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The first helicopter has entered full operational status. It features a full range of unique flight capabilities, such as lateral tilting and short range backward movement, and gains altitude during long distance flight. It is also capable of firing rockets and anti tank missiles, and deploying heat decoys. Recording 2026-09-26 005347.mp48 points
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I needed dedicated server for 0ad and I built it: Veredus is an unofficial dedicated server for 0 A.D. and it's out now. No player hosts the match, so it keeps going when someone leaves or has a bad connection(with a timeout). Dropped players get their slot back when they reconnect, and matches carry on after a server restart or killed. Players join with vanilla 0.28 game. An optional companion, the "sidecar", runs AI opponents on the server, lets players rejoin without asking state from player, and records results and replays. The server is free and open source. Code and setup instructions here: https://github.com/victorcrimea/veredus I only have Linux, so I'd really like to hear from anyone who can try it on Windows or macOS: does the server start, can players connect, and does the sidecar build and run? Please post bug reports, suggestions and questions here or as a GitHub issue. Veredus is not affiliated with Wildfire Games. Basically any feedback is welcome.6 points
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Turning a fairy tale into reality, humanity has taken to the skies in 0 A.D. (apologies if someone has already done this). Drawing inspiration from World in Conflict, I am adding more realistic helicopter movement, though the takeoff/landing key is my own idea, as World in Conflict required rappelling to disembark. Recording 2026-09-24 231717.mp46 points
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Hi all, I'm Josue (josue on Gitea), a fairly new contributor. I want to share a project I'm about to start, get your feedback before I write code, and later hand you a fork to test and pick apart. The itch Petra is a solid executor. It gathers, builds, places, trains and fights well. But it plays the same linear game on every map, against every opponent: gather, age up, train, attack the nearest Civic Center, repeat. It doesn't use terrain, it doesn't read you, and difficulty is mostly a handicap (gather rate ×0.42 on Sandbox up to ×1.56 on Very Hard, plus some caps). Meanwhile the game ships 51 historical heroes across 15 civilizations: Hannibal, Alexander, Vercingetorix, Leonidas, Fabius Cunctator, Viriathus, Themistocles... and the AI never fights like any of them. Petra's Leonidas doesn't hold a pass. Petra's Fabius doesn't delay. Nobody builds Alesia. The idea https://gitea.wildfiregames.com/josue/0ad/src/branch/strategos/mvp1/docs/strategos Split the bot into hands and head. Hands stay Petra: economy, building placement, gathering, queues, trade and garrison mechanics, the actual battle. The head is new: a small strategy layer that picks a stratagem: wall the choke by the river and wait; build a trade network; garrison the towers along the enemy's approach; strike their army while it's strung out in a pass; fall back. A stratagem enters Petra through one door (Headquarters), which hands it to the manager that already knows how to execute it. The ambush and the Persian trade network go through the same channel. Who picks the stratagem? We write the doctrine, a model judges. Civ doctrine: read from the civ bonuses that already exist as data. Romans fortify, Carthage goes to the sea and to elephants, Persians trade, Spartans hold ground. Hero archetypes: 5–6 playbooks mapped to the heroes: siege builder, ambusher, hammer and anvil, hold the pass, delayer, naval raider. Stages triggered by the game, not the clock: early game follows the civ doctrine; mid game picks a hero and runs their playbook (hero dies → next hero); when heroes run out the AI goes defensive: commerce and fortification. Opponent model: is the other player rushing, booming or turtling? Where is their army heading? Are they weak at sea? This is what changes every game, and it's what Petra has never had. The model doesn't invent strategy. It answers typed questions ("hold, strike or fall back?", "rush, boom or turtle?") with probabilities. That's a classification job, which is why a small model can do it. Free and open, by design The target model is Laya (convaiinnovations/laya on Hugging Face): Apache 2.0, 421M parameters, a classifier that answers typed questions and runs on a CPU (the model card says roughly 200–450 ms per question on CPU; I haven't measured it yet). Optional download (~650 MB). Without it you get plain Petra; nothing changes. No account, no API key, no network, no cost. Multiplayer-safe: only the host runs the model, and its decisions go out as ordinary network commands. Clients don't need the model, lockstep holds, replays replay. This also sidesteps floating-point differences between platforms. One engine change is needed for it: today the server drops commands sent on behalf of another player unless cheats are on (NetServer.cpp), so the host must be allowed to send this one command type for AI-controlled slots. Single-player is unaffected. Mod first: a strategos mod that overlays only the Petra files it touches. Default Petra stays untouched. An honest note on prototyping: to learn quickly which questions matter, the very first prototype uses a hosted