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  1. Hello everyone! We just branched for R28. The nightly-build tracks the state of R28 and can be used to test the new version. It is generated weekly, and you can get it using SVN. Detailed information can be found on the wiki Mock Release Bundles are also generated weekly, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. A higher overview of the release process can be found at [RELEASE PROCESS] Release 28 The contribution work-flow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Release 28 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. What should I test? While we encourage you to test everything, we expect most regressions to be related to those changes: In the match-setup a player can be removed and might interact badly with joining player or so. The size of Strongholds have been refined. The Germans have been introduced and might not be balanced well. The font rendering changed. Especially non-Latin fonts should be tested. Some parts of the game now use js-modules. We want to know whether it's still easy to mod those. There is now a 64-bit Windows and an AppImage build. What should I report? Not everything. We know about two apparent issues related to sound: #8342 #8426 Apart from that we must fix regressions (stuff that used to work, but doesn't work any-more) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multi-player OOS. How to report them is detailed in the ReportingErrors wiki page. With the weekly generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing!
    11 points
  2. This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) SnappingWalls.zip
    7 points
  3. In DE, they give all of your capturable buildings more capture points. They also heal nearby units and you can train Elite Healers there of their specific culture. From the Greek ones you can train the healer hero Hippocrates (only once) and research Oracle of Delphi. I'd like to come up with healer heroes and 1 special tech for each cultural shrine. In base game, they just heal nearby troops and you can train healers from them. They're basically capturable temples in that case, but with no techs. It would be nice to be able to include these and other things, like Cultural Artifacts and Mercenary Camps, in random maps, toggle-able by the game host like how Catafalques can be turned off and on. In DE, Cultural Artifacts give you a trickle of glory resource. In base game, perhaps a buff to capturing. In DE, Mercenary Camps give you the ability to train 30 mercenaries, which cost 0 population, specific to the culture of the camp. There's also a camp which trains mercenaries specific to the civ you are playing. Each player has one of those civ-specific camps nearby, while the cultural camps, based on where the map represents, are scattered across the map.
    7 points
  4. ...and thank you for everything. The time has come to pursue some other things, which are more important than hanging out here all the time. I have IRL stuff that will need attention, and simply can't afford to procrastinate on them. I'd like to express my gratitude to you for making this game. Also, thanks go to all good people who shared advice and interesting things on this forum. I would like to think that I was a part of it, however small. From now on, I will be just another player in the shadows. Looking forward to the next release. Here's to many more to come! Thank you Wildfire Games.
    6 points
  5. Dear community, recently there has been a lack of 0 AD Tournaments. For that reason i will cast tonight a small 1v1 tournament. It will be pretty vanilla, played on mainland balanced, 8 players in total. single elemination. Known accounts only. 8 best players that sign up will play. One round for quater and semi finals, bo3 for finals. I will try to stream as many of the games as possible. Pairings will be announced 10 min before start. Reward = small graphic designed by me. Tournament will take place if at least 4 players sign up. Sign up by commenting your account name under this thread ! Participating so far: (Meister_Augustus), Jagsus_India, ffm, Zekromus, jbc, riicho, dinosala Game settings: Mainland balanced, small map size, 300 or 250 pop, low res, all biomes allowed, no automation allowed that is not part of the base game Pairings: Quater finals ! Zekromus vs. dinosala 1:0 ffm vs. riicho 1:0 semi-finals MarcAurel vs jbc 0:1 ffm vs Zekromus 0:1 finals jbc vs Zekromus 0:2 Zekromus wins ! @borg- @vinme @Stockfish @Feldfeld @ValihrAnt @Meister @cube002 @Seleucids @fullmetal @SaidRdz @Havran @matiasramirezroncal @freyabartok @Wolf1219 @Reza @0ad_player @Nobbi @stormwalk @guerringuerrin @jbc @Akentas @Dakara @Ging Freecs @Ginnungagap and everyone else !
