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  1. Hello, fellow 0 A.D. players. I write to share (belatedly) the news that my peer-reviewed (academic) tutorial "Teaching History and Languages with a Strategy Computer Game: 0 A.D. in the Classroom" was published in the open access journal Programming Historian: https://programminghistorian.org/en/lessons/teach-history-and-languages-with-strategy-game The Programming Historian has an open peer review process on GitHub. All publications are released with the CC BY 4.0 license. If you might like to discuss anything in the tutorial -- or anything else, I suppose -- please feel free to reply in this thread. I am following. Thank you for making a beautiful, brilliant, and fully libre real-time strategy game.
    12 points
  2. Hope 2026 will be good for us all.
    9 points
  3. Buenos días o tardes; -Así se ven en el juego las facciones americanas; (Sólo faltan los Zapotecas ya que recibieron una actualización ,en unos días subiré las fotos) (Los Mixtecas y Chorrera serán incluidos en la segunda versión del mod) Adena Anishinaabee (nómadas) Arawakos (nómadas) Chibchas Guaraníes Hisatsinom Mapuches Mayas Mochicas/Moches Paiute (nómadas) Pámpidos (nómadas) Swift Creek Tiahuanaco Tupí Yaruma/Proto-lencas Disculpen las molestias*
    8 points
  4. Hello everyone! I’d like to share the latest updates from the project as we wrap up the year. I’ve redone many textures and improved several in-game structures. At the moment, I’m reworking all terrain textures, developing the building damage system, and refining many core gameplay mechanics. I hope you enjoy the updates and continue following the development. Wishing everyone a Happy New Year!
    8 points
  5. Screencast from 2025-12-20 22-10-37.webm Screencast from 2025-12-20 21-52-26.webm More organic formation movements for 0AD!
    7 points
  6. Olá a todos, gostaria de compartilhar algumas novidades sobre o meu projeto World Rising. Nas últimas semanas, enfrentei vários desafios ao tentar modificar o layout do jogo. Ainda não consegui implementar tudo exatamente como planejei inicialmente, mas estou progredindo e aprendendo mais a cada dia. Como parte desse processo, redesenhei completamente o logotipo , criei novas imagens de fundo e, sinceramente, estou muito feliz com os resultados até agora. Também corrigi alguns bugs que estavam causando problemas — e, como sempre acontece no desenvolvimento de jogos, novos surgiram pelo caminho haha faz parte da jornada. Meu próximo objetivo é me concentrar um pouco mais na IA do jogo antes de voltar a criar novas unidades, tecnologias e edifícios. Estou muito animado para lançar uma versão jogável para vocês testarem em breve. Por enquanto, aqui estão algumas imagens mostrando o progresso recente. Espero que gostem!
    7 points
  7. I hope this gets you as excited as me: https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 (please don't judge my sense of humor )
    6 points
  8. Happy New year guys
    5 points