typed-question API (TypeSafe's Jev), called from an external Python script through the existing RL interface. That is developer scaffolding only. It will never ship and players will never need it. Both models take the same question format, so swapping to the local model doesn't change the questions. Performance: what it costs Lag is already the most common complaint, and AI plus pathfinding are big parts of it. Today every AI runs on the simulation thread, on every client, every turn. So this has to be designed not to make it worse: The in-engine part is tiny. Petra reads at most one hint per played turn and hands it to a manager it already runs. I'll measure Petra's turn time (the existing PetraBot bot (player N) profiler section) with and without the mod, and publish the numbers. The target is ≤5% overhead. The model never runs on the simulation thread. At 200–450 ms per question on a CPU, running it inline would freeze the host, and in lockstep that means everyone. So questions are asked every few seconds (not every turn), inference runs on a worker thread, and the answer comes back as a command a few turns later. The engine already has a TODO for exactly this pattern (async AI tasks that return after a fixed number of turns, in CCmpAIManager.cpp), and it lines up with the ongoing threading work (#5874). If that helper gets built, Petra's own heavy analysis could use it too. Only the host pays. Clients run nothing extra. The host pays CPU on a spare core, plus the model's memory (roughly 0.5–1.7 GB depending on quantization; I'll measure and publish it). It won't fix lag. I'm not promising a speedup. At best, stratagems replace some of Petra's per-turn strategic scans with a cached decision; that's a side effect, not the goal. How it relates to existing plans From the Gameplay Feature Status and Game Performance wiki pages: Advanced AI is listed as "partially complete" (#973, #3003). The terrain and threat reading here (choke points, the enemy's approach) overlaps #3003 ("Petra should be aware of dangerous areas"). Anything reusable goes upstream on its own. The naval raider archetype depends on #3002 (Petra using ships for warfare), so it comes later. Directional attack bonuses (flanking) aren't implemented, so "hammer and anvil" can only win through positioning and surrounding, not a flank bonus. I'll keep the playbooks honest about what the game actually rewards. "Ambush" here is AI behavior (hold a choke, strike at the right moment). It's unrelated to the concealment mechanic in #3177. Narrative and strategic campaigns were cut from Part 1. A historically flavored opponent in skirmish is a cheap way to get some of that feeling back. How I'll prove it (before anyone gets excited) MVP of the MVP: one map with clear choke points, one stratagem (ambush at the pass), one question (hold, strike or fall back). Three arms on the same seeds: vanilla Petra ambush + a dumb distance rule ("strike when their army is within N metres") ambush + the model Arm 2 vs 1 measures the stratagem; arm 3 vs 2 measures the model. Before any game, the model has to beat the rule on 50–100 hand-labeled game states. If it can't, I'll post that result here too. Roadmap Phase 0: headless Petra vs Petra harness through the RL interface; determinism checked through replays. Phase 1: the hint channel (a new strategos-hint command → Headquarters dispatch). JS only, no engine changes. Phase 2: choke points extracted from the passability grid. Phase 3: the ambush stratagem in Petra. Phases 4–5: rule arm, labeled dataset, model arm; results posted here. After that: the local model on the host, outside the simulation (optional ONNX Runtime dependency, off by default), the small network change above, then more stratagems, civ doctrines, hero playbooks, the opponent model. What I'll share, and what I'm asking I'll share: Everything in my fork, https://gitea.wildfiregames.com/josue/0ad (branch strategos/mvp1): code, match results, replays and the labeled dataset, for anyone to test, reproduce or tear apart. Fixes, as normal PRs, for the RL-interface bugs I run into along the way. #7854 and #7628 look like the first ones I'll hit. I'm asking for feedback from: Petra maintainers: is a single "stratagem hint" entry point in Headquarters acceptable, or would you prefer a different hook? Engine folks: what do you think of an optional ONNX Runtime dependency behind a build flag, off by default? Players and history nerds: which hero should fight how? Which maps have good passes? Everyone: is this a direction the project would consider upstream one day, or should it live as a mod? Either is fine with me. Disclosure: I drafted this post with help from an AI assistant (Claude). The plan and the decisions are mine, and any code will go through the normal review process.6 points
