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  1. 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 here, 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 Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun! LocalRatings.pyromod LocalRatings.zip
    19 points
  2. https://play0ad.com/new-release-0-a-d-alpha-26-zhuangzi/
    19 points
  3. 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
  4. https://play0ad.com/alpha-26-is-near/
    17 points
  5. 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
    16 points
  6. Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi Downloads - Current bundles are for SVN revision r27067/TBD Linux data and build macOS (x64) macOS (ARM) (Unavailable for now) Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. What changed: Alpha26 – Wildfire Games What changed since the last RC. How to port my mod PortA25ToA26 – Wildfire Games 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? Upload 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. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. 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 Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Enable feedback and see if it works (Main menu) See this video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    15 points
  7. 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
    15 points
  8. 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
  9. 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
  10. Hello there! In anticipation of my (also Mediterranean) vacation in Italy I want to publish the last map I mainly built in November to December 2021. As new Aegean textures came out in Alpha 25 the summer a year ago I tried to make some map out of them (I can remember @wowgetoffyourcellphone of wishing my Map "Metropolis" having used the new terrains ). After my maps "The Legend of Avilava" and "Metropolis" (both scenarios) I decided to resort to the Skirmish type of map giving the player more individuality by choosing their own civ. Thus, there are no starting structures / little cities besides the original headquaters each player beginns with. Maybe I'm too generous in the assumption everyone playing 0ad has a proper gaming PC. I just like these huge maps (even beyond "giant" would be great) with gigantic battles and stuff, hence I've decided it's scale being "giant". The map generally is arranged to have a 4 vs 4 setting. Each player starts near his own team; far from enemy players. Relatively the same amount of starting resources near the headquaters accompany each player; every team should have land more or less equally distributed to gain resources from, to build and / or to expand on. Having let some simulations with bots go their way, I've had a lot of fun watching them. Through this I've been able to correct some little flaws and some features that would hinder the game's fluency. It's likely this map isn't perfect or "fine" anyway (others have to say so), thus I imagine that I'll maybe make some further versions. And if others like to do so, you're granted permission to of course. You guys feel free to use this map in which way you want, it's yours! But I think now it's time to show you some screenshots to get a better understanding of what I'm talking about. Best to show you the type of Mediterranean landscape that I love so much (regarding this I sadly live in Austria :D) and which I hope I've been able to properly reconstruct here: Also a look onto the starting positions of each player (screenshot follows player number): (Team 1: Player 1 - Player 4; Team 2: Player 5 - Player 8) Looking back, I'm happy enough with what came out of my conception of a Mediterranean "holyday-like" map. It's too good I'm now starting with feeling it all myself in my vacation in Italy! As for you guys, as I said - The map is all yours. Thank the 0ad programmers for having made this aweseome game and featuring the forum to have the gamers able to communicate and exchange with each other - and to publish self made maps! Cya soon, this Saturday I'm out in Italy now yooooo! Aegean Archipelago.xmlAegean Archipelago.pmp Edit on 13.8.2022: The edited versions should be preferred I hope there are no problems with downloading them? Aegean Archipelago First Edit.pmpAegean Archipelago First Edit.xml (When a number in front of the map file's name occur, you have to delete this part of the file name. For example, after downloading, you may get the files with a certain number, like: "678349583_AegeanArchipelagoFirstEdit.pmp" and "678349583_AegeanArchipelagoFirstEdit.xml" - you have to delete "678349583_" of the file names to be able to play on the map)
    14 points
  11. 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
  12. 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
  13. https://play0ad.com/0-a-d-empires-ascendant-alpha-26-feature-freeze-update/
    12 points
  14. 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.
    12 points
  15. I played many in previous Alphas and now I have time to play again. I have found that there are no moderators and that some pro players are quite toxic. It seems to me a more serious problem than smurf accounts and other bad practices that are easier to control. So, in addition to what administrators can do, I've considered using these simple rules in the games I host. Sorry if they are somewhat poorly written because I use an automatic translator. I like the rules that Norse Harold puts into his games. I think they are good for creating a friendly and fun culture around the game, however I think it is possible to simplify them to make them more effective and focused on the worst current problems: the toxic behaviors of some pro players. I would like to know your opinion about these rules and your suggestions. Thank you very much and sorry for my bad English. I only speak Spanish. See you in the game. Rules: 1. Be kind and helpful to newbies and other players. 2. Toxic comments can lead to immediate expulsion 3. Pro players must set an example of good behavior. 4. Don't quit or leave early. Play as a team and share resources.
