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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. In late 2000 / early 2001 me and Dire_Wolf met up via the AOK forums at heavengames, both of us with an interest in modding Age of Empires 2.. We messed about a little bit, never really did much but eventually decided to form Wildfire Studios as a simple modding group, similar to dozens that were around at the time. After forming Wildfire Studios nothing special happened for a while, nothing much happened at all.. We had a few members join up and leave etc etc then Dire_Wolf recruited Wijitmaker (AKA Jason) who pretty much stepped right up and reformed nearly every aspect of Wildfire for the better. He recruited new and talented members such as Agamemnon, BullsWool, Sud Commander, Topknot and Icewyvern to name a few.. And in march 2001 we began work on Rome at War... there Was even a trailer created for the Rome at War mod at the end of march 2001 (check the bottom of the page) . It was about here that I started sinking backwards into the shadows at WFS, I was more a spectator than anything else but continued to watch from the inside all the progress that was being made.. lending a hand every now in then in terms of ideas and discussion and web design.. Eventually RAW was released, after huge community hype it was and STILL IS (I believe it is fair to say) the most successful mod for AOK ever. With over 16,000 downloads from aok.heavengames.com alone and many more from wesites all around the internet, it was something that was never predicted. It was such a success that RAW was even featured in magazines such as PC Powerplay and Gamestar. For me, now to look back to when WFS was first founded, it was never ever EVER predicted that WFS would ever raise to such heights.. After the unbelievable success of the Rome at War mod, the members of WFS decided to create a new modpack this time under the code name of 0AD, with the aims of brining barbarians etc to the world of Age of Empires 2.. After large amounts of work and time spent on creating this modpack, with a large community following and also the formation of the team dedicated to creating The Last Alliance modpack it was finally decided that the teams were too limited with the mod capabilities of AOK and AOC and that for the mods to be successful they would have to look elsewear.. The exact date is unknown to me but in late 2002 / early 2003 the difficult decision was made by the members of WFS to embark upon the task of creating, not just one game.. But two.. Simultaneously it was decided that TLA and 0AD would be created together, along with this decision was also the decision to change the team name to Wildfire Games and also ( I believe? ) the purchase of domain name www.wildfiregames.com. And thus work on 0AD began, with Wijitmaker keeping the game on track and keeping a completely professional front. By now I had become less and less a regular visitor to this site.. But still remembering to stop by at least once in a while, to check the progress.. I have watched the forums grow and the games progress from the very beginning, but as of late I find myself coming back here more and more often, this game is beginning to become for me, more of a reality than the dream I once thought it would only ever be. Seeing the new screenshots posted for 0AD in the last few days have created a sense of emotion within me that is somewhat hard to explain. It is a sense of achievement as well as a sense of pride that I was at some stage associated with the team which has been able to create what to me seems like a masterpiece of work. I believe that if there is one person to thank for all that has been achieved over the 5 or 6 years since the formation of WFG that, that one person is Jason "Wijitmaker" Bishop. I know for a fact, that without him in the team from the beginning that WFG would never be where it is today, Rome at War may well have been released but our soon to be greatest achievement would certainly not be the impending reality that it is today. Jason has been responsible for keeping WFG going and giving us that kick start that was needed right from the beginning. Although I beleive Jason to be the key to WFG, it definately would not have ever been possible without the outstanding contributions from all the dedicated team members and community that have been a part of this great team over the years. THANK YOU everybody for supporting Wildfire Games over the years and thank you for making my dream (and im sure the dream of many others) a reality. I'm sure one day, i'll be able to look back on 0AD parts 1, part 2 and perhaps part 3 and be overwhelmed with the same emotion that I am today. p.s if anyone wants to view that old 0AD trailer (dating around december 2002) you can view it here. and the Rome at War trailer from 2001 can be viewed here.
    2 points
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. Bonus track: Set of female heads to end the week since my semester start tomorrow.
    2 points
  24. 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
  25. 2 points
  26. I'll add another mesh with narrow nose. Currently iberians:
    2 points
  27. 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
  28. 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
  29. 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
  30. 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
  31. 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
  32. 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
  33. Grapejuice mod by @Grapjas has such a functionality
    2 points
  34. 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
  35. What do you guys think is the best platform on which to build a mod's website? This is for a guy (me) with little website coding knowledge. I used to be big into making websites 20+ years ago, but none of those skills have been expanded since then (style sheets were the height of innovation, lol). So, maybe Squarespace? Wix? Anyone with any experience with hosts such as these? I'm looking to build a website for Delenda Est. A few years ago I started one on fandom.com, but deleted it after experiencing severe frustration with the platform's ads and limitations. So, something like Wix or Squarespace where I pay a small fee per month is fine. Even free is fine as long as they don't plaster ads everywhere.
    1 point
  36. Yeah i need to rebake the normal map but before need to smooth the Cheeck, seems like pointy.
    1 point
  37. I was just checking the unit stats from discord and i am impressed by the level of detail. Looks like a lot of thought went into it. I would represent axes mainly as an armor-piercing weapon. I dont like hard counters. I would give it some crush damage. I think this is the direction you took already. The down-side is that these units would double as siege units. This is a problem of sorts. This makes some sense against wooden buildings, but not against stone buildings. What would be great is a way to differentiate wooden and stone buildings. Maybe give stone buildings a significantly higher crush resistance, and give actual siege engines a boost to crush damage to keep their attack against stone buildings comparable. Siege engines will be even more effective against wooden buildings but i think that is OK.
    1 point
  38. Hello friends, One question, out of the blue: i see an axe unit is more commonly used. I really appreciate the variety. However, i see the double axe is used as a weapon. I have not seen a historical reference of a double axe being used in warfare. Double axes are usually found used for religious or symbolism. I think it would be more historical to use single edged axes.
    1 point
  39. As said, none. Don't even bother, unless you have extreme excess food in the late game. In which case, there is no reason to improve the income, anyway. Your units can assume better positioning, especially ranged units. It reduces the empty walk time for archers to get into position. It also allows you to better micro the army. Otherwise, no other benefits and formations don't give bonuses in the base game. Walls can delay the AI, but they are not good against other players. There are some bugs that need to be fixed, mostly around wall snapping. Just practice and try to get familiar with the game. No shame in playing against Sandbox AI in your first matches.
    1 point
  40. I didn't even read your answer. Good day.
    1 point
  41. I don't know about Athenian hoplites, but OP hoplites is all that Sparta has, besides Skiritai. And it's historically accurate, however imbalanced that may seem. Maybe the Athenian elite promotion to champion is a bit too much.
    1 point
  42. You need to use genitive: Ναός Αθηνάς Νίκης The article της is for modern Greek.
    1 point
  43. This is a really, really cool idea for a mod! I like this a lot!
    1 point
  44. I have resolved the issue had to delete old 0ad's data from my documents!
    1 point
  45. Do you have a comment about what you have seen so far in the game? Would you like to see some changes? If you have some constructive criticism, please post it here! We can't guarentee that we can make the changes; but, if your point is a valid one... we just might.
    1 point
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