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Hello everyone! I’m here to share some more news about my mod, World Rising! Over the past few days, I’ve had to spend quite a bit of time fixing several meshes from the 3D models I created, mainly to make sure the lighting works properly across all objects. There are still a few meshes that need some adjustments, and this work ended up changing my plans a little for the next few days. Since I’m developing the project on my own, I’m trying to follow an approach that I consider very important: create, test, and optimize at the same time. Instead of leaving all the problems to be fixed at the end, I prefer to make some progress, fix what needs to be fixed, study the results, and constantly evaluate what can be improved. One of my biggest priorities is making sure that World Rising remains lightweight, visually appealing, and runs smoothly, even with thousands of assets being rendered on the map in real time. Because of this, I’m reviewing models, meshes, textures, and other elements to find the best possible balance between visual quality and performance. It’s a huge challenge! Especially when working alone on a project of this scale, but we’re moving in the right direction, and little by little, World Rising is taking the shape I originally envisioned. For now, here are a few images from the development process. I’ll be sharing more news and updates soon! Feel free to comment, share your opinions, criticism, and suggestions, and take part in the development. Your feedback is always very welcome! And a special thanks to Stan, who pointed out the mesh issue and helped me notice an important problem that needed to be fixed. Thank you to everyone who continues to follow and support World Rising!6 points
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Infantry fighting vehicle on the move A quick update on The Great War mod regarding tracked combat vehicles: as someone who values detail, I prioritize realistic movement. The models now kick up dust and smoke from the ground, leave track marks on the terrain, and of course, feature a powerful, aggressive engine roar. Recording 2026-09-23 144500.mp45 points
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Unfortunately it's mainly modifications to the game engine itself, meaning it's not possible to wrap into a mod. But I can help out by providing a couple of demo videos for you : (I had to compress the videos) Screencast+from+2026-09-21+22-14-52.webm Screencast+from+2026-09-21+22-13-08.webm Screencast+from+2026-09-21+22-11-19.webm For testing you will need to know how to compile the game. Which makes things difficult I'm aware.5 points
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Hi everyone, I've been looking into the possibility of creating Proto-Germanic voice lines for the Germans in 0 A.D. First, a note about AI: I used ChatGPT to help me find linguistic sources and prepare the first word suggestions below. This is preliminary research, not a finished translation. I'm not a historical linguist, and the proposed forms have not been independently reviewed by one. Some of them may well be wrong. No audio has been generated yet. My idea is not to reconstruct exactly what the Cimbri spoke around 100 BC. As far as I understand, the surviving evidence simply doesn't allow this. Instead, I would like to find a reasonable linguistic approximation that fits the historical setting of 0 A.D. and sounds good in the game. We only need about 18 short voice lines. Ideally, they should be one or two syllables long, but I don't think this needs to be a strict requirement. Before experimenting with recordings or text-to-speech, I would like to get the words and their pronunciation into a reasonably good state. 1. Which language should we use? Release 28 describes the Germans as a coalition of the Cimbri, Teutones, Ambrones and other Celto-Germanic groups. Official Release 28 announcement The linguistic situation seems rather uncertain. For example, Gilles Quentel discusses early contacts between Continental Celtic and Germanic. There are also different interpretations of the surviving names of the Cimbri and Teutones. Bichlmeier and Blažek discuss several possible etymologies of these tribal names in their 2020 publication. I think reconstructed Proto-Germanic could be a reasonable common language for the faction, as long as we make clear that this is an approximation, not a reconstruction of an attested Cimbrian dialect. There is also the question of the First Germanic Sound Shift and its chronology. For our purposes, I would initially use a consistent reconstructed Proto-Germanic pronunciation rather than trying to reconstruct a hypothetical earlier dialect specifically for 100 BC. Of course, I would be interested in other opinions on this. 2. First suggestions for the voice lines I used the English meanings from the Audio Voice List, with the Latin translations as an example: Audio Voice List – 0 A.D. Wiki The following is a working draft, NOT a finished or academically validated translation. All proposed Proto-Germanic words and forms are reconstructions, not directly attested historical expressions. Some of the specific forms still need linguistic verification. Most candidates were initially found through Wiktionary's Proto-Germanic reconstruction entries, which often refer to etymological dictionaries such as Kroonen or Orel. However, I have not independently checked every individual reconstruction against these books. I also used the freely available Proto-Germanic grammar by Winfred P. Lehmann and the IE-CoR linguistic database. Some forms are more tentative than others. I have marked the particularly uncertain ones instead of pretending that we already have a complete solution. Selection and greetings English Proposed form Notes Hello hailaz! Literally "healthy, whole". A possible greeting, but not an attested Cimbrian one. What is it? hwat? Simply "what?". Shortened for gameplay. My lord? frawjô? "Lord", without "my". The appropriate form of address should be checked. Movement and fighting English Proposed form Notes I will walk gō "I go / walk". I will fight fehtō "I fight". The meaning and exact