    11 points
  16. 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.
    11 points
  17. 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 18 MB). Currently compatible with version 0.25a only! 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.
    11 points
  18. Some screens from the current build: https://github.com/stereotipo/millenniumad
    11 points
  19. Hello everyone, LINK: https://gitlab.com/0ad/0ad-community-mod-a26 Following recent & less recent discussions on the forum, the team has a proposal on how to improve balancing that seems viable in the short term. This post will explain the 'what' and 'why'. What We will make a copy of the files relevant to balancing (templates, civ data, techs, ...) as of A26's release, and create a new repository on Gitlab. This repository will be bundled as a 'A26 community balance' mod, and regularly signed & uploaded on mod.io by the 0 A.D. team. The mod will also be easily downloadable directly from gitlab. Community members will be granted commit access to this repository, on a voluntary basis, by 0 A.D. team members. This commit access is subject to the expected rules, such as not trying to mess everyone's work and generally behave productively. More generally, the mod will be public and anyone can easily make PRs using GitHub/gitlab's interface, and people with commit access will be able to merge PRs. This mod can then evolve on its own after A26's release, independently of 0 A.D.'s work towards A27. Why We agree with you that balancing is a sore point for 0 A.D. The issue is complex, and the team lacks time to fix it. Previous efforts, such as the balancing PM or the balancing subforum, did not work well enough. Furthermore, we receive a lot of feedback from the community on gameplay and would like to give the community a more hands-on approach. There are far more players than team members, and we hope that having more people with commit access will speed things up. We understand that Phabricator is a little unwieldy. Using a better known tool will also make it easier for people to make changes. We cannot currently give commit access to the whole SVN repo, nor can we easily split the 0 A.D. mod to make balancing its own repository. Making more regular releases seems unrealistic at the moment. Migration to gitlab is also a work in progress. Therefore, we think this is an easy way to make strides forward while not increasing the workload of the team too much. By making it a mod that can easily be downloaded, and that's provided by the 0 A.D. team, we can somewhat ensure that the mod will be played, and thus a better product. This also relieves the team of some of the pressure of balancing the release right away, since we know unbalanced units (which are somewhat inevitably discovered after release) can be fixed. What happens with A27? This balance mod's scope will not follow potential engine changes in A27, and may not be immediately portable when the time to release comes around. Our hope is that, by comparing the mod with A26, the 0 A.D. team can understand the direction that things should go in and port relevant changes in a coherent manner. This will almost necessarily lead to some changes not being ported, or to some work being necessary to do so. To summarise: we'll give you the keys to the car to make A26 a more fun game. By the time A27 comes, we can hopefully use your work (and our own) as a good template for a better game out of the box. If this experiment is a success, we may reproduce it after A27, but time will tell. --- The repository will be shared around the A26 actual release, to make sure the files are indeed those from A26. In the meantime, feel free to share feedback on the idea and indicate what you'd consider a fitting role for yourself.
