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  1. Hey everyone! I made a simple mod for 0 A.D. that changes the civilization selection screen into a grid layout. No more scrolling through a single row – now you can see all civs at once and pick your favorite faster. Features: Clean grid display Works with vanilla and most modded civs Lightweight and easy to install Installation: Download the folder. Place it in ~...../mods/ (or your mods folder). Enable it in the mod manager. Launch and enjoy! Download: https://github.com/0ADMods/civ_grid Feedback is welcome! Let me know if you run into any issues.
    9 points
  2. @Lopess I had to translate a few things from Spanish (edit" Portuguese!), but I added it to Delenda Est and this is what I've come up with: So, here're some fixes I've made an some requested improvements: Green (verde), is the CivGrid section. gui\civs\civbrowser\grid\CivGridBrowser.js Line 154: Fixed the emblem's "squished" ratio from 4/3 to 1/1. This makes them perfectly round. Lines 156, 158, and 160: Values changed to make the emblem sizes more aesthetic for my 1080p screen. Desired Changes in this section: Remove civ name from under the emblems. The civ names clutter everything up. Change the tooltip from their history description to their civ name instead. The history information will show up in the CivDescription area anyway. I wish there was a selection sound when clicking on the emblems. Civs which are non-playable should either not be shown in the grid, or grayed out (still selectable so their history can be read, but not selectable to play) (this line is in the civ json file) Red (rojo), is the CivDescription section. gui\civs\civbrowser\controls\CivDescription.js Line 5: Fixed the emblem ratio from 4/2 to 1/1. Desired Changes in this section: That the large emblem shown here pull a larger sized emblem in a an emblems\512x512\ folder. So, whatever the civ xml says (athenians.png, for ex), but 512x512\civemblem.png (512\athenians.png) That there be a bigger gap between the bottom of the emblem in this section and the civilization name. The civilization name in this section should be bigger (more dramatic). "Civ Type" should be called "Region." "Region" dropdown should capitalize the regions and list them discretely. So: Asia Europe India Iran Mediterranean etc. Let's make "Civ Filter" into "Culture." We can extend "culture" in each civ json with more options: As others have suggested, adding buttons for the selected civ's Structree and Overview windows would be nice to have (but not 100% necessary). Perhaps right above the 'Pick Random civ' button. Speaking of this button, another 'nice to have' button would be 'Pick Random Civ (Hidden)', so that it picks a random civ for you, but you don't know which one until the match is started. It would highlight in red all of the civ emblems. This will work nicely, because you can choose a Region or Culture, and then click the Random (Hidden) button and it'll randomly choose a civ from the selected categories. In the Match Setup screen, it would show you as Random (All) or Random (Asia) or Random (Hindu). General changes: All Spanish in the code should be translated to English so it can be properly translated on Transifex. Summary If these changes and fixes happened, I think this feature would go nicely into the base game.
    7 points
  3. This is currently being worked on here #8989. I hope we can have it ready for the next release =)
    5 points
  4. I think @Lopess wants to do that, and I am committed to helping him make the Pull Request for it.
    4 points
  5. @wowgetoffyourcellphone@Stan` Or any of our active 0ad developer friends, I'd like you to test this mod and, if possible, add it to the base game. I welcome feedback for code/logic improvement; I created it with the intention of it being easy to use with any mod. The only detail is that the region filter only works with the civ.json file if the "Region" key is filled in.
    4 points
  6. Moar mockups, this time for the Civilization Overview :
    3 points
  7. Gotta say I like the inertia in these two videos: https://gitea.wildfiregames.com/0ad/0ad/pulls/8957#issuecomment-140218 Especially the ships slowly drifting before stopping looks so much more natural than the abrupt stop now.
    3 points
  8. this looks great,we should add it to the main game!
    3 points
  9. I think this button could be called, "Surprise Me!"
    3 points
  10. For capitalization in the dropdowns, I think we can simply capitalize the words in the civ jsons: "Albion" is the ancient word for Britain. Sounds nicer to use.
    3 points
  11. When it's summer in Europe :
    3 points
  12. Boots. Now time for input
    2 points
  13. These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too! Screencast+from+2026-06-04+23-57-24.webm Screencast+from+2026-06-18+18-01-22.webm Screencast+from+2026-06-18+17-53-13.webm
    2 points
  14. So, exactly—since I plan to submit this mod for the next release, I’m currently updating it to the development version (I’m using the Alpha 29 dev build via Snap). If you want to test the Alpha 28 version of the mod, you can download (Releases 0.28.0) that older version from GitHub, though it won't include the latest updates.
    2 points
  15. Excellent observations, I agree with them, and yes, Spanish and Portuguese are definitely very close to each other . I'll see what I can do here later this afternoon.
    2 points
  16. Title screen -> Learn to Play -> Tips and Tricks or binaries/data/mods/public/maps/tutorials/ The chevrons above the units' heads signify (from single to triple) basic, advanced and elite rank; they go along with increasing attack and HP values and decreasing gathering speeds. (Since this site's search function is phenomenally terrible I don't know if there's a good overview somewhere.)