form should be checked. I will attack! hwētō! "I attack". This candidate needs further linguistic checking. I will march! farō! "I go / travel". Not specifically military marching, but perhaps sufficient for a short acknowledgement. I will retreat! wīkwaną "To yield / retreat". This is still an infinitive. A shorter and grammatically appropriate spoken form is needed. Battle cry open Perhaps a non-verbal shout would work. Alternatively, a short expression based on a reconstructed verb for fighting could be considered. I would not want to invent something and present it as an authentic Germanic battle cry. Working and gathering English Proposed form Notes I will build timrō "I build". I will work land arjaną "To plough". The appropriate short spoken form still needs checking. I will gather samnō "I gather / collect". I will herd drībō "I drive". This could refer to driving livestock, but is not exactly the same as tending a herd. I will fish fiskō "I fish". I will repair bōtī "Improve / make good!" Not specifically repairing a building. The form and its use in this context need checking. I will hunt huntōn- Reconstructed verb stem only. The precise form and vowel length remain open. I will heal hailī "Heal!" An imperative rather than "I will heal". The exact form needs checking. Regarding hunting, the IE-CoR database gives huntōn- as its reference form, but its explanation also mentions hūnton-. The vowel length and the actual spoken form therefore need further checking. Other (I will put myself into) garrison — felhō Intended meaning: "I enter / go inside". This is one of the least secure suggestions and needs both lexical and grammatical checking. It is not an attested term for entering a garrison. A few remarks about the list The grammatical forms are not consistent yet. Some are first-person forms, others imperatives, infinitives or reconstructed stems. Personally, I don't think every response necessarily needs to be in the same grammatical form. The important thing is that it works as a short and natural-sounding acknowledgement in the game. However, we should make sure that the individual forms are actually plausible and not simply invented by an AI. Also, several suggestions deliberately use a broader meaning than the English original. For example, "I travel" instead of "I march" or "I drive" instead of "I herd". These would be gameplay decisions, not exact translations. I would be happy to replace any of these suggestions if there are better alternatives. 3. Sources Here are the main sources I found. Historical background Gilles Quentel (2012): Early Linguistic Contacts between Continental Celtic and Germanic: Lexical Aspects. Publication on ResearchGate Harald Bichlmeier and Václav Blažek (2020): "Cimbri" et "Teutoni". Journal article – Acta Linguistica Lithuanica Václav Blažek: On chronology of the First Germanic Sound Shift (Lex Rask – Grimm). Publication via DOI These publications discuss historical names, etymologies and linguistic developments. They do not provide translations of the 18 voice lines. Grammar and pronunciation Winfred P. Lehmann: A Grammar of Proto-Germanic. University of Texas at Austin. Complete online grammar The chapters on phonology and inflection are particularly relevant. R. D. Fulk (2018): A Comparative Grammar of the Early Germanic Languages. Publisher's page – Open Access e-book The complete e-book is freely available. I have not worked through the whole book, though. Vocabulary IE-CoR – Indo-European Cognate Relationships Linguistic database One useful example is the entry for "hunt": IE-CoR: hunt. It references Kroonen's Etymological Dictionary of Proto-Germanic and also illustrates why some details need further checking. I also used Wiktionary's Proto-Germanic reconstruction entries as starting points for individual words: Proto-Germanic reconstructed terms Some examples: fehtaną – to fight timrōną – to build fiskōną – to fish hwētaną – to attack These entries are helpful for finding possible forms and references, but they are not a substitute for checking the original academic literature. 4. What is still missing? Before recording anything, I think we would need: Someone with knowledge of historical Germanic linguistics to review the suggested words and their grammatical forms. A consistent pronunciation guide, preferably using IPA. Better solutions for the uncertain expressions, especially retreat, repair, healing and garrison. A decision on the battle cry. A way to produce natural-sounding recordings that can be freely distributed with 0 A.D. I know there has already been some discussion about AI-generated content in the project. I'm not attached to using AI for the final audio. Human recordings would be fine as well. For now, AI has mainly helped me find sources and put together this preliminary list. I would be interested to know whether AI-assisted linguistic research is acceptable for this kind of contribution, and what the requirements for the final recordings would be. 5. Questions Does this general approach make sense for the Germans in 0 A.D.? Would reconstructed Proto-Germanic be a suitable choice, or should we consider another linguistic approach? And is anyone here familiar with historical Germanic linguistics who could help check the proposed words and pronunciation? I would be happy to continue working on this if there is interest. Thanks!5 points