    10 points
  20. Welcome everyone Following a suggestion from @Lion.Kanzen I thought it would be indeed a good idea to try to host a tournament to promote the mod and its advantages. This would be a friendly tournament where it is encouraged to try out stuff you think is OP and should be fixed, and stuff that has been modified by the Community Mod to see if it works well. This is not required though, you are free to play however you like. The 2 mods required to play the tournament is the Community Mod https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/ And feldmap https://wildfiregames.com/forum/topic/53880-feldmap-a26/ The settings for individual games would be the same for all of them. Basically always Mainland Balanced and typical 1v1 settings. I will post the exact settings later though player agreements could also be made. Now for the actual tournament format: the primary goals I want to achieve is speed (it's a tournament series so there will continuously be new tournaments of the same format, ideally) and balanced player matchups in order to have proper testing of gameplay balance features. The speed requirement means that the tournaments will be single elimination. Double elimination just takes too long. The tournament will be seeded meaning early on matchups could be imbalanced, so to avoid it being too hard I would limit the number of participants to 8 for a tournament, however if there are enough players interested there could be multiple brackets (Gold Silver) so anyone can play. Now that this is settled, there remains the scheduling. I have multiple formats in mind, and I would like your feedback for which you prefer/think is best. Considering there will be 8 players per tournament/bracket, that means the duration is 3 rounds. Here are the possibilities - Weekly (1 round per week, players schedule their match in PM) - Lightning (tournament gets played in a day, each round just after the previous one, on Sunday at European afternoon (eg 13 UTC) or European evening (eg 18 UTC) The tournament could start as soon as next week. So i invite potential participants to announce what scheduling format they prefer, and potentially already sign up for these schedules. Please note that I would not be able to play/help scheduling in European evenings. A forum account is required for signing up. Here is a sample message you can use to sign up: - In game name: Feldfeld - Interested for the following schedules: Weekly, Lightning European afternoon (Sunday 13 UTC) - BO1 or BO3?: BO1 ______________________________________ Interests: Weekly: Feldfeld ValihrAnt PhiliptheSwaggerless Lightning European Afternoon (Sunday 13 UTC): Feldfeld ValihrAnt vinme Lightning European Evening (Sunday 18 UTC): BO1: Feldfeld vinme PhiliptheSwaggerless BO3: ValihrAnt
    10 points
  21. Hi everyone just came to say hi, and to share some Pictures of the Empires At war Rise of Rome 0AD Scenario that I have been working on for almost a year... Just have some talks with Lopess, a Brazilian moder, I meet at this forum. to join forces and make this scenario a Solid 0 AD Game scenario for all you guys to enjoy and play, or modified as you like, with the Roman Republic as the main protagonist, and it's chronological history of conquest and expansion across the whole Mediterranean Sea and Central Europe. Here, I'm sharing some pictures with some remarks, so you all can get an Idea of how it is coming so far. Share your ideas and opinions, all criticism, good or bad are welcome, specially suggestions...and thanks for sharing. Remarks are in Spanish, so to those That don't speak Spanish, I'm sorry guys... But that is the language I used to communicate with Lopess who speak Portuguese, too...and I send pictures to him first and now I'm sharing them here...but you guys get the idea... Peace and prosperity be with you all. Thanks for sharing, guys.
    10 points
  22. 0 A.D. Trac Mod List Introducing a new way to get more visibilty for your mods, you can now get featured on Trac. The idea is that modders- if interested- add their own mod to the page on Trac and we get a nice list together. Gonna tickle some modders to possibly spark some interest @nani@Langbart@azayrahmad@wowgetoffyourcellphone@Lopess@andy5995@Lion.Kanzen@maroder@LetswaveaBook@Stan`@wackyserious@asterix (unpinged people welcome too ofc)
    10 points
  23. From https://feedback.wildfiregames.com/build/ People who have enabled in game feedback : 22271 Unique Reports sent per day (meaning the game is running) v11 = A23b From snapcraft devices Weekly active devices on Snap Most Linux players in Germany, and USA. Download statistics on Source forge https://sourceforge.net/projects/zero-ad/files/releases/stats/timeline?dates=2017-06-01+to+2022-07-08 Download statistics on the website https://releases.wildfiregames.com/stats.php?type=year Active lobby players at time of writing 62
    10 points
  24. https://play0ad.com/summary-of-the-japan-tours-festival-2022/
    10 points
  25. 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
  26. Sorry if this sounds like a ridiculous idea, but since 0AD is a historical civilizations game, I am making a mod to explore Early Hominids in Africa, I think it would be cool to explore the lineage of our ancestors evolving in prehistoric Africa, in a mod, Sorry if sounds like a ridiculous idea, but I am doing this mod so I can not only make a mod for 0AD of this, but to allow me to explore early hominids and make some interesting models, and landscapes in Atlas and Blender, just thought I would tell you guys I am in the works of making this, any ideas are welcome for this project! Now I already have the plans laid out of how to portray them in a mod, but I am making different maps based on location and research of where they evolved in, and what weapons and tools they used, I am also using mixed textures of real animal images obviously using CC-BY-SA and Public Domain to create Mammals that lived alongside our ancestors. But yeah I am in the early stages of this project, and I hope to eventually release it after the loads of research I am doing to apply with the 0AD engine's limitations, but I am a huge expert and really into research on early hominids, and I look forward to sharing some pics with you guys, I look forward to your ideas and I will be showing some pics soon!
