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Wildfire Games is proud to announce the release of the Patch Release A27.1 for 0 A.D. Alpha 27: “Agni”. This is the first patch release of 0 A.D., made possible by the new development environment put into place last year. Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. Changelog Here are the changes included in A27.1: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) fixed support of Windows 7 a fix for modifying your lobby password when you have an uppercase letter in your username a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for changing player perspective in replays a fix for an out-of-memory crash in the JS engine when generating random maps a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails a fix for a memory leak in the renderer fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) Thanks to all the community for your continued support and enthusiasm, which allow us to deliver these updates! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Bluesky or webmaster at wildfiregames dot com.14 points
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Obviously, this makes you a better player because it masks your flaws. Being better or worse than another player requires several evaluation points, and one of them is the ability to manage everything that happens on screen, especially in an RTS game. If you use a script that does these things for you, it's obviously an advantage and shouldn't even be discussed. Your analogy exemplifies exactly what I said. A manual car may not be faster than an automatic, but there's a chance of shifting into the wrong gear and breaking gears in a manual car, which isn't possible in an automatic. That's exactly what you do when you use scripts to mask your mistakes.8 points
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New Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc2- infix. New fixes (added to the top post): The Windows 7 support is fixed! A27 will be the last version supporting Windows 7, so it was a shame to have a bug in here. The engine version is updated, for better bug reports Two Unix build system fixes This should be good to go. Please test as much as possible, I am hopefully releasing this in the upcoming week (I'm thinking Wednesday 16th).8 points
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7 points
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At this point, I no more believe that the cheaters are trying to have a reasonable discussion. It's just like "What could I write that would be reminiscent of an argument to possibly let me keep doing what I'm already doing?". Half of this is just trying to shift or relativize the topic, or telling fair players to either cheat too or go play elsewhere. Then, when a counter-argument is taken apart and proven as flawed, they will just repeat it unchanged in a new thread. Tell a lie often enough, right. Or, maybe even put the lie right in your bio. That way it gets automatically repeated after anything you write. Smart. So I see @Seleucids say "STOCKFISH DOESN'T CHEAT", and that's a really bold statement to put in your bio because of how hard it is to prove. Meanwhile, there are people like me who just do have the proof in the form of replays, eyewitness testimony, screenshots of chats discussing the usage of the mods (what is meant here by cheating anyway). So what is it now? It's just acting dumb and trolling.7 points
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The purpose of this mod is to allow access to options, hotkeys, or the last game summary directly from the lobby without having to exit to the main screen of the game. It’s especially useful if you want to adjust some settings while waiting in a host’s gamesetup without losing your spot. Other, more robust mods like ModernGUI or boonGUI offer the same functionality, but this option is suitable for those who prefer to keep things simple and like the original lobby interface. Just unzip LobbyMenu.zip and copy paste the LobbyMenu folder into your mod's folder and you are ready to go. If you have any suggestions or If you find any bugs, please contact me and I’ll fix them ASAP. Note: The small black lines visible on the buttons are not caused by the mod. On my 4K monitor, the GUI appears very small, so I had to scale it to 200% in the settings, which causes those small black lines to appear. Here are some screenshots:7 points
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The death of this game has been a long time coming and is truly inevitable. First, the heat death of the universe, something difficult to precisely calculate, will happen in roughly 10^106 years, which I doubt 0 AD will survive. Even if we prepare for that, there is the more immediate problem of the sun depleting its hydrogen reserves in approximately 5 billion years. Unless our team develops proper technology to survive in space, I think 0 AD will fail. In a similar vein, the Andromeda Galaxy's collision with the Milky Way in 4.5 billion years may pose a serious risk to the survival of the community. For these reasons, I regret to say that 0 AD is doomed.7 points
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Hey guys, I'm back with more news about my WorldRising project! I've created new resources and they're now functional! They are: bone, water, leather, clay and faith. Here's how to collect each of these resources: Water and clay can be found in the wild. Bone is passively created in hunting lodge buildings. Leather is produced in the primitive tannery. Faith is generated in ritual stones. In addition, I've implemented many new technologies, including new units such as the priest, archer and hero. I've re-textured many units and improved the textures of buildings. However, I've had some issues implementing certain technologies, such as promoting units when completing a specific technology or increasing the civic center limit by +1. I've also had trouble editing animals, even using existing models, due to issues with the skeleton. The same issue occurred when trying to implement flags on buildings. (If anyone can help me, I'd be very grateful!) I've now completed the Stone Age with all buildings and technologies. The Polished Stone Age is 60% complete and I will soon begin the Copper Age. Stay tuned for photos!7 points