  9. There have already been 12 posts, and "NewWorldHero" only wanted one answer: how to run the older version of 0ad – ver. 0.0.23 (Ken Wood). I figured out a way to do it: https://wildfiregames.com/forum/topic/139802-must-have-xxiii23-ken-wood-linux-only/?do=findComment&comment=616373 But I only figured it out, not tested it. It was bothering me. So I did this: 1. I downloaded Live Bullseye version 11.11 (+non-free) https://cdimage.debian.org/cdimage/unofficial/non-free/cd-including-firmware/archive/11.11.0-live+nonfree/amd64/iso-hybrid/debian-live-11.11.0-amd64-xfce+nonfree.iso 2. I copied it to a USB drive with Ventoy installed and booted it.. The laptop was even relatively new – Intel TigerLake (11th gen.) + Intel Xe. Debian booted, and Wi-Fi was available (Wi-Fi on Intel too). Good news: the Bullseye repositories are still available. You can use 'apt install'; you don't need to install anything manually. 3. After connecting to the network, I issued the command: apt-get update apt-get install 0ad I had to wait a while because one of the packages ('0ad-data_0.0.23.1-1.1_all.deb') is about 670 MiB. 4. After installation, in the terminal as a regular user, type '0ad' + Enter or click Menu – Games – 0ad. Done. I'm attaching the images. A short summary: user@debian:~$ cat /etc/debian_version 11.11 user@debian:~$ lsb_release -a No LSB modules are available. Distributor ID: Debian Description: Debian GNU/Linux 11 (bullseye) Release: 11 Codename: bullseye user@debian:~$ cat /run/live/medium/.disk/info Official Debian GNU/Linux Live 11.11.0 xfce 2024-08-31T16:39user@debian:~$ user@debian:~$ uname -a Linux debian 5.10.0-32-amd64 #1 SMP Debian 5.10.223-1 (2024-08-10) x86_64 GNU/Linux user@debian:~$ glxheads glxheads: exercise multiple GLX connections (any key = exit) Usage: glxheads xdisplayname ... Example: glxheads :0 mars:0 venus:1 Name: :0.0 Display: 0x56011f9c8da0 Window: 0x3c00002 Context: 0x56011f9eb4e0 GL_VERSION: 4.6 (Compatibility Profile) Mesa 20.3.5 GL_VENDOR: Intel GL_RENDERER: Mesa Intel(R) Xe Graphics (TGL GT2) user@debian:~$ dpkg -l | grep 0ad ii 0ad 0.0.23.1-5+b1 amd64 Real-time strategy game of ancient warfare ii 0ad-data 0.0.23.1-1.1 all Real-time strategy game of ancient warfare (data files) ii 0ad-data-common 0.0.23.1-1.1 all Real-time strategy game of ancient warfare (common data files) user@debian:~$ 0ad TIMER| InitVfs: 860.322 us Writing the mainlog at /home/user/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 559.181 us Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 0.239 us TIMER| resource modules: 2.12809 ms TIMER TOTALS (9 clients) ... etc. Best regards. Happy New Year.
    5 points
  10. New updates on the World Rising project! Textures I’ve recreated many terrain textures at 2048×2048, significantly improving ground quality and visual fidelity. I plan to apply this standard to all terrain textures, making the environments even more detailed and realistic. I’ve also started working on Japanese fauna, beginning with soil and ground textures, and I’m reworking building textures to push realism even further. Destruction Buildings now show visible damage as they are attacked, gradually deteriorating until they are fully destroyed, adding more impact and immersion to the gameplay. Buildings I’ve added new upgrades and new buildings, expanding strategic options and gameplay depth. Technologies I’ve also implemented new technologies, further enhancing progression and overall game complexity. Bug Fixes Several bugs have been fixed along the way. Right now, my main focus is on fine-tuning and reworking building textures, refining every visual detail. Thank you to everyone who’s following the project. I hope you enjoy the updates and keep sharing your feedback. Thanks for the support!
    5 points
  11. I've been following these projects from time to time and it's really nice seeing there's progress being made. Looks really promising and i can't wait to see the results!
