Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 2021-05-17 in Posts

  1. Wildfire Games proudly announces the release of 0AD Alpha 25: “Yaunã,” the twenty-fifth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Yaunã is an old Persian word for Ionians (Greeks). Trailers YouTube: New Features in Alpha 25 Pathfinding And Netcode Improvements – Improved Pathfinding, Performance And Reduced Game Lag Order Restructuring – Players Can Now Push New Orders To The Front Of Their Production Queues Improved Unit AI New Biomes Incorporating New 2k Textures And Normal/Specular Maps Initial Implementation Of Single Player Campaigns GUI Improvements Extended Graphics Options Improved Mod Support And Game Filtering In The Multiplayer Lobby Ongoing Civilization Balancing Various Other Game Stability Bug Fixes And Speedups 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, redistribute, modify and contribute to the application under the same licences: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. See https://play0ad.com/new-release-0-a-d-alpha-25-yauna/ for full details and downloads
    28 points
  2. Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:
    22 points
  3. Why ? What is there to say: I like to look at something different once in a while. Installation note: This mod is for a25 / a25b. When you use multiple mods it's probably best to enable this one last (after) everything else. Unfortunately at the moment it is not compatible with the boonGUI mod. shiny_3.2.pyromod ____________________ The design looks like this: In case you don't like the new background: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Enable new background" This version should work on small and widescreens as well: Further note: Everything that is present in the original menu is also present in this mod. See the feedback box for example: _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread. If you have any issues or problems with the mod please post them in this thread.
    21 points
  4. Hey guys, since release of alpha 24 in februrary I've worked on some special map as my old alpha 23 map has been deleted by installing alpha 24 - don't know how and why. This new map, The Legend of Avilava, shall be it's replacement. I've tried to make this something unique - featuring huge mountains and dense forrests, including marshes and tiny pahts to walk on troughout the map. Furhtermore, I tried to depict the landscape with lots on beauty and small details. I've also included some bridges and quarries to enhance not only the look, regarding the latter to give some players a satisfying amount of resources at their starting position - so that they do not need to build new headquaters in new areas. The Legend of Avilava generally is based on the the area of eastern france and western germany, splitted by the river Rhine that floats into the English Channel. Behind it the Brits are stationed. However, it is important to note that this map does not aim at depicting geographical accuracy and rather tries to tell some sort of "mystery" about this area and how it could look like based on the imagination of people that were told how central (well, not that central, but you get what I mean) europe does looked like back in 0a.d.. Generally there are 8 players in the map: Roman (1): Southeast - starting as the player withouth teammates and thus has already a bigger city and lots of resources at the beginning Gauls (3): Southwest - stationed on the highest mountain; well defendable but may lack of resources Brits (4): Northwest to Northeast - being split into small villages throughout the foresty mountain they firstly need to find space to build and to grow crops on; player 7 & player 8 start with one dock and a merchant ship each To be honest I have to state that matchmaking was not my first thought while starting to build. I might see some advantage of the Brits since they're able to grow rapidly respectively exponential if they achieve to deforst large areas. Also the Romans may be a bit OP as they start with approximately 60 women, an already existing city and lots of resources - not even mentioning their fortresses, bolt and catapult tower systems. Nevertheless, for me running simulations with bots had been downright entertaining. Maybe it's just me, but I somehow find Romans fighting against barbarian tribes amusing. ;D For me it's not about winning or loosing - it's about enjoying the beauty of 0ad (especially regarding its graphics and battles!) :))) But I think I might show you some screenshots of it. The map on its whole: The "gallic" mountain / island: The "roman" mountain / island: The "british" mountain / island: To also give a view of the type of landscape we're facing here: Lastly i want to show the starting positions of each player, starting with the Romans, afterwards the Gauls followed by the Brits (the seventh player does have two beginning headquarters): I hope you can open these files: Until now, thank you guys for reading my post until this point. Feel free to download and play as long as you want to. If there are some complications or any issues I do my best to fix them - as the name of the files say - it's the seventeenth edition. Edit: As time goes by I will fix little issues and load up new editions of the map. The Legend of Avilava 17; The Legend of Avilava 18 etc. The Legend of Avilava 18.xmlThe Legend of Avilava 18.pmp 550969231_TheLegendofAvilava17.xml 311602329_TheLegendofAvilava17.pmp
    18 points
  5. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
    17 points
  6. A Quick Introduction Hello Everyone! Since this is my first post on the 0AD forums, i would like to start with a quick introduction. I've come to know about 0AD quite recently and been playing it since May 2021 (single-player). I have played quite a few RTSs already (namely Age of Empires II, Age of Mythology, Warcraft 3 and StarCraft), but this was the first game that i ever saw a Batch Training mechanic and i love it! Fun aside though, i also started doing some tests to try and use this mechanic to it's fullest potential. In this regard, 0AD sets itself apart from those other games i mentioned because it is an Open Source Project so I could go through the code more easily to unearth the formulas, modifiers, etc in order to make my analyses. So without further ado, let's do some math! The Mechanic Unveiled First things first: How is Batch Training implemented? As far as resource costs and population growth is concerned, there are no changes, but training time (for each individual unit) is greatly reduced using the following formula: BatchTime = BaseTime * (#Units ^ Mod) Where: BaseTime = The time it takes to train a single unit #Units = The size of the group Mod = Modifier, a value that is intrinsic to the Building Type and determines the reduction in Training Time. List of Modifiers: Houses: 1.0 (meaning, Batch training in houses does not reduce training times) Corral, Market, Siege Workshop, Elephant Stable, Special Buildings: 0.7 Barrack, Stable, Fortress, Civic Centre, Carthage Embassies: 0.8 Let's illustrate this with an example: Unit: Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs #Units 1 by 1 - Time (s) Batched Time (s) 2 20 17.41 3 30 24.08 4 40 30.31 5 50 36.24 So, as seen in the exemple above, Batch Training reduces the training time of units considerably and, on the surface, it appears to be always better to Batch train instead of training 1by1. However there is a tradeoff. You'll only have said units at the end of the entire Training period (which is longer than the time to train a single unit). What this means is that 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. This is a point to consider, specially in the early game, where we want to gather resources as fast as possible to build up our economy and our army. If we call the amount of time a unit is out on the map ActiveTime (as in it can perform actions such as move, gather, fight, etc), we can say that the method that gives us more ActiveTime overall will be better. Analysis Let's use our Spartan Hoplite to understand this problem. Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs Let's say we train 2 units using both methods: From our table we gather that 1by1 will produce a unit after 10 secs and another after 10 more seconds, while batching will produce 2 units after 17.41 secs. This means that both methods don't generate any ActiveTime in the first 10 seconds (since no units are out yet) and will start generating the same amount after 20 secs (when the second unit of 1by1 gets done). So what we can compare is the amount of ActiveTime generated after 10 secs but before 20, for both methods. Do note that each unit out on the map generates 1 sec of ActiveTime for each in-game second. This means that 2 units will generate 2 secs for each in-game second and so on. With that in mind we can do the calculations and reach the following table: #Units = 2 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 17.41 1 7.41 2 0 20 2 10 2 5.18 #Units = 3 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 24.08 2 18.16 3 0 30 3 30 3 17.76 #Units = 4 Time Elapsed (s) 1 by 1 Batching #Units Produced Total ActiveTime (s) #Units Produced Total ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 30 3 30 0 0 30.31 3 30.93 4 0 40 4 60 4 38.76 As we can see, although batching reached the total amount of units faster than 1by1, that amount of Active time generated in the same period heavily favors 1by1. Now let's see if this trend continues and calculate the percentages to see by how much 1 by 1 is beating Batching. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 5.18 51.8 3 30 17.75 59.17 4 60 38.74 64.57 5 100 68.81 68.81 6 150 108.42 72.28 7 210 157.97 75.22 8 280 217.76 77.77 9 360 288.04 80.01 10 450 369.04 82.01 27 3510 3519.02 100.26 Interesting! As we increase the amount of units trained, Batching slowly catches up to 1 by1 and by the time we reach 27 units, Batching will match 1by1 in Total ActiveTime generated. We can also see that any number of units above 27, Batching will start becoming more and more efficient. Naturally, 27 units costs an unfeasible amount of resources and time (specially in the early game) so we can conclude that by our metric of ActiveTime 1by1 is by far more productive than any amount of batching we can get in the early game. Conscription In the City Phase (last phase) we get access to the Conscription technology (in the barracks and the Stable). This technology lowers the Batch Training modifiers by 10% (Mod = 0.8 to Mod: 0.7) and that is a huge change. Lets do the same calculation, but now with Mod = 0.7. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 7.51 75.10 3 30 25.27 84.23 4 60 54.44 90.73 5 100 95.74 95.74 6 150 149.69 99.79 7 210 216.68 103.18 This means that in the late game (after researching Conscription), given enough resources, any Batch amount > 6 will be more efficient than training 1by1. That is also valid for all the buildings that naturally have Mod = 0.7. Discussion So, the main question that arises from this analysis is: Is the Batch mechanic useless in the early game? My answer is NO and here is my reasoning. THE GOOD: - Batching is great for early game rushes and timing attacks: since we'll be able to pump units much faster that by building 1by1 and we can't afford to build multiple barracks or stables in the early game. - Batching is great for dumping excess resources: Stockpiling resources isn't advisable, since resources don't produce anything while sitting in the bank. Unfortunately it happens sometimes, so if we find yourselves with excess Food, we can just build a Stable and Batch train some horses to explore the map and harass our opponent. - Batching gives options instead on limiting them: If Batching was universally better than 1by1 then there would be no point in having having a choice. By having it's drawbacks, Batching gives more variety to the game by enabling certain strategies. THE BAD: - Batching is less flexible than 1by1: By Batching, we sink a lot of resources and have to wait a considerable amount of time for them to bear fruits. This means that if we need to cancel some of our productions in other to gather resources to build an upgrade or advance phases, the amount of time lost training that group can be great. - Batching eats a lot of population: Population is also a resource. So if we want to Batch train a large group we need to have space available. Also, we'll need to quickly build houses to open more space to not get capped and keep producing out of our other buildings. THE UGLY: - Batching is eclipsed by 1by1 for economy: Since much of our goals in the early game is to boost our economy as fast as possible (and we do that by maximizing ActiveTime), batching does the exact opposite of what it's expected of it. And now in A25, the introduction of the Autoqueue mechanic basically kills batching even more for early game economy. Closing Remarks Well, that's basically all i had to say about the subject. I hope this post wasn't too boring and you were able to enjoy it. I would also like to read your opinions and comments on the matter. If you agreed or disagree with this analysis and why? Any concerns or constructive criticisms are always welcome. See you on the forums and have fun! ===================================//================================== TL;DR (just in case) Which is more efficient in the early game: training in batches or training units 1by1? Well, 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. By comparing the Total ActiveTime (the amount of time a unit is on the map, ready to move, gather, fight, etc) in both approaches, we get: - From the Barracks, Stable or Civic Center: 1by1 is more efficient if the batch size is smaller than 27. Since batches of 27 are basically impossible in the early game, for economy purposes, 1by1 if far better than any amount of batching. -Batching is better than 1by1 in strategies involving rushes or timing attacks. ==================================================================== EDIT 1: So, considering what @Jofursloft and @Freagarach have said in the their posts, i redid the calculations for batching and 1by1 considering more productions cycles and the ProgressTimeout delay that autoqueue gives. To avoid making this post bigger than it already is, i placed the the calculations and the result tables in the attached pdf. In general, smaller batches (2 to 3 units) break even with 1by1 by the 3rd production cycle, while bigger batches (5 and upwards) break even by the second production cycle. Things are a bit less efficient if you use autoqueue, but not by much. So, as long as you can batch units constantly, batching will always be better than 1by1. Also, the bigger the batch size, the better. Batching Revisited.pdf
    16 points
  7. Dear community, as you know, Alpha 26 is nigh. We've all seen the topic for determining its name and the speculations on what happens after this release. Today we want to announce to you that a decision has been made regarding the future of 0 A.D. Due to the lack of letters in the alphabet following this release, we've decided that Alpha 26 will be the last release of 0 A.D. We thank you for your support and wish you all the best! Kind regards, Wildfire Games
    15 points
