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  1. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    5 points
  2. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    5 points
  3. https://www.moddb.com/mods/derphammer
    4 points
  4. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    4 points
  5. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    4 points
  6. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    4 points
  7. Well, Spartans don't have good cavalry. That is one of their main weaknesses, the other being poor siege. Every civilization/faction has its strengths and weaknesses. The fact is, you don't choose a playstyle and go with any faction. You choose a faction because you like its playstyle, units and its quirks.
    3 points
  8. connect your territory to ally and delete your cc !
    3 points
  9. Is it me or something with normals (the face is more gray than I expect)?
    3 points
  10. @AlexHerbert I assume you are referring to mass garrison of hoplites in barracks early-on so they promote to champions. This shouldn't be a problem in TGs because it's not very good against a standard minute 15 maxxed out attack. Some players might feel this offers them a shortcut but this is only helpful in for example Nomad matches. Normal hoplites esp. Athenian ones still have many possible counters like outplaying them with ranged (even archers) or making a 50/50 melee/ranged army with proper upgrades, champions or just making full melee-only of your own. Technically swordsmen should be stronger in hand-to-hand combat. In my personal opinion pikemen are actually much better when used in team with ranged units than hoplites. Honeslty I would just recommend making a normal army and fighting melee in front. I can see how champ spamming with the garrison might be a bit annoying and you might even compare it to Gaul fanatics. But in my opinion having such a 'secret' strategy is intriguing and that's exactly the kind of depth I like about 0ad. You still can make a big citizien-solider army and you will be fine but can be annoying.
    3 points
  11. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    3 points
  12. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  13. I tryed to make it a random map. This time I used Mercator projection with some adaptation. This is the result. I will upload soon on earth-maps 0.28.3. world.json world.js
    3 points
  14. New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.
    3 points
  15. We could probably update it for R28
    2 points
  16. The freckles are a great touch I fear they may be picked on at school though... These look great as well. Maybe one suggestion: the lips appear somehow too small.
    2 points
  17. This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them Version 1.1 -> 5/13/26 Adds command tent -> train healers and champions for some civs, population bonus of 7, train roman centurions, works as a dropsite, not Available till town phase Tent now has 5 population bonus Scout cav can build palisade wall, roman scout cav can build siege wall instead Scouting-1.1.zip Version 1.0 -> 5/12/26 Adds a scout cav that can build an outpost and scout tent. Scout cav have 25 resource capacity Tent -> train scout cav and jav infantry, if the civ has it Outpost upgrades -> lvl2 +10 vision range, lvl3 +10 vision range and shoots arrows Scouting-1.0.zip
    2 points
  18. Methinks it would be interesting if the AI mixed it up a bit and tried different mixes of units in its attacks more than it currently does. Perhaps we can add more personalities to the mix beyond Aggressive, Defensive, Balanced, which try specific types of units for different strategies or tactics.
    2 points
  19. Hi, @Satevis. Welcome to 0 A.D.! I'll try to answer some of your questions.: 1. What is the advantage, if any, of raising livestock in a Corral vs building more Fields? Economically, Fields are still generally more efficient than Corrals. However, Corrals have a harder-to-measure advantage: they allow you to replace some Civilians with Cavalry, since cavalry gathers food faster while also giving you defensive units in your base that can help protect against raids. In addition, you can garrison livestock inside Corrals and get a small constant food trickle. At competitive level, the standard is usually around 45 to 60 Civilians distributed across 9 to 12 Fields. A strategy that is becoming increasingly common is replacing around 20–25 of those Civilians with Cavalry. 3. How much better do my units perform given the different formations? The repositioning that @Deicide4u mentioned is key. An army deployed in a proper formation will have a much better chance of winning than a disorganized army attacking in a straight line or with ranged units (which are weaker) exposed on the front line. Units also run while repositioning, which gives you a mobility advantage that can be enormous if used correctly. In addition, units in formation can overlap slightly more. This allows melee units to attack enemies without needing to move around to find an empty spot. 4. How does the Trader unit affect prices on the Market? Traders are only used to establish trade routes between Markets. Every time a Trader reaches or leaves its destination, you receive some amount of the resource you selected. They are especially useful on maps where certain resources are scarce. 5. Are walls important for defensive play as Romans? Walls are not used very often because of their weakness and high cost. If used properly they can still help with defense, although many players consider them too weak at the moment. 6. How do I handle extremely long ranged archers (vs Seleucid?)? Spear cavalry is probably the best option. They are faster and have a damage multiplier against cavalry. Gaul Naked Fanatics are also an excellent option against all kinds of cavalry. As for struggling against the AI, I recommend watching this video. It explains the basics of economy management while also giving many valuable insights that can help you improve your gameplay. ValhirAnt is one of the best — if not the best — 0 A.D. players. I highly recommend watching many of his videos, from beginner guides on beating the AI to highly competitive 1v1 matches against top players.