    10 points
  27. 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
  28. Link Github mod https://github.com/wltonlopes/mayas_protoclassic
    10 points
  29. 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
  30. Introducing God's Eye. I've been working on this mod for about just 48hrs now. Not so lone but due to the pace I'm moving, I am almost done with beta version .0.01 and I'm looking for testers who will use the mod, duscover bugs and add it to the known issues so that i can get it patched and release the entire mod to everyone as soon as possible. Don't hesitate to inbox me if you are willing to help build up this mod or have any interesting feature you would like to request. My arms are opened!, Request a feature or suggest and it will be added as soon as I can. PM me if you would like to test the v0.0.1 updated: v0.0.2 (6/30/2022) updated: v0.0.3 (7/02/2022) updated: v0.0.4 (7/03/2022) - reduced file size and cleanup updated: v0.0.6 (7/03/2022) - reduced file size and cleanup updated: v0.0.7 (9/28/2022) - compatible with a26 Features Overview Auto Login Vision Ally Stats Auto Away Start into lobby Improved UI Design Functions with all mod Network warnings Late Observer Joins Auto Share Resources Among Teammates When You Resign A Team Game Fight Ratio Calculator Lobby Notification from in-game New music added Sound on message sent added New chat notification sound added Ping players to ready during game setup Ping players to join your game from lobby Added easy team numbers to easily set your hosts to 1v1, 2v2, 4v4 , ffa , etc. Added smurf highlighter - Highlight smurf in the game easily with a single button Added buddies sorting Known Issues Minor typos ( fixed ) Unclickable chat input Installation guide; 1. Download both mod.json and godeye.zip files ( attached to this post ) 2. Make a new folder and name it godseye in your mods folder 3. Paste the mod.json and godseye.zip file, no need to unzip it 4. After following the above steps, you are good to go! Open the game and you will see it in your mod list Alternatively, you can download it from the game through the mod downloader or visit https://0ad.mod.io/gods-eye-mod?preview=c0076b5082eb4209ca4277950830f43d Mod Folder locations- linux into ~/.local/share/0ad/mods/godseye windows typically: ~\Documents\My Games\0ad\mods\godseye mac: ~/Library/Application\ Support/0ad/mods/godseye New update: v.0.0.6 ( file size reduced ) mod.json godseye.zip New update: v.0.0.6 ( file size reduced ) godseye.zip Main Lobby Page Player List Panel Game List Panel Chat Panel ( Additional Buttons ) God's Eye Settings Page Main PreGame Page
    9 points
  31. Hi everybody, no version update here, just a little piece of information from the author of the LocalRatings mod (me). The next LocalRatings version (v0.26.1) will be released as soon as the new 0 A.D. Alpha 26 is out. I am impatient to play the new Alpha26 and to see how players' statistics change. As you may know, there will be a new civilization, the Han Chinese and it will be interesting to see how players perform with it. And speaking of civilizations... here's a preview of what you will find in the next LocalRatings version! Yes, per-civ statistics. Cool, isn't it? This is one of many new changes and features I have been working on. It will help giving a more concrete idea on civilization balance and I'm very curious to see what the Han Chinese civilization will reveal! I will provide a full list of new features when the release day comes. For the moment, if any of you wants to try it in advance, you can download the zip file of the development version (or download it manually from the GitLab page). It runs on both A25 and A26. I appreciate any feedback, in particular regarding the new explanatory page, that can be opened from the "About Local Ratings" button on the top of the page. Surely more content can be added and the English might not be perfect (my mother tongue is not English), so I appreciate any suggestion in that sense. Other type of feedback is welcome too. Should you have any thought, feel free to send me a private message. Thanks and... see you on A26!
