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Showing content with the highest reputation since 2025-04-20 in Posts
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A bunch of interesting issues closed on gitea, showing all the work behind the curtain: Stuttering and low FPS with Alpha 27 #7589 https://gitea.wildfiregames.com/0ad/0ad/issues/7589 Add workaround to turn off nursery size heuristic #7736 https://gitea.wildfiregames.com/0ad/0ad/pulls/7736 Incredible investigation by @Langbart: https://gitea.wildfiregames.com/0ad/0ad/issues/7714 I'm sharing this just to give a little visibility to the work and problem-solving done by the team.8 points
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ISO OF: Game testers and artists! We have made a lot of changes/tweaks and have added new units. We need people to help test out; A for any errors that may still exists (I make a lot of mistakes) and B for balance! Also since we have added a lot of new units, we need someone to help create Icons/Portriats. I have mostly figured out actors, but its still confusing because you may have two units that look the same in your barracks, or stable, but they are actually different units. I just reused an icon for now. Thanks @TheCJ for all your help. @Atrik for the earlier icons, any interest in making more? @Genava55 and @Thorfinn the Shallow Minded for the historical input. Also thanks to @borg-@SaidRdz@Meister@friedrich@Seleucids@leopard@Tania and probably others I am forgetting for playing a few games or offering a few ideas.4 points
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4 points
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4 points
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3 points
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Tonight, Hanisx joined a game that I was spectating and asked me to play with him. So I played 3 consecutive 1v1s against Hanisx and he lost all of them. He did not resign in game 1 and 2; he just killed the pyrogensis process by the looks of things. I have recorded my screen throughout the entire 3 games, unedited, and you can see his rude trash talk on top of leaving rated games. The replay files have been compressed to zips, you can check them for foul play: 2025-04-23_000.zip Can something be done about this guy? His foul language is appalling and never resigns in rated games.3 points
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Indeed, luajit did not exist at the time. Might have some more info here too There are some gains to be had with better datastructures https://code.wildfiregames.com/D1739 and more threading => https://gitea.wildfiregames.com/0ad/0ad/issues/5874 There are about 100k loc of JS and rewriting them would be a huge undertaking (Source I tried) But there is no silver bullet the reason js is slow is that there is a lot of computations happening at the same time, iirc gathering and the attack logic were the worst offenders. You can probably find some recent js profiling in gitea. And you can run the game under perf to see hotpath, IIRC one of the thing we spend the most time is rbtree_increment which is just a std::map code. There is also the ISQRT function, which performs fixed point square root computations. (That can't be replaced easily, else the game will quickly go out of sync on many platforms) EDIT: One of the big advantages I see about JS is that a lot of people know it. Whereas lua is a niche language unless you're a gamedev. There are many JS crash courses. Lua not so much.3 points
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3 points
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speed. You can always outnumber infantry champions, surround them, outrun them, or attack somewhere else. You simply cannot do this versus cavalry champions because they can choose the fight in 90% of cases. I'd like to test some extensive speed rebalancing at some point, but since more people call for spear damage counter changes, I'll do that first.2 points
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the best would be to make a mod for your map and upload it to mod IO or just upload it to the forum there is a wiki article with more informatio https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide you could also look at the community maps mod how itś done or write the maintainer to include your map2 points
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Champions should not be trained in stables or barracks. Champions should have the status equal to a fourth level, above elite, but cost less than the current cost.2 points
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2 points
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We can do both? Germans (Cimbri) are almost complete and will most likely be introduced in the next release.2 points
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2 points
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Hi ! I am considering introducing Lua (luajit) as a second modding language, alongside JavaScript. Here’s why: performance: Lua is fast, especially for CPU-heavy mods (AI, simulations, etc.), which is critical for large-scale RTS battles. simplicity: Lua’s lightweight syntax and C/C++ integration make it easier to expose engine features directly to modders. ecosystem: Lua is widely used in gaming (e.g., World of Warcraft, Roblox) and has robust tooling for debugging and profiling. sandboxing: Lua’s simplicity allows for tighter security controls, reducing risks of crashes or exploits. this isn’t a replacement for JavaScript. javascript mods will continue to work! The goal is to add options, not remove them. Lua could become the preferred language for performance-critical mods, while JS remains great for UI/scripted events. what this means for modders: gradual rollout: Lua support would be phased in, starting with experimental access to core APIs. tooling: we'd provide Lua-specific documentation, debuggers, and compatibility layers for JS ↔ Lua interop. points for discussion: are there existing JS workflows we would struggle to replicate in Lua? is there any other integrations like this one done in the past or abandoned we have notice of, can we learn from it ? where to start, is there any tips for a unexperienced 0ad "core" dev like me or others wanting to help that we can start learning from ? other topics of discussion ... please feel free to add and help ?2 points