    4 points
  12. 4 points
  13. Bonne année 2026!
    4 points
  14. Feliz ano novo a todos! Muita paz saúde e prosperidade!
    4 points
  15. The Seleucid Empire emerged as one of the largest successor states to Alexander the Great's conquests, playing a pivotal role in disseminating Hellenistic culture across the Near East and beyond. Founded in 312 BC by Seleucus I Nicator, it initially spanned from Thrace and Anatolia in the west to the Indus Valley in the east, though eastern territories were soon ceded to local powers like the Mauryan Empire. At its height under Antiochus III (r. 222–187 BC), it encompassed the eastern Mediterranean, Mesopotamia, and parts of Iran and Central Asia. The Seleucids governed a multicultural populace through a formidable military - featuring innovative units such as Indian war elephants for shock tactics and heavily armored cataphract cavalry - alongside claims of divine kingship and the establishment of Greek-influenced cities, such as Antioch-on-the-Orontes, which evolved into a vibrant cultural hub. However, the empire grappled with internal dynastic conflicts, protracted wars against the Ptolemaic Kingdom (the Syrian Wars), and challenges in administering remote provinces. By the mid-third century BC, regions like Bactria (c. 250 BC) and Parthia (c. 247 BC) seceded, initiating gradual fragmentation. A major setback came with defeat by Rome at the Battle of Magnesia in 190 BC, followed by the Treaty of Apamea (188 BC), which stripped away western Anatolian holdings and imposed heavy indemnities. Persistent civil strife, rebellions (including the Maccabean Revolt, 167–160 BC), and incursions from Parthia and Armenia further diminished its power, culminating in Roman annexation of the remaining Syrian core in 64 BC by Pompey. Despite its eventual collapse, the Seleucid Empire endured for nearly 250 years and left an enduring legacy by blending Greek and Near Eastern traditions, influencing art, governance, and trade routes that shaped the Hellenistic and subsequent eras.
    4 points
  16. I am 78 years old and started playing 0.ad I can play empire earth 2 ok and Civ 4 but I have real trouble with hotkeys in this game, that I don't have in the other 2 I look at the hotkey chart and I am lost because Ctrl can do 20 different things . It is odvious that you have to click or select something first then apply the hot key but I just wish this first function was put in the hotkey chart . I don't understand some games where you're attacked and your military units just sit there This is not realistic to real life at all . If a printed manual was more complete the game would be more fun for someone my age . Regards Bob Forrest
    4 points
  17. También @Alisson Fabrini D desde mediados del año pasado y principios de este año, nos ha estado ayudando siempre que ha sido posible.
    3 points
  18. -Por el momento no hay ninguna civilización completamente terminada. -Es un trabajo en equipo, mayormente entre @Lopess y yo (aunque tenemos un grupo con más usuarios que nos ayudan muchísimo). -Por ahora la mayoría de civ's tienen casi toda la arquitectura ,unas cuantas(incluyendo todas las americanas) tienen todas las unidades y algunas tienen símbolos de facción, traducciones o bonificaciones.Por lo que la respuesta sería "cada una nos lleva años". Disculpen las molestias*
    3 points
  19. Buenos días ,tardes o noches; -Así se ven en el juego las facciones africanas; (Sería de gran ayuda que siguieran este foro y compartieran referencias, información, sugerencias ,críticas,ideas etc...) (Só (Solo faltan los Cartagineses ya que aún no tienen la actualización,en unos días subiré las fotos) (Los Yoruba y Mauritania serán incluidos en la segunda versión del mod) Axum Batwa (Nómada) Cirene Garamantes Gétulos/Gaetuli (Nómada) Khoisán(Nómada) Libios(Nómada) Macrobia Mandé-Shoninké Nok Númidas Sao Shona Urewe(Nómada) Axum Batwa (Nómada) Cirene Garamantes Gétulos/Gaetuli (Nómada) Khoisán(Nómada) Libios(Nómada) Macrobia Mandé-Shoninké Nok Númidas Sao Shona Urewe(Nómada) -¿Qué opinan? Disculpen las molestias*
    3 points
  20. ¡¡¡Feliz año Nuevo y Feliz Navidad!!!
    3 points
  21. Me too. The campaign features have higher priority for me since they'll probably be more exciting for players, but as I said in the encyclopedia thread, I am also going to continue working on the encyclopedia eventually and then hopefully finally get it into the game. They are both huge projects, they have taken and will still take a lot of work and time, but it'll be great when they're completed, I believe we gotta think long-term here. In theory, yes, but you always have to account for smaller screen resolutions, where the in-game screen is quite cluttered already, so there aren't really many options. Maybe moving it to the right edge instead could also work, but there on small screen resolutions it'll conflict with the dropdown menu and also the tooltips of the units and buildings in the selection panel. Yeah, I'll do that, it's a comparably quick change, I just want to get a few things of my plate first.