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Indeed Boudica. Not even the market exploit is considered a cheat. Reza knows about quickstart, Seleucids knows reza considers it a cheat. I think its quite distasteful bringing up war or PTSD here. Reza had this stance before the war already. Reza probably doesn't really care but bringing this up does not show a interest in a reasonable discussion. Instead the sanity of the conversational partner is attacked.6 points
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Hello everyone! I'm here to share some amazing gameplay footage of our project! It's now possible to create riverside villages without the need for a civic center! Docks have territory space, and as they evolve, the territory increases. In addition, hunting lodges can be built anywhere on the map. And that's not all! The houses also passively generate leather, making resource management even more efficient. Now, we're working on the next step: creating defenses to protect our villages! Share your impressions and comment on what you think of the project! We're looking forward to hearing your opinions!6 points
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Bom dia ou tarde; -Finalizámos a Primeira fase ,da Primeira versão do mod, (a arquitetura) a primeira quota de facções já está fechada: 65 em todo o mundo. (Proporemos mais futuramente). -Agora estamos com as unidades (primeiro as americanas), aqui fica uma antevisão: Tupí Tiahuanaco Mapuche Desculpe-me pelas inconvenièncias*6 points
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I wanted to make a mod where the teams have a different line style. I spectate a lot, but never toggle team colors as it is clumsy and one has to untoggle soon enough anyway. I tried different line styles like dashed, dots and diamond. I think only the default + dashed works really well enough in my short tests. But in 99% of the games its just 2 teams anyway. Would be nice to just join a game and tell at first glance where the fronts are. The problem is art/textures/misc/territory_border.png is loaded in source/simulation2/components/CCmpTerritoryManager.cpp. So it's fixed in c++ code. I don't want to build a custom version. Would it make sense to move the path out in the future to be modifiable? How you like different line styles for teams?5 points
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This thread has been initiated to revisit the discussion concerning the historical accuracy of the Iberian civilization as depicted in the game. The aim is to consolidate relevant information, provide a comprehensive overview of the issue and its origins, and facilitate constructive dialogue focused on identifying potential solutions. At present, the primary concern regarding the Iberian civilization in 0 A.D. (A27 at the time of writing) is that it represents a composite of various groups from the Iberian Peninsula, encompassing populations with distinct languages and distinct historical backgrounds. This issue emerged early in the development of 0 A.D., largely because the Iberians were favoured by one of the project's key early contributors: https://play0ad.com/interview-of-tonto_real/ In this interview, there appears to be notable confusion between Celtiberians and Iberians, which may have been intentional. Geography and languages Unravel the origin of foreign assets The Iberian civ in 0 A.D. has three heroes: Caros is a Celtiberian chieftain leading the coalition during the second war, Viriato is Viriathus, a famous Lusitanian war leader who resisted Roman hegemony and finally Indibil is a chieftain of the Ilergetes, an Iberian people from the North-Eastern part of the peninsula. Therefore, only one of the three heroes is properly Iberian. The regular units are also making direct reference to other people with the skirmisher called “Lusitano Ezpatari” (which means Lusitanian swordsman but whatever), “Kantabriarko Zaldun” (Cantabrian cavalryman), the priestess of Ataekina/Ataegina (Ataegina was a goddess worshiped in the western part of the peninsula, probably a Lusitanian cult originally). There is also the “Leial Ezpatari” (loyal swordsman) which is a direct reference to the “devotio” reported by Romans to describe the vow of Celtiberian warriors to their patron/chieftain. There is also the issue that the chainmail body armor is used extensively by the units, while there is no evidence that the Iberians used it. It seems to have been adopted much later by a few Celtiberian and Lusitanian warriors, simply because those peoples have been subjugated after the Iberians. Both the wonder and the temple are based on the sanctuary of Cancho Roano, related to the Tartessian culture and abandoned around the 5th century BC. So, it is not purely Iberian, it depends on the interpretation of the Tartessian culture. It is a minor issue but I think it was important to mention it. For me, the problem with the current representation is that it is misleading. Players do not understand the differences between the various peoples mentioned, particularly the Lusitanians and the Cantabrians. Portraying them as an original component of the Iberians is awkward. Especially since it is historically confusing because the Lusitanians and Cantabrians appear quite late in the conflicts with Rome. Many wars between the Iberians and the Carthaginians and Romans never involved the Lusitanians or the Cantabrians. What are the possible solutions? 1. Clean up all foreign elements from the civilization and make it a purely Iberian civilization. This simply means removing and replacing assets. 2. Split the civilization into two or three. In particular, create a Lusitanian civilization and a Celtiberian civilization. This means removing and replacing assets for the Iberians. Then create new assets to make one or two other civilizations. 3. Keep the foreign elements within the Iberian civilization but separate them by having them appear in specific buildings, specific technologies, etc. to show that they belong to another culture neighboring the Iberians. My opinion Solution 3, keeping the foreign element but separating them and distinguishing them for the Iberian core, is the most compatible with the original vision of tonto_real (aka Ken Wood). It would also bring more diversity in the Iberian civ. We can for example add specific Lusitanian buildings to integrate them properly as allies, to distinguish them from the core roster. The effort is moderate.5 points