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Spoiler, it's a lot of fun. Now that I've spoiled the entire premise of this post, I wanted to thank the development and art team for making something truly unique. I've been following 0 A.D. since I got interested in Linux (around 7-8 years ago), because it was the first package listed in Synaptic, the old GUI package manager. I couldn't play it at the time, my computer barely ran Windows 7, let alone an RTS game full of eye-candy detail. Well, now I can, and the feeling of finally being able to play THAT ONE FREE GAME I've always wanted to play is phenomenal. The fact that this game is free (as in freedom!) is a miracle. I can't even fathom how much work went into this game. Technically, it feels the most like Age of Mythology, while gameplay is most similar to Age of Empires 2. The choice of civilizations is at first daunting, but each one plays similarly enough that you could just pick any and learn as you go. One feature stands out, and it's not intuitive at first. Citizen Soldiers (CS) are both your workers and your basic soldiers. They cost Wood in addition to Food, and some of the swordsmen types can even cost Metal. They might be weak, but they're easy to mass. You would use them primarily to gather Stone and Metal, with few of them on Wood (females gather Wood only slightly slower than males). Since females will be your primary gatherers in the early game, you should avoid making too many of CS in the Village phase. The game begins in earnest in the Town phase, when more of your soldiers become available. Most champion units are still locked behind City phase. More importantly, siege engines can also only be built in this phase (baring a few civs), so your options at storming the enemy towns are limited until the City phase. This might be my only complaint so far. In Age of Empires 2 or Age of Mythology, you get access to siege weapons in the 3rd phase. In addition, 20 Knights can level the Town Center alone, if it's not defended. In 0 A.D., attacking a Civic Center with 20 Town phase cavalry units will likely result in utter failure, wasting resources. Maybe this is a good thing, maybe not. It depends on what kind of player you are. But players should get an option that is not simply "move to the City phase ASAP". Other than that, I had a blast playing Romans, Athenians and Persians so far. I'll try some other civilizations (SPARTAAAAANS! READY!) and ultimately decide on my "goto" civ. This is really a fun game to play on a relaxing rainy day. Absolute chill when compared to the APM madness in StarCraft. And I love it. Thank you so much.2 points
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Good new features of A27 (please keep): 1. Save game and rehost 2. Change password 3. More available player colours 4. Fixed position mainland map 5. Patched vulnerabilities. Imperfections: 1. Atlas conflict with Wayland: the editor crashes on start or if I press a certain key combination. 2. Mainlog.html should be cleaner, imo. The log is literally millions of lines long and hundreds of megabytes in size. It is also overwritten so records are lost if I restart game. We could split it up into dedicated log files, each noting certain things then strategically replace some to save disk space. 3. The GUI pages should be completely async, especially if they are overlaying each other on the same screen. @Deicide4u If you like the older icons, you can make a mod which replaces the icons with the old ones.2 points
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Hmm strange I thought I linked the POC by wraitii for WASM. The problem is while it would speed up some of the code the bottleneck is the interrop between JS and C++ and WASM takes the same time. https://code.wildfiregames.com/D4653 I've also heard packagers complaining about LUA being a pain, not sure why (probably not worse than spidermonkey) maybe @vv221 would know.2 points
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Great idea, leitoso. Luanti is a good example of a c++ engine with Lua modding interface. https://docs.luanti.org/for-engine-devs/script-engine/2 points
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2 points
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Idk if you know about it, but triple clicking the hero portrait on the top left will select the hero and take your screen to it. Usually I do a decent job keeping track of my hero and if I notice the portrait blinking when I don't expect it I go and correct my mistake. That being said this is still an amazing mod, a very good quality of life feature.2 points
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2 points
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Olá guys! Since the last time, I took charge to update a little this fantastic mod (1000 AD), but some work was left undone. Meanwhile some other amazing contributors from the community adapted it to A26 version of the game. Now a new alpha version of 0AD has just been launched, and it would be really cool to update also this mod along! Is there anyone interested to join forces and help? The reward will be immense gratitude and everlasting glory in the 0AD hall of fame! A roadmap is still not yet defined, so is also a good chance to advance proposals. • Main goal: is to make the mod full compatible to A27. If someone has experience developing, then it would be appreciated some help with troubleshootung and bug fixing In general, I would like to add a whole Asian Expansion: since last time, together with @Lopess we worked on porting a nomadic turkic civilization, Tang Dynasty and Japan. It could be an interesting roster of new civs to play with! • Additionally, it would be cool to have some playtesting and bug reports, for those who are interested. • Also map design could be a nice contribution for a full package of new skirmish maps Someone in the forum complained for lack of mods for A27. It was a quite harsh and unfair comment, but it shows the importance also of a florid ecosystem of mods and experiments together with the main game to keep it growing and interesting to a wide audience! And, for this, there's need of contribution from everyone. Let's make 0ad great (again)!2 points