    5 points
  6. Under Options > Gameplay > Formation control, one can set orders to unit to not override current formation. With the current workings of formations, this can lead to a non-negligible efficiency gain for orders like gather, build, capture... This because units will waste far less time bumping into each others while in the same formation. I'm posting this because I have for a long time, I not understood it was a setting when witnessing players using it, thinking it was marginal usage of a custom command where the game allowed you to define formation. Recently, much more players starting using it, so I started to try it too. I'm used to using formation at my advantage in fights, so I don't hate the current formation buffs. However for economy, it feels a bit... Weird... To be able to make gains using formations, that should be more like a battle thing. I don't have a defined opinion or improvement ideas for this, but hoping opening a thread on it can gather interesting ones.
    5 points
  7. When cleared my camera so hard that no colors left.
    5 points
  8. That's why you always clean your camera lens before taking a screenshot!
    5 points
  9. I play so many strategical game but this is out of the page
    5 points
  10. I’ve noticed that many players — even some pros — send their gatherers straight into battle still carrying resources like wood, stone, or metal. There’s a great option called “Call to Arms”, which makes units drop their resources at the nearest building before joining the fight. It saves time and keeps your troops lighter and faster when responding to attacks. I really recommend using it — it’s one of those small settings that can make a big difference in real games.
    4 points
  11. I would say @Vantha's PR for campaign UI would have to be merged so we could have some form of narrative, then if the mod author is willing this may be a good first campaign to work on polishing.
    4 points
  12. See you tomorrow
    4 points
  13. Someone else listen this even when not playing? https://play0ad.com/media/music/
    4 points
  14. Here are mine: 1st ffm vs riicho: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/846765298B66893D 2nd ffm vs Zekromus: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/B14585CE59715E64
    4 points
  15. I think he means the guy who sweeps the elephant poop away No wonder the guy doesnt want to appear in the game...
    4 points
  16. And, if anyone cares, here is the Github link: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases
    4 points
  17. Hello! I am pleased to announce that the Deku Kingdom is finished! Here are some pictures of the gameplay and art: As you can see, there are a lot of monsters and plant life in the Deku Scrub army. A few units are missing, including Dekupults, Scrubrams, and other siege machines, as well as two more heroes. Also, I havn't touched the techs, so some may not be compatible with the Deku Scrubs. However, here is a quick breakdown of the Deku: - They don't cost any food, replacing food cost with wood. To add to this, their farmsteads are dropoffs for wood, and their farms generate a trickle of wood and farm wood. - They are weaker than average troops, but their monsters and champions tend to be equal to or stronger than vanilla units. - They have a cool feature: Deku Babas an be carried (turret) on top of Scrubs, allowing you to add extra attacks to every scrub. However, this breaks formations, as the Deku Babas have no movement rate of their own. Formations will stand there, trying to move but reduced to the speed of the carried Babas. This does not affect individual carrying however. - The beetles can carry Scrubs and Babas by turreting, though only the archers are carryable currently. - The Deku Crawler can carry Deku Babas and Scrubs. - Scrubs can carry other scrubs, allowing for some hilarious Scrub Towers. - The Scrub Thopters can fly above the enemy and drop bombs on them. - The Scrubs have a new type of hero: Titan. Every planned race will have a Titan, and the Scrubs have Stagnox, a massive beetle nigh invulnerable to pierce damage and resistant to hack damage. He can be trained at their wonder. Also, I have included my own, slightly more historically acurate bot, Hyrule Bot, and a new map (Deku Forest) featuring my Wandering Gaia Soldiers, as discussed in another of my threads. Well here it is for download: Hyrule-Conquest-0.2.0.zip
    4 points
  18. Hello everybody, I am pleased to announce that I am starting work on a revival of The Undying Nephalim's mod, Hyrule Conquest. My version will include new maps, over 15 races, new features and technologies, and some other stuff. At the moment this is all I've got, but feel free to check it out. Though I know that there is another group out there, making their own version, I had tons of difficulty finding them, and felt that I should make my own version. At the moment it just has some cosmetic changes to the UI and the start of the Darknut civ. Probably have the darknuts done by the end of the week, but maybe will instead have my Hyrule Bot (an edited version of Petra) done instead. Hope you enjoy! Hyrule-Conquest.zip
    3 points
  19. Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies.
    3 points
  20. Even just a Shipyard for each civ would be nice and make things a little more dynamic for the naval aspect. That way you're not overloading the Dock with stuff. The Carthaginian Shipyard would remain unique, being larger and stronger than the others.