    2 points
  17. @Seleucids If you stick to raiding the formerly Roman parts we should have no problem. Here's one I thought you might like:
    2 points
  18. I think the balance is fine. Spears are strong, but need to close the distance first. Swords are in general worse that spear or jav. Their strength is their fast attack rate to mow down civilians. But they need to run away from anyone with near equal numbers. On Athens: It's a bit skewed anyway atm. since usually champ cavalry and naked fanatics are usually banned from games. Athens have neither and can shine with the other strengths they have. I don't think its so much unfair how they rank up if you compare it to e.g. elephant archers ranking up. SDL2 really has some issues. Most notably the common complete click bug (fix: ctrl+shift + a few left - right clicks). I tried to play with recording the screen with "screenkey" and "key-mon" but the few times I tested I couldn't replicate it. I am convinced some key inputs aren't reliably processed. This results in some players repeating the H hold key - which results in the units first attacking the nearby unit, but on the next H aborting the current attack and starting a new one. But if you only press it once, there's still a bit of doubt if it actually registered. The unequal heros was once discussed here (one version ago though):
    2 points
  19. Los cartagineses (mod) aún no han sido exportados; se encuentran en las etapas finales de desarrollo.
    2 points
  20. 1 point
  21. It looks amazing! I think what would be great is if a feature like this had some kind of knock down effect for foot soldiers. That way an elephant could run into units, know them over and deal them damage. The ones who aren't dead will then be able to get back up like the trample effect in Battle For Middle Earth.
    1 point
  22. Two things. To let engine read your new tag in template (so that no error pops up), you need to edit the schema at the beginning of formation.js. To let the bonus really happen, you need to modify a few js, and you must understand the whole unit AI attack flow.
    1 point
  23. Yes it does, but in the videos, this opposite force is just not applied as it should, so the effect is less then its supposed to be.
    1 point
  24. Very cool development! I think the application for eles will have a positive impact on gameplay. Often the damage output for eles ends up being less than it could be due to its path being blocked by own (my skill issues) and enemy units. Maybe its negligible, but do the pikemen in video 2 impart an equal and opposite force to the ele that would slow it down? I could see this as a way to nerf it if people think its too hard to impede eles' movement.
    1 point
  25. Yeah, either remove the names entirely, or something like a name plate that overlaps the emblem could look really nice too:
    1 point
  26. I changed the icon locally. Looks nicer IMHO.
    1 point
  27. A 3rd dropdown idea could be "Focus" or "Category" or something like that. So, you'd have (these are in DE): Empires Ascendant (only base game civs) New Civilizations (only those civilizations added by applied mods) Elephant Trainers Horse Lords Seafarers Settled Civilizations (this one excludes all Nomads) This is a "nice to have" item only. All the other things from my other post are more important.
    1 point
  28. This will be really nice. Thank you for working on it and entertaining my suggestions.
    1 point
  29. I was afraid I was mistaking the language. My apologies. But great! I'll be happy to see what you come up with! I'm glad you agree with all the fixes and improvements.
    1 point
  30. Agreed, like something along the lines of Rome TW selection screen: Yes, that's the positioning I had in mind. Also (related but more in general), in Learn to Play, Catafalque Overview is stated, but the window has as title Catafalque Bonuses, which is a better name to avoid repetition with Civilisation Overview, but I think it would be even better to put Catafalque Bonuses inside Civilisation Overview. This would streamline the menu better, and for this Civ Browser, only two buttons would be needed above "Pick Random Civ".
    1 point
  31. Of course not, but I was having in mind some marginal use like using that wood to set some small fires and such, so they should give very little wood. It just seemed more realistic than leaving them with 1 food (what if one wants that food?), with the available resource change being a cleaner "completion" of the food gathering process, and the wood gathering presented as a new option.
    1 point
  32. Maybe buttons to also view Structure Tree, Civilisation Overview and Catafalque Bonuses from there would be useful.
    1 point
  33. So much quality content about this topic
    1 point
  34. Thanks to @stevenlau we now have formation bonus working for testudo/phalanx. You gain resistance but lose speed while in formation. You still cant attack in formation. We also have a charge attack, raider and shock mixins that set units apart. I can't promise everything is balanced and error free... which is why I am always looking for people to test with!
    1 point
  35. Single player, you resumed the game from a save? Replays can't handle that.
    1 point
  36. Voy a mirarlo en accion y te cuento luego. Gracias por el dato.
    1 point
  37. It does in the video, but there are reasons why it end up just slightly slowing down the attacker. Now taking a step back from what I did empirically and reading the comments, I might just rethink some aspects that would address some defects like this one. Would be very nice, yes more realistic movements and collisions would make a boarding mechanic interesting.