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It's already playable, but annoying warnings on the screen still need to be fixed. I hope to be able to fix this this week. https://github.com/wltonlopes/millenniumad2 points
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We're currently working with the mod.io team to resolve this. While it's being resolved, you can download the mod from gitea : https://gitea.wildfiregames.com/0ad/0ad-community-mod/releases from 0ad.mod.io https://mod.io/g/0ad/m/community-mod from the forums https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/?do=findComment&comment=599122 from the game by changing the game's modio api key to c1895e080b11f5de0d5a51ca7d90b64a To do this you need to edit your user.cfg file. Add the line modio.v1.api_key="c1895e080b11f5de0d5a51ca7d90b64a" You can also run the game with -conf=modio.v1.api_key:c1895e080b11f5de0d5a51ca7d90b64a2 points
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In 1v1s, you dont have an ally. In teamgames, he has an ally aswell. If youur ally has to help you, the enemy ally has a boom advantage and their team wins. They are (one of?) the only cav archers in p1. Thats why they're better; they outrange your soldiers (except archers ofc). If you're an cs archer civ, just make more archers and a few towers Making your own cav and going to his base (instead of chasing his cav archers) is also very good, if he loses his food eco he cant make any more cav. With a civ with counter cav you can just rush him before he rushes you, this camel archer tactic is weak against very early pressure.2 points
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Check out the community mod. Walls are cheaper/faster to build but weaker. Weaker as in you can destroy stone walls with infantry, but it just takes a while. by making walls and palisades cheaper but weaker, they are more useful early on and less useful in the late game.2 points
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Hello, Please don't insert more counter and don't up the counter statistic of spear infantery. Increasing the ability to build walls, etc., is not desirable. It's fine as it is, and it's not a way to balance things. Bunkering shouldn't become a game meta. The pace of the games is important. Spear infantry costs nothing compared to a cav champ spear. They are expensive and it normal they destroy a simple citizen troop. Their speed is normal and realistic. Champion Cavalry should be one of the best units in the game. It's normal, historical, and fun, but we need to give non-spammers of the unit a chance to compete. In full combat without escape they are not unkillable with armies including a few infantry champions. Here are the proposed changes to reduce the unit's strength. Nerf piercing armor -1 armor Delete tech 10% HP and tech persians/selucid 20% hp champ Reduce movement speed from 18 to 16.2. As heavy units, they shouldn't be faster than light cavalry Make units stack less during movement and combat. They should lose time repositioning when attacking to reflect more realistic spacing. Rethinking the capture : Increase the bonus point capture phase 3 for garnison unit. It too much frustrating currently. You loose easy easy building even with full garnison against not a big army. Range of champ cav persians et selucid is op too, 7 meters! Back to 4. They only cost 10 metal more and they have MORE RANGE and ARMOR, Isn't this a source of imbalance? I think it enough like that. ----- ---- ----2 points
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@Emacz and I added very significant speed changes to the historical mod, as it seemed somewhat silly/unrealistic how fast cav is compared to infantry. I know our mod does many other things aswell and any "data" we get might not be useful for the base game, but we are aiming to test those changes a bit over the course of the next month, after which I'm hoping we can release the first mod.io version of our mod (and maybe get even more players to test it out and give some feedback).1 point
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1 point
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1 point
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Name me one battle [the Zapotecs] had against any civilization already in the game. As i thought, there were 0.1 point
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Well that's correct we have limited resources. But if your wall is crumbling and you only have plumbers available, they won't be able to do anything. So might as well benefit from the improved plumbing.1 point
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1 point
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Please mind that this thread is solely for reporting, not for discussions. All replies which do not report disputes or offenses will be moderated.1 point
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Overall a 2x faster scripting language wouldn't really "fix" the game - some of it is overhead, but most of the time is spent in C++. WASM is interesting, but unfortunately not actually super easy to use. I'd rather not do assembly script but write in some other compiled language for it tbh.1 point
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There is currently no distinction between your own hero and enemy hero in terms of icon and colour. All visible heroes are shown as a yellow star.1 point