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Hey everyone, I’m here to share some more news about World Rising! The Yayoi culture is already well into development, with approximately 60% completed. We have also started working on the Kofun culture, which will represent the final Era of the Japanese cultural progression in the game. By the end of this week, I plan to share more images of the new structures and also show some of the new units currently being developed. Another feature I’m currently finishing is the weather system, and I’m really enjoying how it’s turning out! This map will feature three different types of rain: drizzle, heavy rain, and thunderstorms. One of the most interesting aspects of this system is that weather events will not necessarily affect the entire map at the same time. Rain will appear randomly in different regions of the map. This means that your city could be enjoying calm, clear weather while, on the other side of the map, an enemy city could be dealing with a powerful thunderstorm. The goal is to make the world feel more dynamic, with different regions experiencing different weather conditions throughout the match. I’m also working on the skeletons, rigging, and animations for the animals I created to implement in the game. I have to admit, this part has been quite a lot of work, but little by little these animals are starting to come to life inside World Rising. Finally, I plan to create one more tree model and two new types of plants to expand the Japanese biome and make the environment feel even richer and more diverse. Development continues to move forward, and there is still a lot more to come. I’ll be sharing more updates and development images soon. Thank you to everyone who continues to follow and support World Rising!5 points
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Also worth noting that if you scale everything to a factor two, your map is twice as big4 points
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Screencast+from+2026-09-22+02-47-35.webm Screencast+from+2026-09-22+02-49-43(1).webm Better? Also another demo about cavalry movement now : Screencast+from+2026-09-22+02-53-38.webm4 points
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Please make a PR for the base game. lol You're in luck too! The next Release will fix rain particle orientations.4 points
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I’ve looked at your profile, and I realize that I, an amateur, have been giving instructions to an expert.3 points
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Hello everyone! I’m back with more news and new images from World Rising! =D Over the past few weeks, I’ve made several important improvements to the project. New buildings have been added, new technologies have been implemented and tested, and everything is working very well so far. I also rebuilt all the meshes that needed corrections to ensure that the shaders and lighting work properly. It was a lot of work, but the visual results have improved significantly! Another big addition is the creation of the Yayoi hero Katsuro. With him, we now have 4 of the 5 heroes planned for the ancient Japanese culture, with one hero representing each Era. The 4th Era — the Bronze Age — is now established and working, making the civilization’s progression increasingly complete. I’ve also continued working on the Yayoi economy. Yayoi granaries now produce both food and fibers used for clothing, currently represented by the leather resource in the game. The dynamic weather system has also received some adjustments. Weather events now occur at longer intervals, while rainfall lasts longer. This makes weather changes feel less frequent and more natural, while giving each event a stronger presence during gameplay. World Rising continues to grow step by step. There is still a lot of work ahead, but every new building, technology, character, and system is helping the project develop its own identity. I hope you enjoy the new images! Please keep commenting and sharing your opinions, criticism, and suggestions. Your feedback and participation are always welcome! Thank you all for supporting World Rising!3 points
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Noted, yes after some playtesting also with @Effervescent it was clear that we should make infantry have more agile movements, which is mainly suppressing restrictions on turning. We also had interesting talks about using the new parameter "MaxAngle" to have ranged units in general start the attack prepareTime/animation while turning (they start drawing an arrow while they turn, so it makes micro interesting). I think i did increase the value of pushing a tiny bit, but maybe before reverting I would try to see if you think it's better with the lowered Inertia effects (they are more agile so maybe it would fix it for you). I guess I did set a "stagger recovery rate" very low in the templates So you are right. I didn't, but I should have saw it come. Yes this is one bug that is from this PR obviously, I can address that. The other ones I'm not too sure, the woodcutters getting stuck happens a lot to me in MP. Thank you so much for the feedbacks! I have a much clearer idea of what this PR needs now. Mostly tweaking the templates and fixing the big boys club dances.3 points