    3 points
  21. It would make the random sea maps more interesting for me if, like in Delenda est, they created arsenals or additional coastal fortifications with space for ships to repair, but smaller than a fortress, a kind of naval port. I would make it a one-time option so that the coast cannot be blocked. I would also like to have the option to elevate an administrative center to a capital. Just from a purely conceptual perspective, a war should also have advantages, like gaining a new unit or achievement when you defeat someone. What do you think? Does that make everything more interesting...or too complicated?
    3 points
  22. Estou de volta com novidades! Peço desculpas pela minha ausência, mas estou animado para compartilhar o que vem por aí no meu mod World Rising! Estamos lançando o Mercado Rudimentar! Agora você pode criar barracas de mercado dentro do território do mercado e gerar recursos passivamente. Fique ligado, pois mais novidades virão em breve! Por enquanto, aqui estão algumas imagens para você aproveitar.
    3 points
  23. Honestly, Roman elephants dont sit right with me. Elephants never played a significant role in Roman victories (or defeats) AFAIK. We have civilizations which lack basic units like infantry javelins, not because they never used them but because they never played a significant role for them (i mean all civs have spears someone must have figured out to throw it). Romans are already diverse and they will neither gain from having elephants nor lose from not having them.
    3 points
  24. There should be other ways to win, such as a victory through trade influence. You initiate trade with a neutral faction (it doesn't need to be on the map), and the more resources you give them, the faster you achieve victory. There could also be a fifth resource, something like glory, where the player achieves victory if they reach a certain number. Glory could increase with a number of kills, territory size, etc.
    3 points
  25. I'd honestly like to introduce the promotion upgrades as seen in DE. Probably double the base XP needed to promote, then introduce techs that promote them all to the next rank for a cost. That way you don't lose auto-leveling, but you can have the techs that introduce progression. Perhaps standardize it thusly: All C-S classes get the Advanced Rank promotion tech, but each civ only gets the Elite Rank promotion tech for one C-S that's their signature C-S unit. Hoplites, for example, for Athens and Sparta, Archers for Persia, Swordsmen for Republican Rome, etc.
    3 points
  26. I am pretty sure some Slavic Macedonians have been playing with Macedonians for some time.
    3 points
  27. Understood. But someone else suggested they were weak relative to cost and Dakara, I think, was responding from a balance perspective. Siege Towers are weird because they were important historically, so they’re in the game, but it’s difficult to accurately portray that historical usage in the current game. Personally, I think siege towers should be revamped to provide special building capturing capabilities, which would be a nod to their historical usage. Anyways, I think what you suggested has been suggested before. I don’t recall why it didn’t go anywhere, though.
    3 points
  28. 3 points
  29. Me too. And the game actually has even more soundtracks than those 26. A lot of new ones came with A26, they only haven't been added to the website yet. Here's a zip with all of them (61 in total): 0ad-soundtracks.zip
    3 points
  30. Yeah, I get in line. What about the rules? I propose something like: -Mainland balanced (except if Aslan comes then mainland) -biome: I'd prefer random (or temperate is more popular) -First rounds tiny (so they end a bit faster), then small -pop 300 -res low -No quickstart, no proGui auto-queueing, no marketexploit etc.
    3 points
  31. Over the weekend, I had this idea: what if horsemen were more realistic cost-wise. In ancient times, horses cost money to buy, and there was limited space for them. So, I propose these ideas: - All horsemen should cost 25 metal, to reflect their cost. - Their should be limited space for horses, with barracks adding 10 horse room and stables adding 25. - A technology should be researchable at the corral: Horse Breeding. This would remove the metal cost, reflecting that horses are being bred, not bought. These are just some ideas. If anyone likes them, maybe I'll post some small mod adding these to the game.
