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Popular Content

Showing content with the highest reputation since 2020-04-14 in Posts

  1. Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 24: “Xšayāršā” (pronounced: Khsha-ya-ṛsha), the twenty-fourth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after Xerxes the Great, ruler of the Achaemenid Empire from 485 to 465 BC. Youtube: PeerTube:  Easy download and install Download and installation instructions are available for Windows, Linux and macOS. 0 A.D. is free software. This means you are free to download, re
    27 points
  2. 0 A.D. Development Report: September 2019 – May 2020 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are cur
    22 points
  3. Hey everyone, I am writing this post to let you know I will become mostly unavailable in the coming weeks. As some of you know, I pushed my limits a lot farther than I ever did for this release, and this combined with some of the threads here + AFK life has had a big impact on me. Probably because I always want to see and take the best out of people. Anyway, to be able to give my best again, I need some rest. And unfortunately, it seems that requires a complete break, else I get dragged in too many things at once, and will never stop until I break again. We have art assets to improv
    21 points
  4. Hello ! I have seen plenty of feedback and complain about A24. So I will share with you my personal feedback, I hope it will be constructive and maybe help some people to understand the new Alpha. Some point can be redundant with other feedbacks; I just want to be exhaustive (As much as I can), I don’t want to insist on any point. Civilizations strength and weakness : Athenians: A23 : Used to be a strong civilization due to Strong slingers, very good hero Iphicrates (+3 overall resistances) and black cloak for siege sniping and raiding. A24 : Se
    20 points
  5. Just a work in progress for the mod I'm making. It's a storehouse for the Mali Empire
    16 points
  6. @Stan`thanks so much! that did the trick! City
    15 points
  7. As there has been plenty of criticism concerning the new alpha, i am feeling the desire to make a list featuring changes that i consider huge improvements and points of criticism that i dont necessarily agree with. Of course this is just my subjective opinion, but my points are often related to general principles. 1. Game has more depth, as champions are now viable option, adding another dimension to lategame. Each faction basically got several new units. 2. Counter system working better. Spamming sling or for new alpha archers isnt really a viable option. As soon as melee units ente
    14 points
  8. Hi everyone, I am happy to present a 5-part campaign titled "Macedonia: Rise to Power"! The campaign covers the times of Philip II and ends shortly before Alexander the Great gains control of the kingdom. Some screen shots are included later in this post. The scenario files can be found here:; https://github.com/SciGuy42/Macedonia_0ad Most of the scenarios rely heavily on scripts so make sure to also download the .js files which also go in the maps/scenarios folder containing your scenarios. The scenarios feature more or less typical build and conquer mission, as well as sieges
    13 points
  9. I know it was given to all members, but it is a badge, it implies responsibility to wear it. Thank you and I join you in this act of giving thanks, I never thought I would have such an honor, however I do not think I deserve it, but I will not despise your recognition. Thank you all for this beautiful hobby and non-profit work. It is an honor to be with you, even with those who do not hold me in esteem, thanks to my colleagues Sundiata, Genava55 and Alexander, for giving me words of encouragement. Thanks to Stanislas, Enrique, Feneur, Lordgood a very practica