  8. Hey everyone, Last month I had the opportunity and the privilege to be interviewed for Scott Hanselman's podcast. You can now listen to it: https://www.hanselminutes.com/810/building-0-ad-a-free-open-source-game-of-ancient-warfare You can subscribe to them. The podcast is also available on iTunes, Spotify, Google Play or can be downloaded as MP3 Transcripts are available here
    15 points
  9. Hey guys, Kate here and right now I have a complete 0AD guide manual that teaches cosmic noobs how to become 1500+ players!! Please suggest improvements!! :)))) From nub to OP.docx
    14 points
  10. Buenos días o tardes; (good morning or afternoon) -Actuales avances en los lusitanos ,en proceso; (Current advances in the Lusitanians ,in process) Espero que os gusten; (I hope you like them;) @Lopess, @Stan` , @Lion.Kanzen , @wowgetoffyourcellphone , @Yekaterina , @soloooy0 , @Genava55 , @Dizaka , @Carltonus , @Trinketos , @fabio @Alexandermb @av93 @Radiotraining @alre @Dasaavawar @Ardworix , @Phalanx , @Ultimate Aurelian @Loki1950 @maroder @Belisarius17 @Mr.lie @Mosé @GunChleoc @whocares @Sundiata, @DarcReaver @feneur @Itms @intipablo @wackyserious @balduin @Radagast. @iNcog , @Thorfinn the Shallow Minded @Mythos_Ruler y @sanderd17 . No olvidéis probar el mod para dar críticas o sugerencias (Do not forget to try the mod and to give yours criticism or suggestions) Disculpen las molestias* (Sorry for the inconvenience *)
    14 points
  11. The wait is almost over! 0 A.D. Alpha 25 “Yaunã," will officially be released tomorrow, Sunday 8th August 2021. The release of various versions and distributions will be staggered throughout the course of the day and the official release announcement will appear on the main 0 A.D. website and then echoed out through the 0AD forum and social media channels shortly afterwards. play0ad.com/ *Be aware, some distributions may not be available immediately, full release may occur over the subsequent days.*
    14 points
  12. Hey everyone, I am creating this thread to discuss the balancing from a "meta" perspective in hopes to improve the current situation. Please refrain from discussing "actual" balancing in this thread. As some of you may know, it has been a priority of mine for the past three years to find a way to provide a good experience for players, whether they are on the competitive side or not. For the 24th Alpha I created a Personal Mail (PM) with a few individuals, in order to try to create a team-like cohesion. While the 24th Alpha was a game changer in a lot of ways, and a painful experience, I do believe that it was the most productive in terms of actual patches and changes. People played by the rules by proposing, creating, and accepting patches (I insist on the last part because without formal acceptance there is no liability). I also tried to leverage a documentation team to update the design document. The job was too hard, and it died quickly and in silence. The original design was somewhat different from what the current game is today. There would have been much less civilizations, and instead your empire would have switched from a generic civilization to a more specific one (e.g greek -> macedon -> seleucid). Then another era came, where everything changed. Meanwhile, I was not happy about doing things in the shadows. This whole project is a community effort, and the contributors of today are the ones that might carry the flame when I am gone. So after a few internal discussions we came up with the balancing subforum, where everyone could see what was going on behind the curtains but only a selected few could interract, and anyone could ask me for a seat at the table, with some relevant experience. It came with little titles that hoped would boost morale. However... It did not go as I(we) planned. It created an even bigger split in the community, resulted in a huge variety of threads which is good, but which led nowhere as none of the idea was accepted enough to be implemented. And even the ideas who did get implemented did not make it. While the Personal Mail (PM) did go off track from time to times, it had the advantage of notifying people everytime someone posted (I do not think many people use that forum feature for threads) and I think the discussion was more focused, people pinging each other for patch reviews etc... There was also an attempt to use the chat on Phabricator which also sends emails for each messages, but it quickly vanished after the 24th Alpha. The 25th Alpha got some welcomed changes, at a much slower rate, and I think it fixed a lot of the quirks Alpha 24 introduced. But we're not quite there yet, and I know a few people are hurt about the current state of the game. I'm not a fan of the current balancing forums, and I'd like to merge them again with the rest of the game discussions, or at least to open them, since there seem to be no point in having them closed anymore. So I'm asking everyone, what can we (as in Wildfire Games) do, to get more contributions about balancing, to make A26 a success. We have some very nasty release blockers, and that leaves time for a bit more balancing patches. Best regards, Stan
    13 points
  13. Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.
    13 points
  14. Snapping: Territory decay: Triremes: Roman army camp: Autoqueue: Carthage Sacred Band: Catapult: Embassies & Mercenary Camps Experience trickle: Fishing: Forge: Gathering: Kush Pyramids: Outposts: Palisades: Quinquereme: Resource counter: Map flare: war elephants whales Forge Formations Biomes Iberian Fireship Tresures Barracks Cavalry stables Elephant stable
    13 points
  15. https://play0ad.com/0-a-d-empires-ascendant-alpha-26-feature-freeze-update/
    12 points
  16. A big change in 0 A.D. Alpha 25 is the reworking of biomes. This is something that’s slightly slipped under the radar in the run up to the launch of the new Alpha, so here is a brief look at some of the changes you can expect to see. Biomes are integral to 0 A.D. They are the visual and physical environment that each game is played within. We all have our favourites – or bogey biomes we dread getting in a random match. They’ve remained largely the same over that last few iterations of 0 A.D. – but Alpha 25 will see them undergo something of a shake-up. What Technically Is A ‘Biome’ In The Context Of 0 A.D? Biomes bring textures and natural objects, such as trees and animal species, together to simulate an environment you would find in the world. Why Are Biomes Different In Alpha 25? 0 A.D. Forum member, modder and contributor, @wowgetoffyourcellphone, has been adding new texture assets to diversify and modify existing biomes in his 0 A.D. expansion mod, Delenda Est, for some time. He has been the driving force in getting these enhancements into the core game, along with assistance from fellow contributor, @maroder. The result of this work will be seen for the first time within Alpha 25. What Will Be The Most Noticeable Differences? New terrains and their biomes will be more coherently put together, as opposed to the more ad-hoc nature that they were added previously. And the new terrains with be of a consistent 2k resolution, incorporating normal and specular maps. Previously, terrains were of varying resolutions and only a few had normal or spec maps. Wow, These Biomes Look Awesome! They sure do! And it’s worth highlighting that all of the new terrains come from sources licensed as Creative Commons CC0 – ‘No Rights Reserved,’ – to show how far CC0 assets have come and that you don’t have to purchase assets in order to make your game look good. What About The New Names? Are These Whole New Environments Or Just The Old Ones Renamed? Some (like temperate) are extensive redresses of old biomes, while others (like India and Nubia) are completely new. More new biomes should be in the works for the following alpha as well. Eventually all the old assets will be superseded by all-new ones.