    2 points
  20. Like any other RTS, the game keeps evolving as players discover tactics and strategies to exploit the strengths and weaknesses of different units and civilization mechanics. Maintaining good balance throughout each release is a very difficult task, carried out by very few people who dedicate a great deal of time and effort to it. It would be useful to properly identify what the actual problem is and why the unit is considered broken. Perhaps the issue is the capture system itself, which allows a ball of hoplites to steamroll everything and capture your base. Perhaps it is the Hoplite Tradition technology rather than the unit itself. Or perhaps there is also a lack of skill involved in dealing with a ball of hoplites, which are actually easy to micro against due to their slow speed. The frustration is completely understandable. Balance issues happen and will continue to happen. Contributing ideas to solve a potential problem is always welcome, but ranting about the supposed motivations of the person responsible for the unit’s design does not contribute anything at all.
    2 points
  21. You might enjoy looking @Emacz Classical Warfare AEA mod where (Spartan) hoplites work quite a bit differently and some units got specific pop limits.
    2 points
  22. Bonus track: Set of female heads to end the week since my semester start tomorrow.
    2 points
  23. Yeah, as I've said 100x already. Capture is a broken mechanic that allows things like these. If those hoplites had to damage your CC, their strategy would fail.
    2 points
  24. 2 points
  25. I'll add another mesh with narrow nose. Currently iberians:
    2 points
  26. I think I found the code related to this behavior. Value seems to be hardcoded. It should probably be exposed as a configurable value so it can be adjusted more easily. Check this line: // If Health is lower we are more susceptible to capture attacks. const cmpHealth = Engine.QueryInterface(target, IID_Health); if (cmpHealth) total /= 0.1 + 0.9 * cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints(); This is in simulation/helpers/Attack.js
    2 points
  27. Hi, everything alright? Actually, I still need to add some resources like copper and iron, which will replace metal. I'm also thinking about adding silver or marble, but I'm not sure yet. Regarding resource gathering, in the first era, villagers can't collect copper, gold, or metal. As you progress through the game and advance through the ERAS, your villagers also change, being able to collect new resources and unlock new buildings. As for resources appearing during the game, I don't know if it's possible to create them, and I also believe that having specific resources for each culture isn't possible.
    2 points
  28. What about specific resources for specific eras? To avoid working metal in the stone age. I guess in practise one could do it by setting ridiculously low gathering rates for more advanced resources until certain techs are researched? (And some civilisations could not have these techs, solving the issue you mention). Or can they be made progressively appear? (Some game was like that, can't remember which, maybe RoN). I guess your resources are faith, water, clay, food, bone, leather, wood, stone, copper, iron and gold. It seems like a lot to keep track of. Also, fibre, as I argued somewhere else, would be a very important one that gets always ignored (I guess it doesn’t sound that cool :P), and leather could be included in it (even if hides are not usually considered natural fibres textile-wise, they are made of collagen fibres), as both have similar purposes.
    2 points
  29. https://gitea.wildfiregames.com/0ad/0ad/pulls/8907 Needs a better specific name. Right now, it uses a Google Translation which I'm sure does not follow the game's Greek guidelines.