    9 points
  32. Dear 0ad players, as I still consider me as "young" and thus as "moody", I feel coerced to bond to existentialism what gives me as my maths test went horribly wrong today the will to publish a new map of mine. Being satisfied with this decision, I'm happy to present you the scenario Metropolis (which I started to create in July 2021) Metropolis, as the name says, features multiple fictitious miniature polises in an savannian, mountainous steppe filled with trees, bushes, palms and grass. Alongside rivers and wide beaches you can find quarries all over the map; the variety of animals include elepahnts, giraffes, gazelles, lions and wildbeests. The map is mainly aimed to singleplayer demoniacs (as I am, obviously :D). To defeat the enemies you have to use a wide range of tactics and knowledge of the map itself (or rather its terrain) coming with differnt levels of difficulty. For example, playing the Mauryas or the Athenians is harder as doing it with the Persians. Worth mentioning, the map does neiter pays attention to historical accuracy based on my plan to just build a simple sort of mythic sandbox nor fair starting conditions between each player as some of them even shall trouble more than others Player 1: Persians - starting with a huge and well defendable city, many troops and lots of resources at the start, this player does not only control all mayor transit areas but also is able to erade smaller civs at once Player 2: Romans: providing a little city on their own island, they rather lack of land than of resources Player 3: Ptolemies: being privileged to have a small starting city, the difficult terrain and uncomfortable position does not depict a threat too huge for the Persians Player 4: Macedonias (team 1) - bringing a moderate starting city with them and being bond via a quarry with the Athenians, they don't lack of resources, but heavily of land to build and grow crops on Player 5: Athenians (team 1) -bringing a moderate starting city with them and being bond via a quarry with the Macedonians, they as well lack of land and not that much resources Player 6: Mauryas (team 2) - being exposed to enemy charges, they don't bring any advatages with them (besides 10 maidens) Player 7: Mauryas (team 2) - being exposed to enemy charges, they also don't bring any advatages with them (besides 10 maidens) Player 8: Carthaginias: firstly looking quite impressive and strong with their starting city, they barely stand charges of the Persians, though they have moderately enough resources and troops To be honest, I'm not as satisfied as with my first map The Legend of Avilava, but I thought if I would like to fix some issues I'll just do it - loading up that next small versions into this post. Nevertheless, I consider it as a properly done map you're able to play on. (Still I gotta tell you I like the 0ad models - you're really able to build authenticly! ) Last but not least, I tell you straightforward that Metropolis comes with it's lags, yep. The map is very huge and as The Legend of Avilava has shown maybe does not work on every elder laptop or PC (not to mention MacBooks). Well, as my existentialism brought me to this point, I think I shall show you some screenshots to get a better understanding of the map. The players 1 - 8: Well, followed by some different insights: Hope you can download the map. Wish you a nice day guys! Metropolis 49.pmpMetropolis 49.xml
    9 points
  33. By that logic only a football commentator who'd won the ballon d'or as a player themselves should have the right to commentate on football! Who you trying to kid, dude It's a game, it's about entertaining and enhancing the viewing spectacle for spectators, calling the action as it happens, adding a little extra dimension to it. For me, it's never been about teaching people to emulate what they're watching - its about watching a game for the enjoyment of watching the game and giving a human presence and voice to the action.
    9 points
  34. VID-20220320-WA0041.mp4
    9 points
  35. 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
  36. 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
  37. my game against fellow 0AD youtuber Kate0AD!!! ———— yekaterina (1570) vs zxphxr (1223) ———— send me ur replays to make videos of: zephyramethyst1@gmail.com
    9 points
  38. 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
  39. 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
  40. Most 3d models have already been made lack some size adjustments and beyond bake map.OA. All the names and translations have already been done and the names of the heroes. The xml files are in final process. Textures need to be redone.