    12 points
  17. Github Repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum Hey everyone! I haven't been active on this forum before, but you might know me from the mod I've been maintaining, Random Civ Selection Groups. I've been working on this mod for a while now; I originally built it for A23 last year during quarantine, and I've spent the last month updating it for A25. It's the culmination of a lot of ideas I originally thought of developing as individual mods, but eventually I realized I had enough new concepts to package together as a total overhaul for 0AD. I loved this game when I discovered it last year, but I was a little disappointed that the city building usually involved turtling around your starting civil center instead of spreading out across multiple cities. I got into RTSs through Rise of Nations, so that's the style of gameplay I was expecting. This mod, Mare Nostrum, is at its core a mod that aims to reimagine 0AD as a game where you build your nation from a small, defenseless village to a vast empire spanning multiple cities. The biggest concept introduced in Mare Nostrum is that each civil center gets a "population" representing the number of citizens who theoretically live in it (this is separate from the "Unit Population" that we're used to, which represents the soldiers and laborers you've recruited from your civil centers). Each civil center starts off as a village with only 100 citizens. Unlike civil centers in Empires Ascendant, villages in Mare Nostrum have low health and capture points, and cannot fire arrows. This makes it much more feasible to launch a successful rush in the early game. To grow your civil center's population, you have to build civic buildings like houses and temples and, especially in the mid-to-late game, promote trade between civil centers. As your civil center's population grows, it automatically upgrades to a higher level; first, to a town at population 500, then to a city at population 5,000, then finally to a metropolis at population 25,000. Each subsequent civil center upgrade has more health, capture points, and arrows than the last and, most importantly, unlocks the next phase in the game (i.e. your first town unlocks the Town phase, your first city unlocks the City phase, etc.). As your civil centers grow, it becomes increasingly more difficult to grow their populations with buildings alone, so building new civil centers and promoting trade between them becomes critical for phasing up (a civil center's population grows by about 2-3 citizens per unit of goods that arrive at the nearby market). This makes raiding your enemies' trade routes and capturing their nascent colonies (as well as defending your own) a more pivotal and engaging aspect of gameplay. There's a lot more great features I've added to the mod along the way (Siege Towers can capture buildings, every faction gets to build a temple to a "Patron Deity" that provides certain bonuses), which you can learn about in the README at the github repo: https://github.com/Mare-Nostrum-0AD/mare_nostrum. I'm going to make a tutorial soon, but for now I recommend getting a feel for gameplay by either playing a sandbox game or watching the AI play against itself for a match or two (the new AI, Delphi bot, is actually decent at the city-building part of the game now). Note that, because of the greater emphasis on building multiple civil centers, you should choose maps that are at least Normal sized, if not larger; each player should have enough space to build at least 3 civil centers at a decent distance from each other. To install, just clone the github repo I linked to above. It's currently compatible with the development (SVN) version of 0AD. I'm hoping to release an official A25 version on mod.io within a week of Empires Ascendant. Also, I'd really love for some of you to join in and contribute. I'm very much not an artist, so having some help on that front in particular would be great. Here are some screenshots of how the new civil centers look: An Athenian Village An Athenian City All four Carthaginian civil centers: Village, Town, City, and Metropolis I hope you all enjoy playing this as much as I enjoyed making it!
    12 points
  18. Hello everyone! I hereby present a 0 A.D. mod aimed at evaluating the rating of players. Official mod page on GitLab here. Introduction Before diving into the description, let me introduce the problem this mod aims to solve. In 0 A.D., the ELO system is used to rank players in the lobby. This is good; but is it representative of the players' skills? As you know, the rating system in 0 A.D. only takes into account 1v1 rated games. Team games do not contribute to the ELO score of a player, as well as 1v1 unrated games. Also, the scoring system only takes into account the outcome of a game (victory/defeat) and not the "performance" during the game. Can we do better? This mod uses statistics. It extracts data from all the replays of games you (the mod user) have played. So, if you have played 20 games (1v1s, team games, other..) with a player in the lobby whose name is (for example) strangeJokes, the mod will assign a rating to strangeJokes based on the 20 games you've played with them. The rating system The functioning of the rating system is described in detail at the official mod page on GitLab, but in short what it does is: it considers the average performance of the player during the entire game (and not only at game's end). the rating assigned to a player is a percentage: for example, a player with a rating of 5.00 performs a 5% better than other players on average, while a player with a rating of -5.00 performs a 5% worse than other players on average. you can customize the rating system by giving more importance to military, economy, exploration or other factors to the aim of calculating ratings. Keep in mind that this mod is based on statistics; data are taken from your (the mod user) replays. Statistics might not be fully representative of reality; therefore, a player's rating could be inaccurate, especially if you have played few games with that player. The more you play with a player, the more accurate the rating of that player is. Mod installation Explanatory pictures The main page: it lists all players with their rating and the number of games you have played with them. The Options > Score Weights page: where you can customize the rating system based on the factors you consider more important. The Options > Match Filters page: where you can select the games relevant for the rating calculation (for example, you might want to ignore games with duration less that 5 minutes). Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun! LocalRatings-v0.25.3.zip
    11 points
  19. When designing civs (or redesigning them), I think the focus should not just be on balance, but to make each civ "Favorite Worthy." What I mean is, each civ should have aspects that make it unique, fun, and cool enough to make stand out and make it worthy of vying for the community's "favorite" civ. In a "tier list" ideally it should be a struggle to decide which civ should be knocked down to a 'C'. They should all be clustered at B, A, and S. Some ideas: General Remove champion "unlock" techs and move them back to Fortress unless otherwise stated. Move Heroes to Civic Center unless otherwise stated. All Citizen-Soldiers types in every civ have Rank Promotion technologies up to Advanced. Exceptions 1 type of Citizen-Soldier per civ will have an additional promotion tech up to Elite. 