always has someone using profanity or just being a fool in general, I am very intrigued to see what scenario's and campaigns you guys come up with, i may even try my hand at some myself but i agree the Atlas Editor good as it is could use some improvements.
    1 point
  8. Hello, i have made a discord community for anybody interested in learning and playing Diplomacy & Roleplaying in 0ad, I have also made a Mediterranean style map just for this you are all welcome to join and check it out. https://discord.gg/2ZT99gzd3
    1 point
  9. Once upon a time, the idea of capturing a ship was presented on the forum. https://wildfiregames.com/forum/topic/104332-naval-overhaul-alpha-27/ In my opinion, it is a great idea to provide the opportunity to capture an enemy ship. My development of this idea is very simple: Let's make it possible for one ship to be captured or seizured (intercepted, converted e.t.c) by another player's ship with a garrison. For example: one ship that has no garrison (or fewer units) and another ship with a garrison (or two/three times more than the first) move very close to each other for a while, after which the ship becomes the possession of the player with a more powerful garrison. Much like taking over buildings. After capture, the first ship will receive part of the second ship's garrison. To do this, you don’t need to make animation, just add mechanics. Of course, it would be better to take into account the forces of the units located in the garrison, but only if it looked like hand-to-hand combat (without representing the battle itself, only capturing the line, as for buildings). And ships without a garrison could not be used for capture. Only for fights. Thus, the player can add units to the ship's garrison and go to capture another fleet. This will add dynamics and unpredictability to naval battles.
    1 point
  10. However, I’ve found that they don’t perform well when playing against humans, and they were written for an older version of 0 A.D. (though this can be easily fixed in the `mod.json` file). That said, I might plan to upgrade Petra or create a new bot; if the bot in my mod proves successful, the features that are already working will be incorporated and improved upon.
    1 point
  11. improvements: Escalate the general animation Add Head and Hat bouncing Improved foot path Amplified cape swing Amplified general run bouncing before-after.20001-0210.mp4
    1 point
  12. testing some mechanics, to find a balance between a more numerous and strong legion vs fewer and less organized, and so far it's working!
    1 point
  13. @Perzival12 I'm planning to make a campaign with the Iberians. I think it's something different and original. I already have some scenario ideas and I want to try the editor. The campaign is called "The Fire of Freedom" and you play as Viriatus, a Lusitanian chief fighting against Rome. @ShadowOfHassen If anyone has suggestions or is familiar with the editor, I'd love some help to bring my ideas to life. Thanks in advance! Let me know what you think!
    1 point
  14. Buenos días o tardes; -Ahora tengo mucho trabajo y estoy con otros proyectos. Disculpen las molestias*
    1 point
  15. Hi how are you all, i just wanted to make a post regarding Roleplay in 0AD especially with the new Alpha as i personally think that 0AD as a whole has some really great RP potential if people are willing to do it and not just deathmatch all the time, Roleplay opens up 0AD in ways you would never think were possible, i have experience of roleplaying in 0AD as i actually hosted a few sessions on Alpha 21-22 i believe and it was a huge success and so much fun to do, it just requires likeminded individuals with a roleplay passion for this to take off on 0AD i really hope it does because it would change the entirety of how 0AD can be played alongside the normal deathmatch modes. Game Settings for Roleplay Sessions: Map type: Random Map filter: All Maps Map Size: Giant Nomad (for players to choose the best possible locations to found their capital city and making sure that they are as far away from other players as possible) Disabled treasures: Yes Explored Map: No Revealed Map: No Pop Cap: 300 Starting Resources Medium Disable Spies: Yes Game Type: Conquest: Yes Capture the relic: Yes (this mode is on for the use of relics in roleplay because they can be used for funeral processions, weddings, nobles, triumphs things of that nature, each player can hold one relic and cannot capture or destroy another players relic they are used purely for roleplay and the number of relics on the map will match the number of players in the session) Game Speed: Relaxed (0.75x) (this is because of Normal 1x being too fast and unrealistic. Explanation: Use your imagination to bring the game world to life! Roleplay your chosen civilization and lead them on whatever paths you choose. Your people are not just people they are the lifeblood of your civilization and should be treated with delicate care, keep them protected and happy as no ruler would wish to incite rebellions or riots within their civilizations, ensure the prosperity of your empire by forming trade agreements, cementing alliances, make peace when at war and negotiate ceasefires with other players civilizations. Keep on good terms with historical allies or forge your own path. The possibilities are endless when your using roleplay, send gifts to other civilization's as good will or in favour of a possible treaty, send an envoy (Healer) to request a meeting with the leaders of other civilizations to engage in discussion. Use intrigue and cunning against other civilizations to spy and gain an advantage over your enemies. Meet your enemies on the chosen battlefield and give formation orders and a heroic speech to your men before engaging in battle with your foes. Host a feast for your most trusted allies. Use roleplay to create events within your civilization that have an affect good or bad, for example as Rome you could hold senatorial events or if their is another Roman player you could both engage in a civil war roleplay. Everything you do that