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@Atrik! I’ve been testing the PR. I haven’t noticed any functional bugs. Everything I’m noticing is related to tweaks for the units values. So I’ll share my impressions of their current behavior. In general, the units feel more “heavy” to me. I find it somewhat appealing, but I think it will all depend on the fine-tuning that’s done. I think some degree of overlapping could also be fine to make unit bumping feel less noticeable. I don’t think civilians and infantry should have such a gradual rotation, at least not when they’re moving individually. I hope I can explain what I mean. I don’t know anything about crowd movement, but I have the feeling that their turns should become wider as the size of the group increases, with this being more of a consequence of them bumping into each other. Maybe civilians could also be allowed to overlap with each other a little more. I’m sharing a few videos showing different situations. Unfortunately, we still can’t test multiplayer, so I did my best to simulate a battle. Woodcutting. Notice the woman on the left who gets stuck and can’t reach her destination, around the end of the video. I’ve never tested this with the vanilla version, so I can’t really compare whether this happens there as well.. Mining brothers: Here I get the feeling that the elephants are trampling the horses. Some horses appear to be standing still while being pushed around, or simply remain stationary, as if they can’t find a path to their targets. The trampling looks interesting, but the horses remain stuck for too long. And the elephants seem to have this infinite pushing loop. I assume you’ve already noticed it. Chopping Wood.mp43 points
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Technically speaking, this mod focuses on the 21st century, the present day, though it prioritizes gameplay over historical accuracy or realism. The factions are fictional, albeit inspired by real world counterparts. If this mod proves successful, I plan to develop subsequent mods set in the gunpowder era. While those would be technically much simpler than this one, I would hope to incorporate historical consultation for them.3 points
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You can see how "solid effect" of "stiffness" impact the boats in the video. You get super cool effects when there are a few ones, but a lot of them result in them taking a lot of time to settle. It's fine for boats as you rarely think of crowds of boats, and I just made a scene for this in the video to show that it works, and still look good for them. But if you have a crowd of infantry constantly wiggling and taking forever to settle, this would look very bad. Hence the spring. Inertia and pushing aren't the same thing. But for navigating on open terrain, this wouldn't change much. However if you try to funnel "solid" physical bodies into a choke-point, they obviously take a while more to achieve the same movement. So if ever we wanted to make cavalry "solid bodies", with this PR it's only just one tweak in their template. But because big crowds of them cost more to simulate and that moving them around take longer if they are in high number, it should be accompanied by an increase of cost/population for example. The pros are that they will have much more realistic charge effects, like you see with elephants, but cavalry have less contact area and are moving much faster, the physic outcome would be different too (like a cavalry can trow fewer infantry units away but at higher velocity). So this is just a balancing change, out of scope. Even without proper "charge", -so just using the old pushing pretty much as it was, the inertia improves physics for cavalry fighting at no additional cost. The cavalry can push away other spread units thanks to it's superior weight, and also push its target by a little - even if ideally it would be more, and the cavalry would be smart enough to take more advantage of it instead of stopping once in front of it's target. Screencast from 2026-09-22 18-44-41.webm3 points
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Then it's bad https://gitea.wildfiregames.com/0ad/0ad/wiki/EnglishStyleGuide3 points
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Our first Release 28 community mod is up on the 0ad mod downloader. you can also get it straight from the 0ad community mod gitea page (https://gitea.wildfiregames.com/0ad/0ad-community-mod) With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand. Fanatics HP, hack damage, and hack armor reduced. Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced. Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units. Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced. This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions. Cavalry speed was reduced by 15%. Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w. Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks). Capture balance: Civic center capture points increased from 2500 to 3500. Fortress increased from 4000 to 8000. "Sentries" tower upgrade now also increases tower capture points by 50%. "Professional garrisons" fortress upgrade now also doubles fortress capture points. Scipio's Capture attack aura removed. See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more. Germans buffs: Champion axeman unit metal cost reduced from 100 to 80. Seeress damage aura range increased from 15 to 20. Seeress armor increased from 2->3 hack armor and 4->6 pierce armor they remain unaffected by blacksmith techs. Wagon encampment price reduced from 350w, 150s to 275w, 100s. Feel free to see the full changelog in game thanks to @guerringuerrin. As always, please give us some feedback about how these balance changes go.3 points