1 type of Citizen-Soldier per civ will have no promotion techs. Unless otherwise stated, all civs retain their current bonuses and technologies. Athenians Retool the "Delian League" team bonus. All allies can train the Delian Marine from their Dock. -20% build time for all Ships and Boats. -20% research time for all Dock Technologies. "Painted Stoa" structure (build limit: 1), which grants the "Greek Architecture" aura (Buildings +20% health). Remove the "Greek Architecture" bonus from all other Greek civs. Heroes trained instantly at the Prytaneion (not Civic Center). Gymnaseion Replaces the Barracks Larger footprint and +20% greater health. Slightly more expensive. Trains "Hoplite" Citizen-Infantry and Champion Infantry "City Guard." Archery Range available to train Athenian Militia Slinger, Cretan Mercenary Archer, and Thracian Peltast. "Scythian Archer" Champion Infantry trained at the Fortress. Britons Chariots Available from Town Phase, after researching unlocking tech. When "killed", the Javelineer rider jumps off and continues to battle (until he too is killed) Slightly underpowered in Town Phase, but has a City Phase upgrade "Reinforced Undercarriage" which makes them extra stronk. Add Infantry Swordsman to the citizen soldier roster, available in Town Phase. Reimplement the Population Bonus special for their buildings, but at +1 population, instead of the old +2. Carthaginians Embassies "unlock" ethnic mercenaries at the Barracks, Stable, and Range. War Elephants have a "Tower" upgrade, which adds a Howdah prop to them. Cothon Shipyard shoots arrows. A fourth hero can be "Xanthippus of Sparta", who specifically boosts mercenaries. A 3rd champion, available at the Fortress: "Veteran African Infantry", a champion swordsman with a mix of Carthaginian and Roman equipment. "Sacred Band" champions still trained at the Temple. Gauls Give them a cheap Infantry Archer, "Gallic Hunter," available in Town Phase. Add Infantry Swordsman to the citizen soldier roster, available in Village Phase. Carnyx Trumpeter should have a "Horn Blow" special ability that temporarily improves attack of nearby Gallic troops. This is automatically done every 2 minutes in battle, but can be manually activated by the player every 1 minute. Iberians Keep the free starting walls, but remove the free gates (just have openings; the player can close them with fresh walls and gates if they wish). Allow the Monument to be built anywhere, even in enemy territory. "Burning Pitch" technology allows players to toggle javelin-throwing units between regular (anti-infantry) and burning (anti-structure) javelins. "Horse Country" tech at the Corral, for another -10% cavalry training time. Champion Infantry and Champion Cavalry can swap between Sword and Javelin. Kushites Give them a free Sanga Cattle at the start of the match. A new "Extensive Husbandry" tech at the Corral makes training animals faster. "Iron Smelting" tech makes Forges and Forge Technologies a lot cheaper and faster. "Iron Exports" makes bartering for Metal at the Market more profitable. Macedonians Barracks New "Royal Barracks" upgrade for individual Barracks in the City Phase. +50% Health to the upgraded Barracks. Can train Elite Phalangites and Champion Hypaspists. Stables New "Royal Stables" upgrade for individual Stables in City Phase. +50% Health to the upgraded Stable. Can train Elite Thessalian Cavalry and Champion Companion Cavalry. A 4th hero "General Craterus" boosts Phalangites specifically. "Naval Arms Race" technology unlocks the "Hexeres" heavy warship for the Macedonians. Mauryas Remove Population Cap civ bonus, but... Citizen-Infantry. Bonus: 0.5 population cost Bonus: -50% train time Bonus: -25% resource cost Penalty: -50% gathering rate Penalty: -50% health Penalty: -25% attack Worker Elephant can construct buildings again. Maiden Guards can swap from bow to sword. Mauryas receive a free Palace at the beginning of the match. The hero Chanakya can be trained in tandem with the other heroes (he doesn't count toward the "hero" training limit) 4th Maurya hero "Bindusara." Persians Keep Population Cap civ bonus. Organic units start out with -15% health and -10% train time. Receive a free "Yakchal" Ice House at the start of the match for a +5% health bonus to units. Build up to 4 more Ice Houses for additional +5% health boosts for each one built. They get more expensive for each one built. Ptolemies "Syncretism" special technology in Town Phase. Allows Priests the ability to build the "Isis Statue" and "Serapis Statue." Isis Statue Short-range Aura: Nearby Gatherers +20% gather rates Serapis Statue Long-range Aura: Nearby Units +10% health "Lighthouse of Alexandria" is a 2nd Wonder Player can still only choose to build 1 Wonder, but the Lighthouse can be built on the shore and gives a large vision range. "Temple of Edfu" would be the option to build on a non-water map. Romans An extra big House available in City Phase called the Insula ("Tenement Building") Population Bonus: 20 (plus house pop techs) Triarius trained at Elite rank (no promotion techs necessary). 2nd Team Bonus "Socii Allies" Allied Soldiers +10% attack within range of a Roman Civic Center or Army Camp. Seleucids Very much the same as they are now, except... Given back their Library. Spartans Team bonus now applies to all Melee Infantry (not just Spear Infantry). "Sysition" replaces the Barracks. "Hoplite" Citizen-Soldier, Champion Infantry "Spartiates," and Spartan Heroes all trained here. The "Helot Practice Range" Archery Range class building Trains Helot Skirmisher and Helot Slinger "Helot Emancipation" technology unlocks the ability for Helot units to upgrade individually to Light Hoplites. New "Helot" support units Cannot construct buildings, but... +25% resource gathering ability over Female Citizens. Can be captured by other players
    11 points
  20. In my opinion Graphic Artists of 0AD have achieved a tremendus success in defining the modern graphic style for modern RTS games. All units, Biome and scaling is better than all other RTS game of this time. In case of music,sounds 0AD can also be regarded as a masterpiece. Gameplay has also improved significantly after the latest release. Although I would recommend beetter AI for FFA single player. Therefore I would deliberately recommend/suggest/support a massive marketing campaign for 0AD in this situation when people are eager to choose a new RTS leader for the upcoming time. Thanks All Artists, Musicians, Programmers for creating an awesome game like 0AD.
    11 points
  21. The date of 6th June 2021 at 23.59 CET has been confirmed for the 0 A.D. Alpha 25 Feature Freeze, a major precursor to the actual release of the new alpha version of the game. What is the Feature Freeze? The Feature Freeze is the point at which new features cease to be added to the new alpha version and the development team focus solidly on final preparations and bug fixes to facilitate the release. What Happens After 6th June? From June 7th to June 13th there will a period of intense testing and bug fixing. June 13th at 23.59 CET – Commit and String Freeze. This is the point where all further changes are suspended, and release candidate versions of Alpha 25 are created and distributed for testing in a controlled environment. This is the final opportunity to discover and resolve any release blocking bugs or issues. Want To Be Involved in Pre-Release Testing? If you’d like to be a part of the critical testing versions of Alpha 25 then please check the thread here; https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/ When Will Alpha 25 Officially be Released? A provisional date range has been decided upon with June 20th being slated as the earliest possible release date and June 30th. Please be aware this is still provisional at this stage and is entirely reliant on a smooth transition through phases described above, with no major release blocking issues being present in the final tested release candidate. Final confirmation of the release date will be announced in advance of launch – ideally 3 days to a week prior, as will any postponement and revised timescales in the event of a major issue being discovered. What Will Alpha 25 Be Named? A final decision on the naming of the new alpha will be made during the Feature Freeze period, but you still have time to get involved. Every new iteration of 0 A.D. gets a name and this is your chance to contribute your suggestions. The Alpha 25 Name Suggestions thread on the 0 A.D. Community Forum has been open since January 2021, but there is still time to vote for your favourite and put forward your own suggestions. 0 A.D. release names start with the letter of the alphabet that corresponds to the release version. Alpha 22 was Venustas, Alpha 23 was Ken Wood, Alpha 24 was Xšayaṛša, and Alpha 25 will start with a ‘Y’. Check out the thread here; https://wildfiregames.com/forum/topic/35736-alpha-25-name-suggestions/
    11 points
  22. 0 A.D take the history in your hands! The first time I played Age of Empires I fell in love, but with 0 A.D I got married. ------ now to the point --------- As it is already in the final stage of development, there is Alpha. There is no room for anything new. continuing the series of wishes for the next Alpha. I wish: More technologies for early and second phase. more cultural and religious background.(Bonus in stats and HP, XP). More units. new sub classes. ( Differentiate units with little armor and with a lot of armor) More maps. New modes. More differentiated factions. More strategies. More AI development.