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WeirdJokes: 100 score - plays 0AD too long to be nub - late stage game changer - la viva cows - I love his german accent on jitsi - Non toxic person4 points
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MarcAurel: 100 Score - plays 0AD since last milennium or something - OP player ("the borg butcher") - gives me at least a small percentage of all the resources which I need ingame - helps the community a lot (moderator, tournament organizer, active forum member)4 points
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I don't think it necessarily says anything. It's interesting, sure. But there is noise here that limits it's usefulness. Notably, this doesn't account for differences in player skill for each civ. You would need to control for player differences to make real conclusions. It also obviously lacks any data for military strength. For example, I personally find ptol to be one of the stronger civs. But, in my perception, it isn't chosen by highly skilled players that often while it is frequently chosen by lesser skilled players. Many players using ptol also build settlements before min 13, which naturally slows down their eco boom, but may give them a strategic advantage that isn’t captured in the statistics I would also consider iber to be a decent to good civ. But whenever it is chosen it automatically boosts other civs too, especially gauls, because of it's team skirm bonus. So it's relative value is depressed.4 points
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This map is designed to be played in singleplayer/2 players. VI century b.C., Sparta and Argo, are competing for control of the Peloponnese. The other faction starts as neutral, but you can sign alliances by paying the right amount. The map is designed to enjoy hoplite battles and strategy, putting a side the building part of the game (the map is quite full of cities/minor settlement: is there Corinth, Olympia, Messene, Mantinea and various villages). I still have to manage some issues with uploading the map here, but for now I want some comments on it. Let me know.4 points
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4 points
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4 points
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This is clearly wrong. @guerringuerrin has already pointed this out as "awareness." I would go further to say this is actually multitasking, which @borg- has already identified as the primary skill in R(eal)T(ime)S(trategy) games. It is also not just "repetitive meaningless actions." First, your mod doesn't repeat the same thing. It optizimies based on how many you can make to reach your ideal population composition. Without the mod, you would have to decide what batch size to make and of what units to make. At all times, do you know how many jav inf you have at all times? Do you know how many sword cav you have at any moment? Do you know how many slingers you need to make to reach your ideal population percentage? I don't know. But I can make guesses informed by experience (i.e., skill). Your mod does this all for you. If you truly want something to eliminate repetitive clicks then that already exists as part of the base game. You have created something that does more and creates a competitive advantage. Most importantly, you've been told other players don't like it and choosing to use it anyways4 points
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you are the one bugging here. All it does is use an existing system to tell units to attack higher preference units if they are attacking a low preference unit without orders. aoe2 does this, not sure about other games. It is perfectly intuitive, and it is exactly what would be expected of a preference system in UnitAI. You just made up "damage spreading" out of thin air. PRs go to the game for everyone, and they effect everyone equally. Making and distributing automation mods to be used against those that don't have them (incompatibility checks off) because you think the game design is bad is very different.4 points
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Undisclosed. Players who use automation mods, and presumably map hacks (I’ve never observed someone use map hacks) do not disclose this before game start, and avoid/ignore any discussion of this. I think fair gameplay is fun gameplay so I don’t play when there is a cheater. 0ad does not need to be competitive like an esport but the game itself is a competition (we are trying to win right?) so yes it needs to be fair by default. If any player could select a 2.5% handicap without anyone knowing it would probably make the game less fun. We’ve had this discussion so many times, everything has already been said but the problem remains.4 points
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4 points
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sanafur: 99 +100pts for trying to make archers build works -100 pts for making archers when enemy is spamming champ cav +100pts is nice and teamworks -1pts cause he doesn't deserve perfect score3 points
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97 Score Is reasonable in discussions and likes my memes.3 points
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I love capturing as much infrastructure as possible. I even have an elite force to garrison those structures (my "tower guys", eight elite spearmen with a dedicated ctrl group.) For towers it helps consolidate your conquests and can also help eliminating roaming stragglers, saving you from searching for them. Barracks let me fill up my inf should I loose some, temples just because (and should I need a healing pause), and in most games (depending on the civ I RNGed) I use captured stables to ever increase my cav champs.3 points
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3 points
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3 points
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That's sad. But that problem has a solution. The moment it happens, you just collectively let a 4v1 on the cheater. Until he's out of the game, everyone is on cease fire.3 points