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Exciting news! I've finely brought this project to a testable and reviewable state. A big change since my last posts is that I've managed to make the performance impact minimal. The inertia system pay for itself and is kinda having 0 cost including the collision detection logic and other logic related to it. Having a lot of units that have the "charge" effect fighting is also demonstrated to be reasonable on performance with only a few percent increase in simulation cost for a given battle. This project have a lot of implications, and anyone willing to be testing the PR and giving feedback would help tremendously to make it move forward. If you are able to, please do. PR link3 points
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I have more exciting news about World Rising! I’m developing a dynamic weather system that will transform the environment during each match. Clouds will gradually form in the sky, while rainstorms and thunder may arise unexpectedly. These weather changes will make every match feel more alive and unpredictable, further enhancing the game’s immersion and realism. VID_20260918_014029.mp43 points
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In the meantime would it be acceptable for WFG to host one of those dedicated servers ? I'll see if I can try on macOS. Some ideas on top of my head: - Would be nice to have an ansible or docker setup for it so one can create it with all the needed dependencies. - Would also be nice since I assume you set up your own lobby to test to provide a mod that allows switching lobbies. It will split the player base though.2 points
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Awesome work @victorcrimea! However, everybody please keep in mind, that we don't allow third-party bots in the official multiplayer lobby, so to use this dedicated server, please either use the direct connection option or a separately hosted multiplayer lobby. Ultimately it'd be great to have such functionality integrated into 0ad itself, so players don't have to go through additional hops to use it.2 points
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That’s a thing of beauty; I can't wait to use some air-to-air missiles against those Black Hawks.2 points
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The ship movement is really nice, and the inertia makes the collisions feel much more natural. It’s a shame it can’t be tested as a mod, but the demo videos still give a good idea of the changes. Hope more people can compile it and give feedback on the PR.2 points
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This seems interesting! Another thought I had when watching the elephant videos (probably unrelated): All soldiers going back to idle at the same time when the elephant dies looks so abruptly, maybe there could be some randomness (like some cheering, some idle) or random delay.2 points
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Thanks, yes it's better. Calvary movement looks smooth too. In the catapult video those 2 guys walking in circles looks strange, but I guess it has nothing to do with the question here. Yes I want to do that some day when I have more time, thanks for the offer, I will get back to you2 points
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Though this is a reply to LeJardind, @Eilat I'll throw some advice in here as well. Maps too small - Not really, the size limit is only for vanilla and can (has been) removed, as Eilat said. Drones - Flying units are doable, if sometimes hacky. Recon is really just a large vision range, and suicide can be accomplished with the DeathDamage component. AI behaviour - Not sure what you mean, but Petra can do lots more than it seems. Jamming Mechanics - Also easy, just give jammers an aura that reduces vision range to 0 (basically removes your units from being controllable). Data-Link - Why? Heavy Artillery - Yeah, that is hard to balance, but a very high cost and reload rate, plus high pack and unpack times go a long way. AA Defences - Just weapons that can only target/are best against aircraft. Radar mechanics - again, vision. MANPADS - Guy with a rocket launcher. Modelling of missile behavior - Why? State-space model - Why? control laws - not sure what you mean.2 points
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Okey, altough there does not seem to be much interest, I promised it... there is a little tent left, that rome captured and does not decay after destruction of all the rest, and this keeps rome for the engine in a state "Not lost all critical resources". Altough a tent despite a house can not train woman, so it is over for rome. What is special, due to the palms next to the tent it is almost invisible in the mini map.2 points