    3 points
  22. @Gönndolsalv Hey, I only just now saw your message. So here's an update from my side: I remain convinced that the game would really benefit from a new tutorial and that the story around Carthago Nova would make for a great campaign. And this project is still a big long-term goal of mine. And, yes, there absolutely is progress, even though it might no be always visible to the outside. As I explained above, when I started making the campaign last year, I essentially came to the conclusion that the game just lacked the capabilities to tell the story and teach the player stuff the way I had imagined it and would personally be content with. So what I decided to do was to lay down the campaign and instead to first implement these features myself, and only then pick up the campaign again to write it using that new functionality. And in the last year I have worked on all points that I mentioned above: https://gitea.wildfiregames.com/0ad/0ad/pulls/7785 https://gitea.wildfiregames.com/0ad/0ad/pulls/8318 https://gitea.wildfiregames.com/0ad/0ad/pulls/8614 No PR yet, but I have started working on this and more (like highlighting GUI objects to explain what they do) locally. I ended up creating a new set of terrain textures for it from scratch: https://gitea.wildfiregames.com/0ad/0ad/pulls/8214 And the first map is basically done. Now, all of these PRs are still open, meaning the features aren't in the game yet. And realistically, it'll be quite some time before all of them do and until there's an actually playable version of this campaign. Especially since lately I've obviously focused more on stuff for the R28 release. However, even though I can't promise anything right now, my personal goal is to get it all ready for R29. I can always use help, but not really with coding, just input and feedback is always helpful to me. Also, I would love to have illustrations in the campaign, so if anyone is, knows, or finds an artist to draw some images to our story (when we eventually get to writing it) that would be incredible.
    3 points
  23. I closed a few issues that were redundant or seemed to have been already done. I may do more later.
    3 points
  24. Happy and prosperous new year to all of you!
    3 points
  25. In two tutorial files, the text states "Civilians gather vegetables faster than other units" but there are no "vegetables" as a resource type in the game Files/Lines: binaries/data/mods/public/maps/tutorials/introductory_tutorial.js line 6 binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js line 40 Suggested fix: Change "vegetables" to "fruit" to match actual game mechanics. For sake of completion I found these two vegetables: plant_medit_artichoke.xml and olive trees. I can't comment on plant_medit_artichoke.xml, but the olive tree can only be gathered for wood.
    3 points
  26. The pull request has been merged by @Vantha. Thank you very much for reviewing Vantha and @wowgetoffyourcellphone!
    3 points
  27. For the case that the "capture the wonder" will victory condition will be included someday, I spent some thoughts on the "game type" menu, which is somehow counterintuitive imo: For the game speed and ceasefire, there's the category on the left, with the options on the right. For the victory condition, there's no category, instead the options are on the left, with the on/off buttons on the right. The "No"s are also kind of confusing. So what I was thinking of: 1. Put the category to the left: "1. Victory Condition" 2. Add a dropdown at the right to choose from all possible victory conditions 3. Add a second "2. Victory Condition" with the option "none" 4. For every further victory condition that is selected from the dropdown, add another victory condition with "none" This way all unused victory conditions are hidden in the dropdown. Since the victory conditions only appear after the previous one is chosen, at the first look it will be less text, so less overwhelming for beginners. This would allow to add more victory conditions in the future without overcrowding. Options for each victory mode could be shown directly under each one, not at the end like it is now. Also the logic between the victory conditions are clearer, as all conditions right now are alternative, not additive, ways to win. Later a button could be added to define for each condition whether it is necessary or non-mandatory to win. This could look like this: This could be the layout for the options:
    3 points
  28. Buenos días o tardes; -Estaba pensando en crear unidades cartaginesas con un aspecto más púnico ya que ahora las facciones Auxiliares (Númidas, Mauretanos,Libios etc) ya existen en el mod como facciones propias y otras ya existen en el juego per se (íberos e itálicos)y se vería como una pobreza cultural en la facción de Cartago. -Ya creé un catálogo de edificios más únicos ,con nuevas texturas y nuevos edificios culturales : -¿Tienen alguna idea para unidades puramente cartaginesas? @Genava55 @Stan` @wackyserious @wowgetoffyourcellphone @Ultimate Aurelian Disculpen las molestias*
    3 points
  29. You should really bake ambient occlusion on your models. https://stan.wildfiregames.ovh/tutorials/bake-ao-pyrogenesis/ Video version
    3 points
  30. UPDATE: Version 0.11.0 Added calendar (bonuses to gathering speed depending on the season and month of the year) A separate bot with support for new features has been added to the mod ( bot PETRA Expert Volatile Market) More details in the first post
    3 points
  31. Hey @Lopess and @Duileoga I know I don't speak spanish, but if you ever need help or me to look at a model and tell you what you can optimize for performance, just ping me here Keep up the awesome work!