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3 points
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Yeah i mean, only way i know to see units stats is right click on the unit portrait and u got a fixed position window which covers the whole center of the screen with every stats of the unit. Also If you want to know the military upgrades of your enemy you need to check their damage and do the maths to know how many upgrades they have ( yeah, I know you can memorize this stuff for every unit......) It's OK to have all this info here but we might want to have the Combat stats in a more accesible and direct way. boonGUI had something like that (which I think you ported to ModernGUI) on the bottom bar. Very useful. I share two other examples from SC2 and AOE2 boonGUI version got some combat stats here. aoe2 example. U got Damage + Damage Upgrades Melee Armor+Upgrades/Range Armor+Upgrades SC2 U got those stats portraits which are for Armor, Ground Damage, Air Damage, and the three 0s tells you the upagrades it have. Then If you want more detailed info you can hover your mouse and that green square displays Damage, Attack Types (2 in this case), Range, and so on. The "Armored - Mechanical - Massives"are for the unit classes, as some classes are more resistant against other classes and so on3 points
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I think this is one of those things that does not need to be universal/standard across civs.3 points
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3 points
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I have been seeing so many new players getting discouraged to play 0ad since in good games they are avoided. It is understandable and i myself exclude them too from the most games i host cuz everyone wants to have a good game and new players are hard to balance with. I try to explain them nicely they should host new player games and they wont enjoy getting rushed left and right in OP games. But i feel bad and obvio want to help them get better and want to help them integrate into the community easily. So, i was thinking if we could make some scenario maps with rating points reward system for the new and weak players to understand the basic game mechanisms. For example, level 1 could be an easy build order for eco, they will get instructions and if they can do that they can get 5 rating points, level 2 could be how to stay calm in early cav rush and defend if they do it well 10 points and so on. I don't know if devs will implement this reward points features, but i will check the scenario builders out was thinking might try to build something with the basics i know and if new players do it i will just give them some of my points by resigning a rating game. If all the good players make scenarios with their OP strats and gives some of their points to encourage new players i think we will have lots of good players to enjoy the game with. What yall think?3 points
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My thinking on this one: farms are usually placed next to deposit sites already, and you build storehouses directly near the mines, for in these cases, you dont benefit from less time spent to return with gathered resources, in fact one can argue you introduce an indesirable delay in receiving the resources to your stockpile. I see these mainly as a boost to wood gathering, since the walking time to the storehouse increases over time as harvested trees disappear.3 points
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3 points
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I have played many of the available maps and wanted to create something new. I like not only making attractive maps, but ones that add some new twist to the game play. I though of mazes and other ways to make maps more challenging. I sort of went that way, using terrain to control movement Here's what I've come up with. It would be great to get some feedback on this. Nile Delta Conquest 1.xml 1745219202_NileDeltaConquest1.pmp3 points
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One merchant ship with five garrisoned traders has the same efficiency as two merchant ships, however 1 ship + 5 traders costs 500 food and 500 metal, while 2 ships only cost 200 metal. As all the units count towards your population limit, 2 ships aren't just significant cheaper, but they only incur a population of 2 instead of 6, you'd have with 1 ship + 5 traders. Therefore garrison traders in merchant ships usually doesn't make sense at all and might be only helpful if you have land based trade at first and switch to merchant ships later on.3 points
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3 points
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20250707-1630-58.7562044.mp4 now sure how to fix the oars going backwards.3 points
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3 points
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3 points
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Actually either Rename and let the game install it Rename ResetSeed.zip to ResetSeed.Pyromod Double click, the game should open Enable the mod, save, and restart the game Drag and drop the zip Open the game Drag and drop the zip on the game's window Enable the mod in the mod selection Copy the zip into the right location Copy it to mods/ResetSeed/ResetSeed.zip Extraction (Least recommended) Extract the mod Put the contents in : mods/ResetSeed/*2 points
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Sure. But we're talking vanilla. Com mod is also disliked for that reason, among others, so I don't see that being implemented. And, if it is then @guerringuerrin's complaints will be even more valid. This just leads to booming and turtling. Makes more sense to make an offensive tech be some place else. No reason to give turtling offensive advantages in addition to defense ones.2 points
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So the short answer is: There is nothing to repent. Trying to have fun when playing a video game is not a sin.2 points
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slōgijanaz / slōgijanōz based on slahaną, meaning slaughterer, striker2 points