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You are such a gigantic troll But I'll bump on it still, and give some nerdy details. The collisions between units are not indeed like solid bodies that are impossible to overlap, even with this PR, this will remain true for most units. It's more a spring-like push that tries to make units keep distance to each others. This pushing just use a distance-to-center repulsion force. What's introduced here for boats and elephants is a different stronger pushing and that actually take the unit's shape into account. This is why on the video you see that the hulls act like actual solid bodies. However simulating this, is ~x1.5 time costlier then the simple radial spring pushing. So because that, for small units, the difference in visible behavior would be minor, better go with the simple pushing, and use the better one only for big units that get the most benefits from it. A fun fact is that before this PR, all units were treated the same, so you did had still this radial-pushing for boats (the collisions were spring-like and only a small circle at the center of the boat was even acting as the hitbox) but it was still much bigger then for, say infantry. To detect if units were colliding, the map had a grid that allowed each unit to search a limited area where it might be actually colliding with other units. This grid size had to be proportional to the largest pushing unit of the game : boats - who's pushing effects where questionable anyway. Even if you played on mainland map with no ships whatsoever, the grid was sized to work for boats too. And your unit had to check their distance with much more other units they needed to. So you can say that the lag you experience on mainland, was partially due to ships. This along a few other optimizations with the pushing and more resilient obstruction handling, make the PR a performance improvement for common scenarios (yey!).2 points
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My favorite too Hopefully it can be a good starting point to make naval battles very different then land battles. Right.2 points
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Too bad it's not possible to make a mod, unfortunately I don't have it compiled. I like what I see in the videos. The ship's movement looks really natural. The timing in the other two videos might be not 100 percent on point (on the elephant attack too late, on the catapult impact too early?). I think it's nice and I wanna encourage anyone who is able to test it2 points
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I'm excited to hear this is going forward! Is there a way you could provide a mod for easy testing purposes if it's not too much work? That would be awesome.2 points
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For Mycenaean heroes there are three options in my opinion: 1 use the (poorly documented) mycenaean figures we know: https://en.wikipedia.org/wiki/Enkhelyawon https://en.wikipedia.org/wiki/Attarsiya https://en.wikipedia.org/wiki/Tawagalawa_letter 2 mantain current mythic heroes 3 generic archetypes (Wanax, Basileus, Lawagetas....maybe religious hero) For mythic heroes we have detailed descriptions of their equipment (although keep in mind Homer mixes elements from bronze age and the later geometric period): https://www.salimbeti.com/micenei/armour5.htm https://www.salimbeti.com/micenei/shields4.htm https://www.salimbeti.com/micenei/helmets4.htm The mod's Egyptians seem to be based Saite period but with some New Kingdom heroes and Sherden guards , perhaps could be rework around a specific period. New Kingdom is of course more popular; although i find the Saite period to be interesting (mostly due to how little known it is, and because of their interactions with classical civilizations like Greece and Persia).1 point
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Another thing, I changed the current map, but on the convert page, the Test in Game button stayed the same, instead of changing back to Convert. Also, a stop button would be nice in the convert section1 point
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How you want. I wouldn't mind many PRs if they're small and managable. Feel free to ping me in the PR(s) on Gitea. This is essentially what I meant to say with "their role was unclear", which admittedly was not the best choice of words, though. If I remember correctly, there even is a record where it kinda sounds like they were fighting as cavalry. There has always been debate on whether the SpecificNames ("native" names) always need to be a direct translation of GenericNames (English names). My personal take is that they don't have to, I wouldn't mind (and actually prefer) "Prodromos (Cavalry Javelineer)". The word-by-word translation (like Hippakontistēs here) can be in many cases straightforward, but a bit boring. If there is a more historically interesting and relevant term unique to that civ, I'd use that instead, even if describes a broader group of people/soldiers. Again, a unit can represent more than just the soldiers equipped in the exact same way. One idea floating around is to in addition to the SpecificName and GenericName introduce a "ClassName". Then we could use "Prodromos" as the SpecificName, "Scout" as the GenericName and keep "Cavalry Javelineer" as the ClassName. This would be cool to have for other units too. I'm aware. My point was that the generality isn't a bad thing.1 point
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@razieve thanks for reporting this. I can confirm this is a ModernGUI bug on the development version. A condition was poorly written which created this ghost foundation in some edge cases. It will be fixed next time I push my local work. In the meantime you don't have to worry about it affecting your game. This foundation placement doesn't consume any resources, nor creat any obstruction of any kind. Basically it doesn't affect anything, but you can still delete it to make it disappear. If you want, you can also enable 'global queue' feature to make this work, where builders will start building the foundation once the required resources are reached.1 point