    2 points
  32. Hello, I'm here to share an image of the first Jomon Hero evolving through the first three ages: Chipped Stone, Polished Stone, and Copper Age. I'll bring more photos for you soon. Thank you, and please continue commenting and following our work.
    2 points
  33. How to install 0ad ver. 0.0.23.1 on Linux Mint 22.3? In my opinion, there are two ways to do this. The description is a bit long, but what wouldn't you do for the success of 0ad? The first way --------------- Create a directory called ‘0ad’ and enter it. 1. First, install the dependencies available in Linux Mint (as root): sudo apt-get install fonts-freefont-ttf fonts-texgyre libboost-filesystem1.74.0 libenet7 libgloox18 libnvtt2 2. Now we will manually install the dependencies from Bullseye, as these versions are no longer available in Mint 22.x. First, we will download them: wget http://security.debian.org/debian-security/pool/updates/main/i/icu/libicu67_67.1-7+deb11u1_amd64.deb wget http://ftp.de.debian.org/debian/pool/main/libj/libjpeg-turbo/libjpeg62-turbo_2.0.6-4_amd64.deb wget http://security.debian.org/debian-security/pool/updates/main/t/tiff/libtiff5_4.2.0-1+deb11u7_amd64.deb wget http://ftp.de.debian.org/debian/pool/main/libw/libwebp/libwebp6_0.6.1-2.1+deb11u2_amd64.deb wget http://cz.archive.ubuntu.com/ubuntu/pool/universe/w/wxwidgets3.0/libwxbase3.0-0v5_3.0.5.1+dfsg-4_amd64.deb wget http://cz.archive.ubuntu.com/ubuntu/pool/universe/w/wxwidgets3.0/libwxgtk3.0-gtk3-0v5_3.0.5.1+dfsg-4_amd64.deb How did I find these links? Go to: https://www.debian.org/distrib/packages In the “Searching package catalogs” section below, enter 0ad and “Search.” When it appears, click on it (Trixie will be the default). Now click on the “bullseye” in the upper right corner (this option will no longer be available starting in September), and you will see: https://packages.debian.org/bullseye/0ad The required dependencies are listed below. You can either click on these dependencies or enter the name of the package in the upper right corner and click “Search.” For example, “libwebp6”+ Search, click “libwebp6” https://packages.debian.org/bullseye/libwebp6 At the bottom, click on “amd64” and a list of available servers will be displayed. I chose the first one on the right (de). https://packages.debian.org/bullseye/amd64/libwebp6/download Sometimes, when there are security fixes, it will display like this (only one server): https://packages.debian.org/bullseye/amd64/libtiff5/download The packages ‘libjpeg62-turbo’ and ‘libtiff5’ are required by the package ‘libwxgtk3.0-gtk3-0v5’, while ‘libwebp6’ is required by the package ‘libtiff5’. Some people call this dependency hell, and you can see how ‘apt-get’ can make installation easier. In Linux Mint 22.3, instead of these six packages, there are newer ones, namely: libicu74 libjpeg-turbo8 libtiff6 libwebp7 libwxbase3.2-1t64 libwxgtk3.2-1t64 We check if the files have been downloaded: ls -al Then install manually (as root): sudo dpkg -i libicu67_67.1-7+deb11u1_amd64.deb libjpeg62-turbo_2.0.6-4_amd64.deb libtiff5_4.2.0-1+deb11u7_amd64. deb libwebp6_0.6.1-2.1+deb11u2_amd64.deb libwxbase3.0-0v5_3.0.5.1+dfsg-4_amd64.deb libwxgtk3.0-gtk3-0v5_3.0.5.1+dfsg-4_amd64.deb We should not see any errors. The ‘dpkg -C’ command should not display anything. These packages have not overwritten or deleted anything – they are simply alongside the others in our system. We can uninstall them at any time and nothing will happen. So this is a weak FrankenMint. 