    9 points
  41. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-node-system Details on one of the largest additions to how maps are designed and work in Hyrule Conquest. Posted by The_Undying_Nephalim on Dec 13th, 2021 For some time there have been whispers of some fundamental changes to how maps work in Hyrule Conquest. We kept these ideas off to the side while we spent eight months updating Hyrule Conquest to the 0.25 version of 0AD. Now that everything has finally been ported over, our map changes had come up again and we had quite a discussion on how to implement them. We really went all in. So I present to you today one of the biggest and most exciting changes I've been looking forward to. The Node System It should be obvious that over the last several years, Hyrule Conquest has slowly but surely been shifting away from 0AD's style of gameplay and morphing more and more into a Battle for Middle Earth inspired game. Adding in Battalions was the first big move in this direction, and now we are taking another big leap and fully adopting BFME's map design and Node based system. There are several key reasons why we are doing this (other then mine and Exodarion's love for BFME as a game): 1. Lack of many worker battalions will greatly help the game's performance 2. Map design becomes much easier and less chaotic, with the map divided into dedicated nodes it becomes easier to make great "set pieces" that the action takes place around. 3. Our planned Minor Faction system (something I'm even more excited about!) depends heavily on dividing the map up into Nodes So What's changing? The first and most obvious thing that players will notice is that maps are divided up into a series of "Nodes". There are many different types of nodes the player can capture, and each type will allow the player to build different structures and provide the player with different options and resources. To compensate for this system, bases will be entirely linked to Nodes and structures will be built on plots that spawn around captured Nodes. Resource collections will now be completely automated and based on what resources exist within the Node's perimeter. For example, if you capture a node that has three Berry Bushes and a Rupee Deposit, once you have set up your base these bushes and Rupees will begin to drain automatically and added into your coffers. If you have played Battle For Middle Earth, Rise of Legends, or Halo Wars, you'll have some idea of what I'm talking about. -The Hylians capture an Outpost Node and transform it into a happy little base- As you might have guessed after reading the first point, Workers as a unit are no longer viable with this system since buildings are based on Plots that spawn around Nodes and Resources are automatically drained within your captured Nodes. Workers will become purely visual as a worker will begin gathering the resources that your Nodes are draining. With the way bases work now many other awesome non-controlled units will be seen walking around your bases doing stuff such as civilians going to your marketplaces and children playing with each other in the streets. -Even Children will play in the streets of your bases- This method of dividing up maps will create a noticeable ebb and flow to a match where players move their armies and expand, allowing for the creation of "set pieces" around each node to give areas of the map something visually recognizable. It generally makes the design and creation of maps easier and will also help out with randomly generated maps down the road. - Some examples of map blueprints with the Node system - Let's take a look at the Node System in more detail and see what you can capture. Settlement Node There is only one Settlement Node per player on a map, and it's always the Node that you start out with. This large area contains some of each resource to get you started, and plenty of building slots to start construction (Most factions will have 7 buildings plots). Depending on what faction you pick, these nodes may also start with walls and tower defenses around them. Outpost Node The primary means of expanding your base, capturing an outpost will allow you to build a smaller secondary and tertiary base, assuming you can capture more than one. Most factions are provided with five building plots when they capture an Outpost node, and may also have walls depending on your faction of choice. Like the Settlement Node, Outpost Nodes often have multiple resources on them making them very valuable locations to fight over. Camp Node Very small expansions, Camp Nodes let you set up tiny bases. For most factions they will provide three building plots. Camps do not come with Walls, though there are some exceptions. While nowhere near as valuable as an Outpost or Settlement, Camps still often contain multiple resource types and are thus worth capturing and holding. Camps are also the only Nodes that you can construct your chosen Minor Factions' bases on. Resource Node A small node that can be captured and provides you with one slot to construct a resource building. Resource Nodes often contain just a single type of resource (Such as Lumber). While Outpost and Camps are the most tempting targets, Resource Nodes will absolutely be the main means of expanding your economy. Once resources have been completely drained from these nodes, players can convert the resource building into Houses to increase their population caps. Some other factions will also have additional options of what they can build on these nodes, such as Mercenary camps. Small and