    10 points
  23. Just want to say, we appreciate you, Stan. Lots of toxicity has been around the last 18 months or so and it’s easy to forget about good people like you.
    10 points
  24. I am creating this post to announce possibly the biggest 0ad tournament of 2021! There is no need to get overexcited, after all there are few contenders. The tournament is invitation only and currently all the spots have been given away. So this tread is mainly interesting if you would like to follow the tournament. I have decided for an 8 player invitational tournament, because it is easier to organize than a bigger one and with fewer players the skill difference between the players is hopefully less extreme. I hope that this tournament can create some interest for 1v1s and that it helps @derekO with organizing his tournament. Finally I hope this tournament provides a repository for high level gameplay. The tournament is a double elimination without repeated final and each round is a best of 3 played on balanced mainland. Every matchup starts with faction A vs. faction B and in the second game the factions are reversed, meaning that in the second game the participants will play the faction that their opponent previously played. This means that we hope that either one player shows his dominance or both players show which faction comes out on top. In this format, if you have a weaker faction in the first game, then it hurts your opponent in the second game as he gets that faction in the second game. I hope this means that also some weaker factions are seeing action. If you manage to pull back the score after a loss, then the 3rd and deciding game will be a mirror match. When players have equal number of won series, the factions in these mirror matches will be determined (pseudo) random (Luck has decided that this will be Athenians for 3 out 4 games). Since it is a random faction, I hope a more diverse set of factions gets some action. When one player has won series in the winner bracket than his opponent, then that player gets an advantage: Namely he can choose what faction will be played in the mirror matchup. Seedings are done (pseudo) random and the brackets are in the attachment. I will try to cover some of these series and I aim to make a playlist of that on youtube. I would love if there would be other youtube content creators and who can help with making a complete playlist of the tournament. Participants are @chrstgtr@Dakara Dakeyras @felixix (Berhudar) @LetswaveaBook @Player of 0AD (Weirdjokes) @ValihrAnt and @vinme. When series are finished, one of the participants should post the replay files in this tread so the result can be verified and others can watch some high level approaches to the game. The players should contact their opponents in the brackets and can then plan their games. Anyone that would like to cover some of the 14 series would be invited to contact me. Finally, I have thought about a great opportunity for the participants of this tournament. If you participate in the tournament, you will have the opportunity to upgrade your current version of windows entirely for free to fedora 35, provided you have fitting hardware. Windows users should want to miss out on that opportunity, should they? brackets.pdf
    10 points
  25. It looks like the community maps mod hasn't been updated since a23, so I've made a temporary fork of the project called community maps 2 It's pretty basic, but it gives access to the maps again. And I've run some migration scripts on the maps themselves to make them compatible with >=a24. Though I haven't checked them all for warnings or errors. If you notice any problems, just open a ticket on the community maps 2 repo and I'll try to fix things up; or you can make a PR if you feel like it. The pyromod file can be downloaded from the releases section
    10 points
  26. First, I would like to praise the 0 AD team for making a great engine, as well as for making it so accessible to modders. The vanilla game is very enjoyable, the music is great, even if the AI nearly always massacres my towns. Also the use of JavaScript is a great choice, as I use it recently a lot in my work, so I don't have the bad feeling of playing too much... But I have to admit, being no real fan of AoE series, the game was attractive for me for the modding options. There were no wizards and dragons, so I thought about making some for the game. Download here (currently 14.5 MB). The file contains a .zip, which can be simply extracted to binaries/data/mods folder. The file is irregularily updated. Parameter for launcher: -mod=scythia The mod basically adds a new faction of Sporians, which are very roughly based on 6th c. Sclaveni, as they are described by Byzantine authors - Sporoi where their mythical ancestors according to Procopius. The fantasy aspect is more important - from rhomphaias and bronze armors to dragons and thunderbolts. I was even thinking about making Red Sonja the faction's main hero. In short, as a "civilization", they are somewhat simplified: units can be trained only in the central building and the fortress. There are no barracks, no stables (cavalry needs the Corral), no "female citizen" unit (all units choose a gender variant randomly at training). On the other hand, basic infantry is cheaper than most units in vanilla and trains slightly faster. Units can also be healed in houses (3 at a time) from the beginning. The mod is far from being finished, but I wanted to ask for advice about some features. 1. Instead of temples, the faction can build an idol: a wooden statue of a god. As in Age of Mythology, the player has to choose one: Peraunu or Welinˀsu, which provide units with different upgrades. The idol decays in time, but can be repaired by a shaman (the healer/magician unit) dancing around. The decay is provided by a global aura, which is "researched" automatically when an idol is built. Even if there is a limit of one idol per player, the aura destroys any subsequent idol, if the first is lost. Is it thus possible to "unresearch" it or otherwise deactivate a global aura? 2. One of the functions of both idol and its shaman is to serve as a drop-off point for a new resource called "skulls". I got an inspiration for this new functionality from an older game called Sacrifice, where you collect souls of defeated enemies to strengthen yourself. Defeated enemy combat units have a chance to drop an "intact skull", which can be gathered by your units and brought to the shaman or idol. Only skulls from enemies (technically, the dropped skull is an entity granted to the player, who killed the unit) can be collected. The skulls can be used to upgrade your units, e.g. with rhomphaias or dragons (btw, now you need a fully trained Champion and 30 skulls for one). The problem is the gathering itself: to prevent combat formations from running away from battle, I set the scripts so, that only one skull is gathered at once. Also, for some reason, the units are unable to find nearby skulls dropped by dead enemies for gathering. Why does the gathering AI ignore them? 3. Concerning the dragons: update removes the flying ability. Flight is unwieldy to control - they land and take off again each time a new target is selected, they don't always correctly face their targets, and can use only a melee attack. The flying script is somewhat hard to follow, and it somehow overrides attack AI of the unit. Is it possible to set up a simpler flying motion using the UnitMotion component? Or at least without the circling around coded for the P-51? 4. Another solution for the dragon problem would be to make it a "packing" unit: it could have a walking mode, in which it would use a melee attack, and a flying/floating mode, in which it would throw down flames. The problem was, that packing uses a new entity, so a new visual is generated. This affects only the rider, which is small anyway, but I plan to add more variation to the mount too. Is it possible to use the packing feature and preserve entity visuals? 5. There is also a horse archer upgrade, available to Raiders with the Peraunu idol. As I looked for a way, how to make them capable of shooting on the move, I made them to contain two entities, i.e. a horse with a dummy attack and a "turret". Visually, it is not ideal, as the 1. prop did not place the turret entity correctly unless it was parented to root, and 2. it dies separately from the horse. As I saw that some nomadic factions are in making, are there any more elegant solutions for such a feature? Thanks for any advice, and feel free to try the mod if you wish.