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There is some JavaScript logic going on in gui and simulation/ components folders. They work by calling exposed JS functions in the engine, which are defined in a script interface.cpp in the engine source code. To implement lua, we probably need to change the definitions in scripting.cpp to adapt for lua calls. Then the mods side js needs to be replaced with lua language. A solution to not overwite completely is to add a parallel list of exposed lua functions at the end of the current scripting.cpp file then call them using lua scripts in the mod folder where necessary1 point
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In my opinion the biggest hindrance for walls being effective for their intended use (apart from annoying wall spam that turtle players do) is ease of placement and sealing. Snapping to/from buildings and obstructions such as cliffs would be awesome but I recognize its a complicated thing to accomplish. There have been games where I was able to get a lot of value out of palisade walls, trapping cav in my base or stopping raids, but usually the amount of attention and planning required is as prohibitively expensive as their cost and build time. Real tabasco's comm mod changes for palisades and walls should be a good step in the right direction, and hopefully we get enough comm mod games to make sure of that.1 point
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1 point
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This may be caused by Tutorial: sucesses don't trigger if not done in the right order. In your 0AD profile folder you can edit the progress file to fix this, although it won't be useful until additional tutorials are added. Navigate to the `saves/campaigns` folder in your profile and edit the "tutorial...0adcampaign" file. Change this part of the file: "completedLevels":["introduction"]} to read: "completedLevels":["introduction","eco_walkthrough"]} ...and it'll mark the economy walkthrough as completed, ready for when more tutorials are made.1 point
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1 point
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Cara muito obrigado por tudo que você está fazendo pela comunidade, sou daqui do Brasil descendente do povo Tupi ao qual vc colocou está colocando no jogo, quero agradecer pelo carinho e por deixar nosso jogo gigante❤️❤️1 point
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1 point
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TG with 1100+ kills and 4600 kills from both teams! OP play from @king reza the great, also 1000+ kills. Many thanks to @0 calories for helping me at key moments and delaying enemy progress. The average killcount per player is 580 ! This provides an answer to the eternal question: is reza-math 2000? This is the kind of games that makes the community's efforts worthwhile !1 point
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Hello, a user named Hanisx (1573) quit a rated 1v1 against me. commands.txtmetadata.json1 point
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User Hanisx ended the rated 1v1 he was hosting when he started losing. He was offended when I offered advice after spectating his game. We ended up playing 1v1. metadata.json commands.txt1 point
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@Tike I don't know why you weren't sent here, but this is the place for your complaint. (Read the instructions in the opening post...)1 point
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Oh, I totally forgot about this last post I made here. Regarding icons, I will try to incorporate existing ones (like the resource types), but I don't think there'd be much value in creating new, specific ones, if players don't see them anywhere outside of the tutorial later too. Regarding the instructions, I have spent a good amount of time thinking about it and here's my plan: I want to split up all instructions currently stuffed into the tutorial panel into four different categories (each displayed on their own panel - with only one or maybe two visible at once): - Simple Tasks. Basic instructions like "Left-click on your Civic Center", "Train _____ units", "Order them to build a storehouse". Only the active one needs to be displayed at once. - Basic Information and Tips. Everything that doesn't directly help players progress through the game, but just teaches them how to do something. For example, how to select units, how to build structures, or how to read the minimap. This could still be done in an interactive way, but these sections need to be skippable. - Game Objectives. Larger tasks like "Explore the map", "Repel the attack", or "Capture the Civic Center" that take more time to complete. I plan to add this functionality to scenarios and trigger scripts in general, and not just the tutorial. Objectives can be given, completed or stopped at any point during the game, all of which is announced by fading in some sort of "banner" in the top center. They don't need to be required for ultimately winning the game and could instead function more like "side quests" too by providing other rewards (like unlocking certain units, receiving some resources - stuff that can be done in trigger scripts already) But I haven't really thought about how to connect them to the current "victory conditions" (conquest, wonder, etc. - which are called "objectives" in the game right now) yet. - Plot Points. There is no interface in place right now to tell a story to the player. At all. This would in first instance become relevant at the start of a game, of course. But I imagine it would also be cool to have the possibility of advancing the plot during a game as well, maybe even depending on player decisions... (this interface too could be made available to all scenario scripts, and not just the tutorial) At the moment, I'm trying to come up with good UI designs for each of these. Ideas, design concepts, or UI mockups are much welcomed, as always.1 point
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I think literal attcak ground wpuld be always inferior to normal attack. Attack group instead is more interesting, but maybe a third option is even better: attack group on that ground. doesn't consider the targets that exit the initial area, doesn't include other units that later enter the area. Or maybe just drops the units that exit the line of sight of the shooters.1 point