    2 points
  30. The internal version I have currently supports different vassal races randomly spawning, as well as fixes several bugs when it comes to military units promoting into none vassal units. I'm planning on turning the ai on for vassals after they spawn in, meaning you have to fight to take control of them, this should make it so they are not just a free economy boost. Villagers should harvest stone and metal in the area if there is some close by. Their behaviour at the moment is a bit back and forth as you have noticed, I'll have the AI stop trying to find them jobs if they already have active orders. The current plan is smoothing out the vassal unit behaviour a little more, then having them build up a basic settlement, houses, a barracks to produce units and then farms. Once this is done, each vassal can be made more unique with how they act and what they build. Possibly a diplomacy UI could be implemented too, I'll definitely look into it.
    2 points
  31. Okay yeah, that's what I thought, and I treated it last night to confirm. @LordTriggers, this mod is really cool, but I have a few thoughts on it: A: the building should act autonomously even when it belongs to Gaia. B: you should still be able to train units from the building, not only wait for them to auto-spawn. C: maybe make the civ center randomized, instead of always the Iberian one, or even make it a map-specific setting. D: the workers tend to walk halfway to a tree, turn around, walk back to the civ center, and then walk back and start gathering. E: workers seem to only gather trees, never other resources. Otherwise, great mod, I can't wait to see the finished version.
    2 points
  32. Grapejuice mod by @Grapjas has such a functionality
    2 points
  33. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    2 points
  34. Ok that works I am fine with that... and if it's easier for you and we are working together time to time then I can switch it. Most of the help I get is just telling me how to rebalance things and then I decide if I want to do mixins, more templates etc. So for cav later today Ill go back to a CS spear cav and a Champ spear cav template. Then we need a shield mixin, could potentially be the same for both, whether its champ or cs. The only thing I look at sometimes is the numbers, I'm a little OCD I would rather the repeat time be 1000, 1250, 1500, 1750, 2000 than 1215 We then would need a 2 hand spear mixin? a lancer mixin and a cataphract mixin? How would you break down all the different civs we have? You can send a pm if its easier, and I/we invite you as a collaborator on the git. So we try and do this a little between mixins Hoplites vs regular spearman although they are both CS, just sets apart the equipment they would use, not really their training/professionalism. Sometimes we use a civ/team bonus to incorporate more of a professional force. We have lots of limits in our version. Sparitates are not one fo them though In fact spartiates and Periokois are what enable you to train more helots You cant really have 1000 helots and 2 spariates and 4 periokois We have done this a little agian through some of the ways mentioend above. You gotta a lot of good stuff here! I look forward to working with you more, I personally do better working with at least one other person rather than by myself, keeps me accountable. But I also could NEVER work for some big corporation/group where I'm just told what to do and have no real voice
    1 point
  35. Zombie Alexander is not scary, he won't hurt you. Zombie Alexander:
    1 point
  36. This game does have a learning curve, don't give up! You could reduce the game speed to ease you into this difficulty. All I'm gonna say is AFAIK, personal opinion and not thoroughly calculated. None. The investment slows my progress and it's additional micro. (Sometimes I keep cattle in my corrals to produce a trickle of food, but I don't know if it's actually worth the effort.) The part not build. (Workers didn't start yet = full refund, deleting existing building = all is lost.) I hate formations with a passion so I wouldn't know. Not at all; only bartering from the players affect the prices. I believe the consensus is that walls largely aren't worth the effort. Melee cav?