    10 points
  27. Some screens from the current build: https://github.com/stereotipo/millenniumad
    10 points
  28. Players should not start with 5,000 Stone and 5,000 Metal right next to their Civic Center. I understand that not all maps have that setup, but since mainland is the primary map that people play this should be implemented for mainland maps. And most maps :p. Here is why I think the change should happen: For a fair amount of games, 5,000 may be all the metal and stone a player needs for the entire game. That is too simple. Civilizations that use slingers or mercenaries (I'm looking at you, Ptolemies and Carthaginians) have the bonus of having their resource gatherers be protected by the Civic Center. This gives 2 advantages: Miners are protected from early raids Farmers are more easily protected from early raids since you can just garrison the miners in the Civic Center and then ungarrison them toward the enemy. Instead, there should be 1 small stone mine and 1 small metal mine having no more than 500 of each resource, similar to how there are a few straggler trees near the CC at the beginning of a game. Then on the outside of their starting territory should be larger mines, similar to how there are large forests for wood. The challenge of this layout would be increased difficulty of protecting farmers from raids for all civs throughout phase 2. It would favor players raiding food economy. But there are defensive structures and building-layout strategies that can be used to mitigate the danger. (Maybe cost and/or build time of palisade walls could be adjusted to support this change?) This would also make scouting important so know if your opponent is leaving their farmers vulnerable in order to boom or build military faster. Thank you for reading!
    10 points
  29. I've seen quite some videos on A25 already and what I noticed is that (not very suprising) no-one uses the new ability to push an order to the front of the order queue, hence I thought I'd make a forum post about it. Since https://trac.wildfiregames.com/changeset/25020 it is possible to push an order to the front of the order queue for a unit. We all know how to use (by default) <Shift> to queue an order to be executed later. However, one can also set a hotkey to let a unit execute an order NOW and then continue with the previously set orders. An example: You are gathering wood with a few ladies, but are close to getting housed. You could select the ladies, task them to construct a house and <Shift>-click them back on wood thereafter. Or you could select the ladies and task them to construct a house while they automatically go back to chopping wood. That saves a whopping 50% of your clicks! (The name of the hotkey is "Push order in front" and it is not set by default.) For the people being curious about what happens when using both hotkeys: You can keep constucting houses but each is pushed to the front of the queue (so Push order in front takes precedence). Please tag anyone you know who could benefit from this. At least I know @ValihrAnt could.
    10 points
  30. Admin of DDoS service behind 200,000 attacks faces 35yrs in prison! I really hope this is our man, but I guess not. Still good to see how serious this is taken and that people get faced with their actions. 35 years in prison is a serious reaction.
    10 points
  31. Make sure you don't miss Tom0ad's next livestream about 0 A.D. Like the previous one (https://www.youtube.com/watch?v=5NjTHd26l40), you'll be able to discover the new Alpha 25 release, and hear from Stan about how the process of creating the new Alpha went. https://www.youtube.com/watch?v=jhIOUv0vVw0 Hope to see you all there!
    10 points
  32. Ptolemaic Cretan Archer (left) vs. Seleucid Neocretan Archer (right) Possible updated look for Seleucid spear cav?
    10 points
  33. VID-20220320-WA0041.mp4
    9 points
  34. Can it? Yes: There are plenty of other ancient warfare themed RTS games where melee units are a viable DPS source. There is nothing particularly exotic about 0 AD's pathfinding, or combat model, or unit conventions that would seem to prevent it reaching a similar balance point. Will it? Maybe: For the entire time I have been watching this project develop (which is going on 5 or 6 years now) its design has never strayed from one rigid network of established unit roles and interactions. In order to introduce melee that is useful as more than just a meat shield, without simultaneously rendering ranged units entirely redundant, the developers are going to have to throw out that established counter network and replace it with something new. If the wider community rebels the moment such a thing is even suggested then it will never happen. Should it? Yes: For the sake of both historical authenticity and playstyle diversity, it really must. As the game currently exists, it is the ranged units that make up the survivable core of any infantry attack force. Melee infantry act as an expendable auxiliary contingent that exists to boost the combat efficiency of the core until it is killed off. I don't want to go too far and say that no ancient militaries worked this way, but it is certainly not how the ancient Greeks, Romans, Carthaginians, or Macedonian successor states operated. For them it was the (mostly but not always entirely melee) heavy infantry that made up the survivable core of their armies. Light, usually ranged infantry were the ones deployed as the expendable support auxiliaries, and together with cavalry they usually represented only a small faction of an army's total fighting numbers. The status quo is a huge misrepresentation of these cultures' normal tactics. Additionally, such tight synergy between ranged and melee is very limiting to a player's creativity and to the operational diversity of different civilizations the game can feature. The game may have civs that claim to specialize in heavy infantry, but they are still locked into the same composition as any other civ. No one is going to boom into melee infantry only, or skip basic ranged infantry upgrades in favor of more melee upgrades, and the game is poorer for not having these options. This is not to say either that the meat shield meta should be removed entirely. It would be interesting if there were actually a few civs where ranged still forms the survivable core of the army, but for the majority not permitting melee heavy infantry to stand on their own is limiting and profoundly anachronistic.