    3 points
  32. My apologies, there was a major error in the water beetles that made the game crash, here is the fixed version: Hyrule-Conquest-Revival-0.2.1.zip
    3 points
  33. I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
    3 points
  34. Macedonian girls are voluptuous
    3 points
  35. We often focus on the negative aspects of Alpha 27, but rarely highlight the positive improvements. I want to share some of the good movements in A27 that should not be overlooked—because if we don’t recognize them, we might lose them in future versions. Positive Features in A27 Easier Building Captures Capturing buildings is much smoother now. In earlier alphas, it was frustrating—sometimes even a full army couldn’t capture a garrisoned barracks. A27’s easier capturing is also an anti-ecobot improvement, since players now use Phase 2 rushes to capture the CC instead of just booming, which makes the game more dynamic. That said, it could be improved: if the enemy captures the CC, all your buildings are lost—even garrisoned ones. Losing houses also means losing many women, who then exit into the open and get killed easily. Player Placement Selection Being able to choose the starting positions is a nice option. However, removing “shuffle” was unnecessary—it should return as an optional host setting. Capturing with Clicks The current system (pressing C and then clicking) is annoying. If this is considered a positive change, it should at least be configurable in the settings, so players can capture with a single click like in earlier alphas. Improved Melee Balance Melee units are far better balanced now. In A26, they would die far too quickly. Roman House Women Spam Allowing Romans to train women from houses is a great feature. It gives them strong rush potential and makes Rome one of the best civs for early aggression. Weaker Buildings Buildings are not overly strong anymore. In A24–A25, heavily garrisoned forts could wipe out entire armies by themselves, which was frustrating. Save Game Feature Having the option to save games is a very useful addition. Suggestions for Improvement Spec Sync Errors Spectator sync errors often cause heavy lag, sometimes freezing the game entirely. Even saving and reloading doesn’t always fix it. Transfer Control to Spectators Add an option for the host to give control of a player’s civ to a spectator. This would help when someone disconnects or lags too much. Games like Battle for Wesnoth already have this feature. Han Buildings Variety Han buildings all look too similar. They need more distinct colors or styles to be easily recognizable. Champion Recruitment Champions should not be trained from barracks or stables. They deserve their own special building. Dedicated Hero Buildings All civs should have a specific building for heroes. Right now, it’s unfair that Gauls can recruit heroes from a cheap structure while Iberians need to construct a much more expensive fort. Spartan Champions in Phase 1 Early Spartan champions are almost never used—they aren’t effective. Sparta would be better off with a different kind of unique bonus. Remove Hero Flee Ability The “flee” mechanic for heroes encourages dancing and abuse. It would be better to remove it. Final Note I’ve already described several bugs in my last post, so I won’t repeat them here. But overall, I hope we don’t lose the good movements of A27 while improving the game further. also currently the bigger problem of a27 broken fanas and broken melee champ cavs.
    3 points
  36. I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units.
    2 points
  37. Yeah, in DE, capturing has been modified quite a bit. So, the more Civic Centers you build or capture, the less loyalty they have. It's called the 'Public Order Penalty.' As the empire grows, your Civic Centers are less loyal, essentially. It's part of self-balancing I'm trying out, to see if I can reducing snowballing. Building Temples and capturing Shrines reduces this effect with the 'Public Order" bonus. This is all crucial, because most other buildings have their capturability removed, except the Civic Center. Capturing the Civic Center is the primary focus.
    2 points
  38. I partially agree, but you don't have to attack the fortified positions to be ahead. In fact, you should ignore the buildings and go after the enemy's gatherers. In multiplayer games, people will resign once they see you are far ahead. This is possible even in P1.
    2 points
  39. I like the textures and design of this building
    2 points
  40. yeah I think some simplification is needed for the nomadic part.
    2 points
  41. @Perzival12 not sure why they are in that mod, but I can take a look. I was thinking of working with @Duileoga to bring over plenty of the buildings from endovelico.
    2 points
  42. Capture is pure @#$%, even with men inside you can't defend a barack or a cc. Up the garnison defense by troop.. please . We need also have a reflection about what players want about towers sytems. about nerf champ cav melee, not a big nerf is needed, we don't need fix the issue right now, just mitigate the issue. A little nerf damage and delete HP tech 10% and hp tech for selucid and perses is enough for have an opinion. About giving little bonus to each civ, for me it's bad, it too much age of empire 2 like. but as you want. I prefer we have a commun tree tech and some difference (unit, building or bonus).
    2 points
  43. 2 points
  44. Yes, this is a very beautiful game, that's for sure. Sometimes, it can look a bit chaotic, as the units themselves blend into a mini black hole.
    2 points
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