    1 point
  38. Hola @Duileoga, lo que puedo mencionar rápidamente es que las mujeres de los xiongnu tenían mucho poder político (https://www.smithsonianmag.com/smart-news/researchers-uncover-new-evidence-warrior-women-inspired-legend-mulan-180974774, https://www.bbc.com/travel/article/20231106-the-powerful-women-of-an-ancient-empire), aunque no es claro si realmente peleaban en batallas. Una arqueóloga en esas referencias menciona que es una posibilidad que no puede ser descartada, ya que hay evidencia de que practicaban arquería y montaban a caballo, al menos más frecuentemente que los pueblos túrquicos. Las que sí no peleaban en batallas eran las gladiatrices (gladiatrix es singular), existieron solo como una forma de entretenimiento exótico. Las banfhéinnithe (banfhéinní en singular, no sé si hay una castellanización estándar) son primariamente una leyenda (https://ansionnachfionn.com/seanchas-mythology/na-fianna). El término "amazonas" es mitológico y griego, aunque entre los escitas sí había mujeres guerreras, lo que era más común por dicha zona, y no en Europa Occidental (salvo excepciones). Es así que entre los sármatas (mitológicamente, descendientes de las amazonas) muchas mujeres eran guerreras, y más tarde en las guerras marcomanas los romanos encontrarían mujeres con armadura entre los cuerpos, pensando que eran germanas, cuando posiblemente eran yacigias, una tribu aliada sármata que antes había migrado hasta lo que hoy es Hungría.
    1 point
  39. Could you send me a message with references to units and structures for the Qin dynasty, in order to differentiate them from the Han dynasty? I believe the key would be to gather references from the 4th century BC to the 2nd century BC.
    1 point
  40. This is so genuinely useful feature. Unfortunately, I think almost nobody will use it the way it was intended. Besides me, I doubt many players will have dozens of configurations saved. Most will either never use it, or they'll end up with exactly one saved setup: Mainland, Circle Placement, Temperate, 4v4, Low Res, 200 Max Pop. What's even more telling is that Feldmap was given a special feature for a specific group of players so they can Shuffle Positions, yet it is never used. (And is not because is a bad feature, but because of user error.) I think I finally understand why some developers become defensive when some of us suggest improvements. A lot of users are like customers of certain tech brands: they just complain that things are bad, but never take the time to learn how to use the tools, features and options already available to them. 0 A.D. offers an incredible amount of variety: different maps, biomes, placements, civilizations, victory conditions, strategies, and historical settings. There is a huge amount of work and detail behind it. So I want to take this opportunity to thank the developers for creating such a great game with so many possibilities. My impression is that most players have no idea how much content and variety they actually have at their fingertips.
    1 point
  41. News: Following my initial idea and combining it with the Endovelico mod (however, I'm developing it completely separately for easy application for anyone who wants to use it) World map: Made with GeoJson using the QGIS application; It is now possible to train more than one Hero/General. Coming soon: FrogWar, province defense updates, and perhaps skirmish maps entirely focused on combat, a total war-like hybrid. I'm still seeing what's possible at the moment.
    1 point
  42. The background noise definitely adds to the dramatic effect. Is that cosmic noise?
    1 point
  43. https://www.bilibili.com/video/BV1xf4y1473M?t=3.1
    1 point
  44. Surrounding the CC with fields is obviously gameplay inherited from AoE 2. It’s not realistic, but from a gameplay perspective it’s the safest way to protect your farms from enemy raids, especially in the early game, where your defensive capabilities are more limited. Of course, you can adapt the gameplay to your own preferences. Normally, it’s not recommended to advance to Town Phase before minute 8. You can even delay it until minute 9 or 10 depending on your strategy. Advancing to Town Phase requires a huge amount of wood and food that is usually better invested into increasing your population, constructing key buildings (barracks, stables, houses), and researching important economic technologies to gather resources faster. The larger your population, the faster your economy will grow. Ideally, you should aim to have 100 population by minute 7. A fairly common MP build order for civilizations with expensive houses (150 wood): As soon as the match starts: Constantly produce Civilians at the CC. Send the first 4 civilians to berries; the fifth civilian builds the Farmstead and then stays on berries as well (remember: 1 civilian per berry bush). One soldier builds a house near your chosen woodline. The remaining 3 soldiers build a Storehouse and start gathering wood. Every civilian produced from this point onward goes to chop wood at that Storehouse. Minute 2: Research wood gathering level 1. Build a house using 3 workers. Minute 3: Assign 3 woodcutters to build a barracks. Build another house using 3 workers. Start building fields gradually. Don’t place them all at once, expand them as you fill them up until you reach 5 fields. Alternate between building fields and building houses. Never stop building houses with those 3 civilians. As soon as the barracks is completed, start producing soldiers. Minute 6: Second barracks. Aim to have 30 workers on fields and 30 workers on wood. After the second barracks, you should already have those 30 workers on wood, allowing you to establish another woodline in a different forest. At that point, you should also begin assigning workers to gather stone and metal — 6 workers is a good starting number.
    1 point
  45. Lose games→ this game is a waste of time, I should go touch grass Win games→ THIS GAME IS SO GREAT I'M SO GREAT WOOOHOOOOOOOO YEAH BABYYYYY
    1 point
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