effects your civilization must be shown in game chat, for example (Rome holds senate meeting to discuss the tax levels of its citizens due to unrest and to discuss the extension of Quintus Fabius Maximus's consulship) There are so many idea's and paths you could choose, think you have what it takes to be a Roleplayer? There are also strict rules to every Roleplay session that are their to keep gameplay fair and realistic: This is not a deathmatch style of play the goal is not to build a super army and steamroll your opponent, You must have good reason for declaring war as well as letting the whole world know (The Roman Senate has declared war with Gaul as territorial borders were not respected, the roman people feel that iron is the only language these barbarians understand), Dont force or manipulate a war declaration just because you might be bored let the session play out and use your ingenuity. When at war battles must be fought on battlefields chosen through Roleplay by the two warring Civilizations on the game map and once your army has marched there you can choose to set up a temporary camp for your men giving them time to rest and resupply before engaging in battle or move your troops into formation and take the field ready to attack the enemy should they appear, Wars are big things and therefore have more meaning in Roleplay than just attacking the enemy in force, Tactics are a big thing and can turn the tide of a battle: for example (hide some cavalry in a nearby forest ready to pounce when the time is right), small skirmishes may occur but only when raiding forces attack a village or trade route and are attacked by defending troops. Borders must be respected and not be crossed, doing so could result in repercussions for you and your civilization. Expansion must not be huge, Build closer together for max space on the map, build cities Large, Towns Average and Villages small, the game will be on Nomad as to give every player the freedom to settle where they choose and the maximum distance possible from each player and if somehow you find yourself somewhat close to another civilization then make sure to build away from them as to limit border clashes, there is a limit of 1 city (CC and all buildings and stone walls) 1 town (Houses, Storehouses, Corrals, Farms, 1 Temple, 1 Dock, 1 Blacksmith, 1 Barracks, 1 Stables, 1 Market and Wooden Palisades) and 1 small village(Houses, Storehouses, 1 farmstead, 1 corral). You cannot rush an enemy town, city or village, small villages can be raided but only by a small group of 5-6 troops and no buildings must be destroyed within the village the only exceptions are farms, peasants or livestock, roleplay must be ensured before any large event planned by players and you must let the world know of what is happening within your civilization at all times, all discussions or treaties require the players to meet on the game map with your leader and a bodyguard of up to 8 men in a disclosed location of your choosing only once together may discussions begin in in game private chat. Don't rush building your civilization take your time to plan and carefully place every building making it look as realistic and easy on the eye as you possibly can giving a unique aura to your chosen civilization and vibrance to the entire game world, if you are a tribal civilization (Gaul, Britons or Iberia then your total territory size must be smaller compared to the superpowers of Rome, Carthage, Egypt etc to add realism as tribes did not build huge cities but smaller tribal villages with only a few buildings. There is a limit of 10 champion troops per civilization, siege weapons and towers are banned, Healers built from temple's are used as Envoys/Diplomats to engage in discussions with other civilizations, you must request permission to speak to another civilization's leaders and then send an envoy to begin any form of discussion between civilizations. A wonder is allowed but must be built in your city only and cannot be upgraded they are purely for show to enhance the looks of your city capital. Players using the same civilization is not allowed with an exception for Rome being allowed to be used by two players, At the very start of a game everyone must make sure to change their diplomatic status with all players to Neutral and change their colour to match their chosen civilization in the game lobby (Rome is Red, if their are two players using Roman civilizations then the other must be blue, Carthage, Seleucid and Iberia is Black, Gaul and Kushite's are Green, Britons and Athenians are light Blue, Egypt is yellow, Macedon and Sparta are Purple, Mauryan's and Persians are Orange) make sure to change diplomatic status when at war and at peace to ensure no accidental skirmishes. Remember to be as authentic as possible to your Civilizations culture and roleplay them as they would have been in real life, (Rome must always be roleplayed as a Republic due to their troop composition) if your not sure of your Civilizations culture you can always do some research on them. Keep the game session fresh for all players with new events happening within your civilization as to give the sense of a living breathing world and most importantly have fun! If you have any questions please feel free to ask.
    1 point
  16. a few questions, just react with a good or bad emoji as a reply: Question: Should Mercenaries be nerfed?
    0 points
  17. As I said, most 0ad problems are caused by handicapping civilisations. If every civ has champion melee cavalry then the problem is solved. There are people who want to play Mauryas Athens and Sparta. These civs shouldn't be removed from the game. Your quest for diversity reduced diversity. Sometimes making the base structure tree the same helps a lot In the past you had complaints about slingers, archers, pikeman, skirmisher cavalry, almost every unit. If you had given every civilisation an archer, a skirmisher/ slinger, the problems wouldn't have existed! Everyone can make that op unit and it wouldn't have been a thing!
    0 points
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