3. Finally, we download the 0ad files from Bullseye: wget http://ftp.de.debian.org/debian/pool/main/0/0ad/0ad_0.0.23.1-5+b1_amd64.deb wget http://ftp.de.debian.org/debian/pool/main/0/0ad-data/0ad-data_0.0.23.1-1.1_all.deb wget http://ftp.de.debian.org/debian/pool/main/0/0ad-data/0ad-data-common_0.0.23.1-1.1_all.deb Then install them manually (as root): sudo dpkg -i 0ad-data_0.0.23.1-1.1_all.deb 0ad-data-common_0.0.23.1-1.1_all.deb 0ad_0.0.23.1-5+b1_amd64.deb We should not see any errors. The ‘dpkg -C’ command should not display anything. The item “0 A.D.” has appeared in “Menu – Games.” The ‘0ad’ directory is now unnecessary – we delete it. Unless we want to keep the downloaded files for future use. 4. We start the game by typing ‘0ad’ in the terminal. It is better to do this in the terminal than from the menu, because we can see the messages that 0ad displays during startup. Second method ----------------- How does ‘0ad_0.0.23.1-5+b1_amd64.deb’ know what dependencies need to be installed? A: It has this information stored “inside” – in the ‘control’ file. Just open the file in Archive Manager (File-roller, xarchive, or whatever you have) and find the ‘control’ file in ‘DEBIAN’. When you view it, you will see a line beginning with the word “Depends” and then, among others, ‘libicu67 (>= 67.1-1~)’, followed by 'libwxbase3.0-0v5 (>= 3.0.5.1+dfsg), libwxgtk3.0-gtk3 -0v5 (>= 3.0.5.1+dfsg)'. You will not see the ‘libjpeg62-turbo’, ‘libtiff5’, ‘libwebp6’ packages, as these packages will be downloaded by ‘libwxgtk3.0-gtk3-0v5’. Now just unpack the file ‘0ad_0.0.23.1-5+b1_amd64.deb’ using the following commands (in Mint, the text editor is “xed”, not ‘mousepad’ or “gedit”): mkdir decompr sudo dpkg-deb -R 0ad_0.0.23.1-5+b1_amd64.deb decompr/ sudo xed decompr/control Now manually replace the phrase: "libwxbase3.0-0v5 (>= 3.0.5.1+dfsg), libwxgtk3.0-gtk3 -0v5 (>= 3.0.5.1+dfsg),“ with the phrase ”libwxbase3.2-1t64, libwxgtk3.2-1t64," In the “Source” and “Version” fields (at the top), replace ‘5’ with “55,” for example, to avoid confusion. Finally, we pack (also enter “55”): sudo dpkg-deb -b decompr/ 0ad_0.0.23.1-55+b1_amd64.deb Done. All dependencies except ‘icu67’ are from Mint. sudo apt-get install fonts-freefont-ttf fonts-texgyre libboost-filesystem1.74.0 libenet7 libgloox18 libnvtt2 sudo apt-get install libwxbase3.2-1t64 libwxgtk3.2-1t64 There is no way around ‘icu67’, we have to download it from Bullseye: wget http://security.debian.org/debian-security/pool/updates/main/i/icu/libicu67_67.1-7+deb11u1_amd64.deb sudo dpkg -i libicu67_67.1-7+deb11u1_amd64.deb Finally, download the two 0ad-data files and install them together with your new (55) 0ad file, as described in the first method. sudo dpkg -i 0ad-data_0.0.23.1-1.1_all.deb 0ad-data-common_0.0.23.1-1.1_all.deb sudo dpkg -i 0ad_0.0.23.1-55+b1_amd64.deb We only have one foreign package in the system – 'libicu67', of course 3 “0ad” Done. Best regards, PS. The Latin sentence you quoted is too harsh. I would end with a Roman proverb:
    2 points
  34. And again I think that's waiting for another PR before Vantha and I can sit down and get that hashed out, format the previous article and organize everything in a way that makes it easy and convent for people to access it.