    13 points
  10. My attempt to model a "range" for Zapotecas.
    13 points
  11. Hi all, Video covering some things Untitled.mp4 Feature overview: Player position randomnization on skirmish maps Keeps teams together, no matter how you define teams at gamesetup. Works flawlessly with the current PetraAI * Added most official WildFireGames skirmish maps to the mod, to be played with player position randomnization (and everything else in this mod). Obstruction templates. They will make sure you can't ungarrison over ridges you are not supposed to. 2 maps: "X" and "A Path Beyond II". More than likely more w
    12 points
  12. Based on numerous requests, I went ahead and made a mod to add 2 genders to "Citizens" in the game. It is based heavily on my work on Delenda Est. The Two-Genders mod does not change any stats, only converts the "Female Citizen" unit to a unit that uses Female and Male actors. The only civ that keeps Female Citizens is Sparta in this mod. It is compatible with Alpha 24 and can be tested by anyone with that release. If successful, this may be folded into the main game's repo at WFG's leisure and discretion. DOWNLOAD THE MOD HERE, FROM GITHUB.COM: https://gith
    12 points
  13. Zapotecs version 0.1 Based heavily upon the great work being done by the Terra Magna mod team The Zapotec lived in the Valley of Oaxaca, the largest expanse of relatively flat land in southern Mexico. Around 500 B.C.E. they built Monte Albán on the flattened top of a mountain in the center of the valley, the first urban center in Mesoamerica. Monte Albán covered an area of 2.5 square miles and its population grew from 5,000 to 25,000. It boasted the first centralized political system and population divided into social classes. Lasting for about a
    12 points
  14. Version: 1.5 (12/Mar/21) boongui_1_5.pyromod Description for boonGUI This mod is basically a derivative of @ffm2's mod 'ffm_visibility' but with additional changes that I thought would be fitting. In-Game: The size of the hero portraits has been increased to 80x80. Animals like chickens and fish are red to make them more easily noticeable. Fruits are more vivid and easier to see due to the increased saturation and brightness, some have also had their hue changed. See the 1st image below for more clarity. Metal mines have b
    12 points
  15. I found .dev ppa and made this. Markdown file here0 A.D. a24 SVN Current Changes.md 0 A.D. a24 SVN Current Changes Build: Jul 26, 2020 (23898-development) General Credits is added to the main page. Many Languages are added. New Kushites background. Panel Slide has smoother animation. Structure Tree is smaller and centered. History is now called Civilization Overview. FXAA anti-aliasing, game-setup new player notification, snap to edges (3 people can stand between) for buildings and multiple control group membership is available in O
    12 points
  16. An ancient river-valley civilization...
    12 points
  17. Been having fun with cliffs and hills- the houses stack nicely and look like vertical hillside villages.
    12 points
  18. Offence Reporting A sure-fire way to get your concerns read and addressed! Be sure to post with not only a modicum of dignity and self-esteem, but also a profound respect and understanding of others and their limits. Do not imperiously demand immediate solutions. Currently only supporting 1 vs. 1 Rated Game offence reports. Help & Support Dear User, If you would like to report someone, please observe the following steps to ensure that your concern is noted. It is necessary for you to create a post on this thread detailing the incident and including the replay
    11 points
  19. Hello all! i've made this topic to show some cuirasses i've done once when i had proper internet connection but didn't had a chance to post it. This are textures (cuirasses) done procedurally with blender. So we can have them with normal and specular maps included in any possible color whitout too much effort. Some are recreations of actual textures with specular, normal map. While others are new additions following a few references i could get. Everything was done using Blender and some meshes and procedural materials. Scratches could be included in case is needed but every texture ingam
    11 points
  20. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves
    11 points
  21. Hi, this topic is not used to explain a problem, but a big congratulations to Wildfire Team for the Amazing new Alpha 24! Keep it going! Don't give up!
    11 points
  22. Greetings everyone, The new and hopefully final release candidate (RC) is here! Revision: rP24928 Windows: https://releases.wildfiregames.com/rc/0ad-0.0.24rc2-24928-alpha-win32.exe MacOS: https://releases.wildfiregames.com/rc/0ad-0.0.24rc2-24928-alpha-osx64.dmg All RCs are available here: https://releases.wildfiregames.com/rc. The one you want is 0ad-0.0.24rc2-24928-alpha-** PLEASE READ THIS BEFORE POSTING & TESTING The RC installer will overwrite the current installed version. The RC will use your current config including mods, so make sure to disa
    11 points
  23. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happine
    10 points
  24. version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new met
    10 points
  25. Hey guys, here is my try at making mountains in 0 A.D. with the new random map "Alpine Mountains", inspired by the skirmish map of the same name : However, sometimes the generation can make a player separated from the rest due to forest blocking the path, this should be fixed sometimes later. The recommanded map sizes to put in the settings is one size larger than what you would typically do for mainland type maps. It would be something like Medium for 2-3 players, Normal for 4-5 players, Large for 6-8 players . Hope you will enjoy it. Download here : feldmap.zi
    10 points
  26. Going in to Hero Mode could be unlocked a couple ways, either with a Delenda Est-style resource like Glory that can be used to buy Hero Mode time, or maybe allow the Hero to rank-up with kills like other units, ranking up far enough to allow Hero Mode. While in this mode the hero has double resistance and double attack. The mode has a time limit, and takes time to recharge. Upper left button: Hero button replaced by the "Back to Strategic View" button; hotkey: Spacebar; take player out of hero mode. The health bar here indicates how much health all of the player's units h
    10 points
  27. Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman swo
    10 points
  28. I have already been experimenting with giving the game a much needed update to the terrain textures. I have been exclusively using assets from this website here, licensed as cc0: CC0 Textures - Public Domain PBR Materials We could contact this gentleman and ask for his assistance in creating new assets if his site currently does not have them and WFG could even become a Patron (his highest Patreon level is $5/month). Even if we don't try to partner with him, we can still utilize his excellent CC0 assets and ask him to check out how we're using his stuff. cough I am very keen now on u
    10 points
  29. Had some fun the phase icons using my new letters. phase_sources.7z
    10 points
  30. Latest stuff for DE. Trying some "alpine"/"arctic"/"winter" textures and maps. This one I may title: Cisalpine Winter (2 players) PLEASE COMMIT THE MAP RESIZING PATCH FOR ATLAS. THANK YOU. lol That way I can start making 2, 4, and 6 player versions of skirmish maps.