Large Ruins Rupees are an extremely rare resource out in the wild, thus capturing Ruins and unearthing their treasure is the primary means of collecting Rupees. Ruins will be absolutely critical to take and hold, as they are the main source of Rupees and the only reliable source of them. Ruins will come in two sizes, the small providing only a few Rupees per second and the Large providing many. Unlike other Nodes, most factions cannot build anything on or near Ruins. Some factions however, such as the Darknuts, can actually convert Ruins into brand new bases (Large Ruins function much like an Outpost for them and Small Ruins like a Camp). Other factions (such as the Stalfos) completely rely on using Ruins to construct their bases instead of the normal nodes. Wonder Node Usually found at the center of a map, these nodes are the only location a player can construct their Wonder. Just as often a large and terrifying Boss might be found guarding this node and must be killed first before it can be captured. Capturing this node will allow you to construct a new base with many defenses around it as you begin construction on your imposing Wonder. That is a general overview for how maps will be designed and how the Nodes on these maps will work. This is a very broad and generalized summary of the topic, the particular nuances of how each faction interacts with nodes will not all be exactly alike. I already gave examples of how Darknuts and Stalfos break the rules with this system, and there are some many interesting ways other factions will have interplay with Nodes (I'm looking at you, Moblins...) There are many other awesome features linked to this new change, such as Wildlife Lairs and the previously mentioned Minor Faction system. However I will save those for another article in the future. - Juicy Minor Faction details will have to wait... -
    9 points
  42. update to 3.1 based on feedback from @wowgetoffyourcellphone @Stan` @Radiotraining [Logo background is probably still subject to further change]
    9 points
  43. Okay, here an example of how these civs can be developed. Here's the Muscovite Rus' (just a draft). Muscovite Rus' The Grand Duchy of Moscow (or Muscovite Rus’) was a Rus' principality of the Late Middle Ages centered on Moscow, and the predecessor state of the Tsardom of Russia in the early modern period. It was ruled by the Rurik dynasty, who had ruled Rus' since the foundation of Novgorod in 862. Ivan III the Great titled himself as Sovereign and Grand Duke of All Rus'. The Muscovite Rus’ is a great commercial empire, spanning from the Baltic Sea to the Bosphorus. For centuries this land has been territory of passage between the germanic tribes of the north and the hellenic civilizations of the south and a crossroad between East and West. The trading of furs, wood and precious metal is the source of the richnesses of the Russian Grandduchy. For this reason, one of the key buildings of this civilization is the Trading Post, a unique building available at a early phase that can be placed in neutral territory and act as universal dropsite and trading hotspot. It allows a quick expansion into the map, and it can be upgraded as a Civic Center (economic expansion), or as an Army Camp (military expansion). Army The core of the Rus’ army is its light/medium cavalry and ranged units, due to their tradition of hunting wild game in the forests. One of the special units is the scout, a light cavalry unit always followed by 2 hunting dogs that can be used for exploration or early incursion. The infantry is generally very basic and weak, composed mostly by peasants (citizen-soldiers). The élite is composed mostly of mercenaries coming from the north: the Varangians, while the cavalry relies on “Qazaqs” from the Caspian steppe and their military traditions. Economy The Russian civilization has cheap and fast buildings and relies heavily on three resources for its sustainment: food, wood and metal. This makes the civilization very competitive in forest-based maps, but weaker when this crucial resource is lacking. However, due to their trading bonuses they can often trade the underused stone to compensate. The enormous extension of Russian plains allow for an extensive food production: Rus’ farmfields are 25% larger and allow up to 7 farmers to each field. A later technology called “Serfdom”, allows to train “serfs” (slaves), cheap and productive units that can sustain the rest of the army.
    9 points
  44. Missed the last presentation about 0 A.D. with a focus on how to contribute ? Fear not for it's now available online: https://t.co/NwcJbyh9Nv
    8 points
  45. I am pretty sure I have seen some of these arguments being used for adding stables. This not only contradicts the thesis of the thread but implies that building footprints and the fact that being scouted are actually side effects. What about house footprints? I am sure at times, that's an inconvenience too. The point isn't to create an autochess. Scouting introduces a new dynamic which is desired because the objective isn't linear gameplay. And I disagree that your opponent finding out that you are massing cav is actually a failure in game design. An equally valid stance is believing that not being able to scout stables gives an unfair advantage to the attacker and overpowers early cav strats. Ask any AoE2 player and they would probably agree with the latter. tl:dr; are these actually problems with stables?
    8 points
  46. I was inspired! and for reference
    8 points
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