    2 points
  35. The 0 A.D. Main Branch has over 1.6k issues. I was looking through some of the older ones and I noticed there are quite a few that are either outdated or not relevant anymore either while the view of the game has shifted, or they don't really apply. There are also some that would be really trivial for even the non-technical users. I wonder if we could go through some and quickly discuss and see if they're really necessary or should be done real quick by someone. For example, here's one that suggests that lower health units could move slower. It's an interesting idea, but one I'm not exactly sure is one that 0 A.D. is ever going to have. https://gitea.wildfiregames.com/0ad/0ad/issues/2091 Here are a few others that could be possibly closed or done really quickly. This issue is about "deciding on whether to have land unit fishing" This is another one that could be decided really quickly, closed, and if we wanted to add it later no harm really. https://gitea.wildfiregames.com/0ad/0ad/issues/1437 Creating a 0 A.D. war story may have been useful in 2006-2007, but in the year of our Lord 2025 (soon to be 2026) we have YouTube so having a war story isn't really as needed, we could still make one eventually, but having an issue for it right now doesn't seem needed. https://gitea.wildfiregames.com/0ad/0ad/issues/66 This issue here is just for "adding more victory conditions" which personally I think is a bad issue because it doesn't really give us a goal to work for (and we could be doing this forever. I move for closing it and opening new issues for the specific conditions. https://gitea.wildfiregames.com/0ad/0ad/issues/1649 This is an issue to add metadata to the soundtrack. I 100% agree this should get done, but even a non-technical user could get it done in less than an hour if Omri didn't have to. https://gitea.wildfiregames.com/0ad/0ad/issues/3619 Then there are some tickets about adding cliffs to 0 A.D. which I am almost am certain exist in 0 A.D. (so maybe some issues people forgot to close?) I could be wrong, of course. https://gitea.wildfiregames.com/0ad/0ad/issues/993 Finally, there are a LOT of issues about atlas which either A) seem already implemented (like this one) or B seem a little outdated if atlas is being moved in game. https://gitea.wildfiregames.com/0ad/0ad/issues/571 let me know what you think closing these issues and if the devs are ok with cleaning the issues I'll post more that we could go through.
    2 points
  36. I think it could be done with a special boarding ship for the Romans: Corvus Quinquereme. It would come alongside the enemy ship and lower its Corvus onto it and slowly drain its loyalty. All other civs could have a late-game "Marines" tech to mildly counter this. Much like with capturing buildings, the more troops garrisoned aboard each ship affects the capturing rate (but never drops it to zero; we need to improve this with building capturing methinks). I think showing men jumping onto enemy ships and battling it out is not feasible. Not only that, but would add tedious micro and we want to reduce the size of ships for better pathing, so the scaling would be wrong. Best to just show a capturing bar or loyalty bar slowing draining down like we do with buildings.
    2 points
  37. Hello All, anyone here tried to print 0.AD units ? i bought a very small 3d printer and i want to try some of units and see how it goes. Would you please remind me where can i find 3d model files ? which folder is stored them ?