    9 points
  35. Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 26 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision r26108 (See below for updated bundles) Linux data and build macOS Windows Snap build is available at latest/edge Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. Changes: https://trac.wildfiregames.com/wiki/Alpha26 Points of attention: Acceleration Currently known issues: AI is slower to attack https://code.wildfiregames.com/D4391 Maurya palace triggers errors https://code.wildfiregames.com/D4392 Gui scale popup might close quickly https://code.wildfiregames.com/D4318 What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) Example video Connect to and use mod.io ( Try to download and install the linux libertine font) Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    9 points
  36. Another update brings a new unit and a new feature. The unit - Child - acts as a cheaper "civilian" unit, which is less effective at hard works like lumbering and mining, but gathers fruit well. Boys have a bonus to carrying capacity, girls have a higher resistance. As my grandfather always reminded me that Romans found it important to know how to read, write and swim, I always found it somewhat surprising, that in most Rome-themed games not even Velites can swim. This is, of course, not acceptable for a light-infantry-focused faction. Thus, Warriors - both basic and skull-upgraded - are now able to swim. That is, they can traverse deep water with a small penalty to moving speed. A hack was needed in UnitAI component to make the specific animations for idle, moving and attack states. "don't mind us, we're just having a bath" Little update - now I understand how to calculate the depth, so the swimming mode should be triggered correctly.
    9 points
  37. A petition to subdivide this mod into crowd-sourced civ working templates over at https://github.com/0ADMods so that working and fixing on each civ can be done much easier. By doing that we can make sure that we still get alpha release for the Terra Magna mod cluster. Where crowd-sourced civ templates that didn't get fixed can be cut out for the latest alpha release and include only those that are compatible with the latest version. So that we can still have a working version of Terra Magna over at mod.io and the game's built in mod downloader, we can issue release statements on what mods made it into the latest release cut and what were left out due to the lack of development on those mods. This means that Terra Magna will only be a compilation and will not be available for SVN and instead you must look over the mods at https://github.com/0ADMods if you want to try it during in-between alpha developments period using SVN So far we have a lot of timeline compatible civilizations over there that we can potentially include into our mod cluster that are already over there. Illyrians https://github.com/0ADMods/illyrians Imperial Romans https://github.com/0ADMods/imperial_romans Judeans https://github.com/0ADMods/judeans Lusitanians https://github.com/0ADMods/Lusitanians_civ Thebans https://github.com/0ADMods/theban_greeks Thracians https://github.com/0ADMods/thracians Scythians (Proposed) Syracuse https://github.com/0ADMods/Syracuse-mod I just think that we need to consolidate and standardize each mod and provide an identifier in their repository names to make it easier to recognize and avoid having multiple mods, mostly having official repositories for these factions that abide to the game standards meaning no deviating mod content or concepts that stray away from vanilla faction templates or similar. @Stan` @asterix @Alexandermb @wowgetoffyourcellphone @Lopess @LordGood @Lion.Kanzen @Duileoga @Trinketos @Yekaterina and others you can guys tag along for this concept solidification for the future of civilization mods for the game and the next alphas.
    9 points
  38. Wildfire Games would like to thank to all the members of this awesome community and thank you for the continued support and patience. To continue spreading the word about 0 A.D. we designed those two best wishes cards, you can find the XCF template at the bottom for printing. card-templates.zip
    9 points
  39. Link Github mod https://github.com/wltonlopes/mayas_protoclassic
    9 points
  40. update to 3.1 based on feedback from @wowgetoffyourcellphone @Stan` @Radiotraining [Logo background is probably still subject to further change]
    9 points
  41. The Stalfos The word Stalfos has its etymology in the ancient Akkalan language, and refers to bones of once living creatures. In modern times the term is applied loosly to almost any undead abomination and monstrosity. As a political entity, the identity of the Stalfos has changed just as dramatically as all the kingdoms that have risen and fallen across the history of Hyrule: due in part to the undead being the servants of many fighting lords and necromatic powers. HISTORY The origins of the rituals and practice of animated skeletons is lost to time. Many Hylian scholars agree that necromancy had its origins west of the Gerudo desert at a time when dragons still ravaged the land. In the ancient lore of the Gerudo and Akkalans, necromancy was common practice during the Ancient Age in the far west of Hyrule. The Kingdom of Ikana and Cobble Kingdoms were famously destroyed during the height of their necromancy practices. Many cults to the forgotten god Mudora practiced necromancy rituals deep in the Gerudo Desert. After King Nohans' conquest of Hyrule, the Ancient Akkalans enforced a complete ban on all forms of necromancy and thus the practice faded for hundreds, if not thousands of years. Petty necromancers and Gerudo Kings have occasionally tried to revive the practice over the centuries, with little luck. In modern times there have been stories of Stalfos appearing in larger numbers than was usual. Whispers of necromantic powers returning the Hyrule are not uncommon. Indeed, there are forces at work that wish to revive the long forgotten arts of cheating death. NECROMANCERS Without a master, most undead simply wander without any clear objective. Shambling Stalfos and ReDead zombies can be found aimless in the darkest corners of Hyrule, remnants of a long gone necromantic age. Should these horrors ever fall under the power of a necromancer or mage with enough skill, they could be used to wreck untold havoc on the world as a fearless horde of soldiers that feel no pain and no remorse. PLAYSTYLE The Stalfos have a very distinct gameplay structure that deviates from many other factions. The Stalfos are not creative by nature, and cannot construct new buildings or train new units. Rather they can only transform dead material into what they currently need. In terms of structures, the Stalfos must capture pre-existing ruins on a map and by ritual transform them into the buildings they need. Should there be too few ruins for their purposes, the Stalfos can expend many Rupees to unearth a new set of ruins at a target location. Once these ruins have been dug up to the surface of Hyrule they can convert them into the structures that they require. As for Stalfos units, they accomplish expanding their army by collecting the corpses of their victims and converting them into the forms they need for battle. This is represented by the "Bone" resource, which replaces food. Bones can be harvested from any dead organic creature, as well as graves found on some maps. If a Stalfos player has a unit that can directly raise the dead, they can instead instantly turn corpses into new units. For more details on the Stalfos Heroes and their unit roster, check out the spoiler below: HEROES
    9 points
  42. I feel a bit sorry for this uneducated person:
    9 points
  43. Obvious improvement.
    9 points
  44. 9 points
×
×
  • Create New...