    10 points
  31. Just something I did for fun with Blender. Kushite civic center, house and storehouse.
    10 points
  32. An ancient city in the Himalayas---
    10 points
  33. Here is how the civic center looks like in game. It still needs a lot (seriously, a lot) of work, but I followed @Ultimate Aurelian's recommendations by removing the spiked doorway and the zig-zag decorations, I also incorporated a courtyard in the center, trying to following the references that he provided. I used @Stan`'s techinque, but using only Gimp; I think that the resulting normal map is close enough.
    10 points
  34. 10 points
  35. Malian defense tower WIP
    10 points
  36. Let's Fight 0 A.D. is an open-source RTS game (https://play0ad.com/) Let's Fight is a 0 A.D. gameplay balance mod for Alpha 24 (Xšayāršā) Motivation Currently the meta of Alpha 24 is skewed towards turtling via walls, towers, and forts. This problem is exacerbated by the advantage that archers, units that already have high range, have over other ranged units. This mod aims to provide gameplay that is more rewarding for aggressive players and roughly equalize the strength of civilizations to allow for a greater variety of strategies. In particul
    9 points
  37. Archers Overpowered? 10 archers vs. 10 skirmishers Units start 60 meters apart (archer max range) Theory: Skirmishers under fire as they have to approach by 30 meters Results: 6 archers left (all fully healthy) Observations: The archer range was decisive here 10 archers vs. 10 skirmishers Units start 30 meters apart (skirmisher range) Theory: Skirmishers can attack immediately, archer range nullified, strong javelin attack strength should even the odds Results: 1 archer left (full health) Observations: Remove archers' range advantage and
    9 points
  38. @Wijitmaker @everyone else:
    9 points
  39. Hi everyone In this thread, I am going to present the SpiderMonkey upgrade work I have dedicated myself to since around a month. The aim of the thread is to explain what this upgrade is, why it is such a big change, and how I organized it. Please don't hesitate if you have comments or questions on anything! What is SpiderMonkey? SpiderMonkey is Mozilla's JavaScript engine, used first and foremost in Firefox. As you probably know, 0 A.D. is written in C++ but a large part of the gameplay is programmed in JavaScript, in order to be easily modifiable by mods. In order to execute the Jav
    9 points
  40. Following @Itms lack of time recently, I have taken up the mantle of the spidermonkey migration. For SM52, most of what he had done is directly usable and I plan to commit the upgrade in the upcoming days. I will be uploading patches to Phabricator, but for those using git, you can access the whole thing here: https://github.com/wraitii/0ad/tree/sm52-clean My plan is to try and move rather quickly up the ladder, since we need SM78 for Python3 support (which we need to not be dropped by linux distros), and that will take 3 more rounds of upgrading.
    9 points
  41. Experimenting with a decal instead a bit like
    9 points
  42. Moroccans during the Marinid Sultanate.
    9 points
  43. 1. Here is the standard background I use: 2. Taking a screenshot of the unit in Atlas with the "Big Screenshot" option, it looks like this (note, I use a custom scenario map with a bright ground texture for ease of cutting in Photoshop) 3. A. I cut the unit out of the background, B. copy the unit into a 2nd layer (this is important), C. resize it to 256x256, D. then add the background texture at the top of this tutorial. E. From there I adjust the Layer Styles (effects) of each of the unit layers to give the final product. This is what the file looks like for
    9 points
  44. Norse trading town. Can't wait til AC: Valhalla. Will be copying all their settlements into 0AD
    9 points
  45. The Ethiopian Empire begins.
    9 points
  46. "The Empire shall progress, or it shall be not."
    9 points
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