    1 point
  37. I originally refrained from commenting on this post for several reasons. Most of my post I try to keep related to our project, Classical Warfare AEA. Which this will touch a bit on. I have also been around long enough to see lots of post about different "broken" unit, but then no willing's to do anything about it. And it just becomes a complaining/venting forum without any possible solutions to fix the so called problem. That being said I was out on a hike, and I just couldn't stop thinking about the post and how it represents some of the issues or lack thereof in our ever so small community. Personal I don't think hoplite spamming is an issue, with the possible exception of my Athens. The fact they can promote to Champs without the cost of champs from the comfort of their own barracks seems a little unfair to me. On top of that I have do a little reading up on and have found nothing about Hoplite City Guards for Athens, so I'm not quite sure why they are even a champ unit. The city guards were the enslaved Scythian archers (from what I have read) who overtime earn the role and patrol the city. That being said, I think almost any unit can be exploited and broken if you master how to play it in the context of the game. One of my biggest weaknesses is playing against Cavalry. Partly because I like to play Sparta and their Cavalry is somewhat simple and limited. I'm also just not that good at dealing with the hit and go tactics. Does that mean all cavalry are broken? Not really, i could do better designing my cities, usings walls, palisades, not overreacting, chasing etc. There are many ways to beat hoplites IMO, some have already been discussed. But I think the best defense against any unit, style of play is an offense that prevents it. Lets take Classical Warfare AEA for example. Like @diagonalo mention we have tweaked a lot, in particularly Sparta and their "Spartiates." And while there is no limit on how many you can train, as you tech them up and make them stronger they take longer and longer to train, so they become a little harder to mass. But they are still probably the single strongest melee unit in our version. It makes almost 0 sense to take them head on in a fight in open terrain where you have to face all of them at once. You will LOSE! unless I'm the one playing them, I nub a lot... but that's a different story. The point is they are slow units, just like in real life. You can easily go to their base and reck their eco with most infantry ranged, definitely cavalry. You can attack them from afar with lead slingers, archers etc... Jav may be a little scary since their range is lowsest. So I guess my point is, if you are interested in a more complex indepth version of the game, check out Classical Warfare AEA if you struggle against a certain type of unit, post and ask for advice. There are many players out there that can beat me with any civ, any unit any day or time... I think its less about the mechanics of the unit and more about your overall understanding of the game and what units "might be broken" so how to prepare for them before they are spammed.
    1 point
  38. Dedicated buildings could indeed be a solution, if for example a Smelter is made the only dropsite for metals. And it's trivial to control who can build the Smelter, and when.
    1 point
  39. All important questions. It takes around 1:45 minutes for 24 Spartiates (not maxed up in experience) to bring CC HP down to around 200. You are right in pointing out “why even damage it?”, but it has its use cases: for 6 Spartiates (or less) the capture bar won't go down, while if the CC HP is lowered to around 200 first (lets say, using a ranged siege engine), they would capture it in less than 15 seconds. Of course, these borderline cases are almost irrelevant, and I think these effects should be made more relevant by balancing things differently. Before addressing that, I want to come back to "some people want to see buildings razed to the ground without going to the trouble of making siege rams". I think this would be pretty bad, having infantry do what siege engines should do, and not punishing just massing up boring monolithic armies. Considering all those things (and not changing fundamental things on how garrisons or siege engines work, as I’ve proposed before), I’d make siege engines the only ones (significantly) damaging buildings, and I’d make defensive full HP buildings extremely hard to capture, being this reasonable only after taking some damage. At the same time, this damage doesn’t have to be too much, otherwise just destroying a building would be always preferable. There has to be a sweet spot when the preferred (faster) strategy is to damage the building with siege first and to capture it with infantry immediately after. Both only capture or only destruction should be slower. Only then the use of multiple unit types and some tactics would be rewarded, as it was in reality.
    1 point
  40. Sorry for this ignorant question, I have yet to test the mod, but do the vassals have an active ai that works before they’re captured, ie they train and build a small civ as Gaia, and then continue to do so (albeit for the player that captured them) after they’re captured?
    1 point
  41. These are massive changes. If these are proven stable, I wouldn't mind it in the base game at some point.
    1 point
  42. Do you have a github repo or something where I can download it?
    1 point
  43. The main post has been updated with the latest version of vassals. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. The idea of vassals as a complete AI player sounds like a really interesting way to implement the feature, I really want to implement them in such a way that they become points of interest on maps. Something to fight over.
    1 point
  44. I once tried to create vassals, but in a different way.
    1 point
  45. More background images.
    1 point
  46. "However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.
    1 point
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