    2 points
  38. What all of you seem to forget is that the instructions to compile a23 are quite different from the instructions to compile recent versions of 0ad and that the versions of some libraries a23 depends on aren't available on modern Linux distributions. In my opinion that makes compiling a23 on a modern Linux distribution quite complicated.
    2 points
  39. In this game Persian guy had also a Seleucid ally (me) and the build times look about right after taking into account the -30% construction time team bonus from Seleucids. I don't know about the other building bonus.
    2 points
  40. My diagnosis is you played regicide and your opponent got Xerxes.
    2 points
  41. A similar issue was recently addressed: https://gitea.wildfiregames.com/0ad/0ad/issues/8580 https://gitea.wildfiregames.com/0ad/0ad/pulls/8589
    2 points
  42. Happy Holidays Everyone, Here's another brand new music track on my Fantasy 13 page: "DREAMING OF FARAWAY PLACES" https://soundimage.org/fantasy-13/ As always, it's 100% free to use with attribution, just like my thousands of other music tracks and sounds. Enjoy and have a safe holiday. :-)
    2 points
  43. 2 points
  44. I suppose since the patch contains engine changes, for that you'd currently have to build the game locally... but that version would be incompatible with any other releases or patch releases. If you don't want to do that and are working on a campaign, I recommend you to finish it without the dialogues for now and to just note them down instead. When the PR is merged, the feature will be part of the nightly builds where you can then embed the dialogue and test it.
    2 points
  45. https://archaeology.org/news/2025/12/12/new-thoughts-on-denmarks-ancient-hjortspring-boat/ https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0336965
    2 points
  46. As a player, I'd like to share a few opinions based on personal experience. Battalions are interesting and well suited for large scale battles; however, for smaller border conflicts, they're probably not suitable. The same applies to scouting, and lightning cavalry assaults probably require more flexibility and speed than a tightly packed group of soldiers. Historically, it's also more suitable for Rome, Greek city-states, and some civ around the Mediterranean; I find it less suitable for other civ. Therefore, I think it would be more appropriate as an option rather than the default. I'm new to this forum despite playing this game for 7 years, so I'd like to thank the developers and the community for creating and contributing to this game. I hope you all find more common ground and further improve the game.
    2 points
  47. I'd like to revisit this topic to see if there are some ways to limit snowballing. Obviously, if you gain the advantage, it's rightfully yours, but the opponent should have more opportunities to win it back. And I think there would be more fun/creative play by increasing these opportunities. Here are some mechanisms that contribute to snowballing: Citizen soldiers: This means that gaining a military advantage is often accompanied by a proportional economic advantage. Also, by training economy units from military buildings (and military units from the CC), the military infrastructure is largely the economic infrastructure, and vice-versa. Loot: Resource and experience loot leave the victor with a military and economic advantage. However, promoted units are somewhat slower to gather, which partially counteracts the other advantages. There are other features that could arguably contribute to snowballing as well, like preventing construction with ranged units, but these contribute much less. Ideas to reduce snowballing: Unit diversification and counters: by implementing more sophisticated relationships between the units, we can decrease snowballing by allowing smaller armies to beat larger ones if they have a better composition. we will need to vary more factors that are often held constant for whole unit classes in 0ad, like price, train time, and HP. Shift economic contributions more towards civilians (formerly women): This would benefit 0ad by partially deblurring the line between military investment and economic investment, and by decreasing the economic opportunity cost of sending citizen soldier (CS) units to battle. Alternatively, a new eco unit could be introduced to complement civilian gathering abilities, such as a more metal/stone specialized gatherer. Unit-specific technology tree: By providing players ways to selectively buff particular units, strategy will emerge in the prioritization of "teching into" certain units based on the civ matchup, map, and resource availability. Developments in this area will compound nicely with unit diversification. feel free to comment some thoughts and suggestions.
    2 points
  48. We don't expect mayor issues any-more. So we built a release candidate. It can be downloaded here.
    2 points
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