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  1. Good news, folks! https://gitea.wildfiregames.com/0ad/0ad/pulls/8318
    10 points
  2. This one is not new, but I saw it somewhere and thought @Seleucids might like that. Would you agree that it's not that easy to predict what anyone would consider funny? Do you ever actually laugh when watching funny images? Best I can really do nowadays is smile, but that doesn't mean I wouldn't appreciate good attempts at humor. Perhaps it's hard to come across something conceptually new and original as you get older. I thought I'd add a little more context for the non-technical people to better understand the joke, but it's a really big spoiler:
    6 points
  3. I'm proud to present to you a new mod for 0 A.D. called Imperia Vetera. As the mod is based on an alpha that introduced the final original civilization, Romans, it makes sense to name the mod in honor of their ancient language. Imperia Vetera is "Old Empires" in Latin, and the name itself reflects the vision and the source for the mod. Be aware that this is a so-called "retro" mod. It doesn't and it will not, represent the full features of the original game. Changes when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. Houses and other civic structures are cheaper, except for Carthaginian apartments (Bets). Champion units: They now cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Mercenaries: They all now train at an Advanced rank. Ranged units: Removed minimum range. Archers were heavily nerfed. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 150. In Age of Empires 2 campaigns, you had only 75 population space. I think 150 should be more than enough, considering the lag at higher unit counts. The AI (legacy qBot as base) is now harder, and attacks with more units. Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: Technologies and phases are not in the game. This is a feature, not a bug. The full mod, changelog and install instructions are inside the ZIP file below. EDIT September 4th, 2025: - AI bugfixes, mostly Carthage. - Reduced the range of melee Cavalry. - Nerfed Persian Chariot Archers and reduced their cost. Previously, they were comparable to Brythonic Champion Chariots. Screenshots: 0ad_alpha_IX_mod_Imperia_Vetera.zip
    5 points
  4. next cosplay idea: siege tower
    5 points
  5. German Women -> German Civilians. @real_tabasco_sauce
    4 points
  6. its committed Feel free to try it by getting the nightly build, or by building the game.
    4 points
  7. Ironically enough, trenches/ditches were definitely used by the ancients in pitched battles and during sieges.
    4 points
  8. Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time!
    4 points
  9. I had an idea that you might like: If you capture an enemy militar building, you can recruit units of that civilization as mercenary units paying with metal and you can recruit only mitilar units that your faction don´t have as mercenaries. For example, if you are using Spartans faction and you capture a iberian barrack from your enemy, you can recruit iberian swordmen from that barrack for maybe... 100 metal. . If you capture a enemy workshop from Romans, then you can recruit a balista as mercenary units for maybe... 300 metal.
    4 points
  10. Your mom when you run around in winter without your scarf: healing_glide_reproduce3.mp4 The devs know whats up and it will be fixed next alpha. No further comment
    4 points
  11. "Spear cav" spear cav shield.mp4
    4 points
  12. 4 points
  13. You can check out the animations in Atlas as shown. Also the mane is funny moving and the horse goes bald for a while. aux-2025-08-19_16_02_31.mp4
    4 points
  14. I'm here to bring you exciting updates on my project, Mod World Rising! This week, I've been diving headfirst into developing new buildings, units, and technologies that will revolutionize the gameplay experience. Improved Units Units in the game will be enhanced with cutting-edge technologies, such as primitive weapons that replace the crude weapons made of wood, stone, and animal bones. With these technologies, your units will gain lethal new weapons! Furthermore, their protection will also be reinforced with advanced armor, making your units nearly invincible. General Evolution Even your hero, priests, and citizens will evolve over the ages, reflecting the progress and development of civilization. Buildings will also have an upgrade and evolution system through technologies, allowing you to build increasingly impressive structures. New Content This week, I created approximately 10 new buildings, developed new textures, and brought to life about 10 new units with variations. Additionally, I've implemented new technologies and tweaked textures for a more immersive experience. To top it all off, I've added new music that reflects the rich Asian culture. What's next? I look forward to sharing more news soon! Stay tuned to find out what else is coming to Mod World Rising!
    4 points
  15. There's the idea of having unit-specific techs, but I think they should wait for: https://gitea.wildfiregames.com/0ad/0ad/issues/7666
    3 points
  16. Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed.
    3 points
  17. one element that might be fun would be market routes at the exit of maps. Something that you cannot control, but a point for your merchant, or merchant ship to reach. It is only interesting if the gain in term of resource are important compare to what's available on the map. All the players could send merchant to it all the time, the trick would be to protect the trade route
    3 points
  18. Women and the Army in the Roman Empire The presence of women in Roman military contexts has been established beyond doubt by scholars in recent decades. Nevertheless, very little sustained attention has been paid to who these women were, how they fit into the fabric of settlements, and what their contributions were to these communities. This volume offers new insights into the associations, activities, and social roles of women in the context of the Roman army, emphasizing the tangible evidence for the lived realities of women and families at different social levels. The various chapters adopt dynamic perspectives and shed new light on archaeological and historical evidence to provide novel conclusions about women's lives in antiquity. Histories of the Roman army can no longer ignore the women who lived and worked in its midst and histories of Roman women must acknowledge their important military role. The first volume to provide a sustained and comprehensive treatment of women and the Roman army Employs archaeological and textual evidence and incorporates work by a range of scholars to provide a variety of perspectives Significantly advances discussion of women and the Roman army by examining social roles rather than simply the presence of women in military spaces
    3 points
  19. Besides the Fanatics, Spartiates are by far the most broken units in the game. Seriously, these units are insanely overpowered and hard to counter. Can anyone name a unit that can reliably stop Spartiates? I bet you can’t. They hit hard, have massive armor, can promote to Olympic status and even have technologies that make them stronger and faster. The only thing the developers could have done to stop the spamming of this unit was to add a population cost of 2. Unfortunately, they didn’t do that. There are players abusing this by spamming Spartiates in P1, and it’s ruining the game for everyone. I wouldn’t be surprised if some ecobot or clever Sparta player designed this unit to exploit the game by spamming them relentlessly for an unfair advantage. What do you guys think? Any ideas on how to properly nerf or counter these broken units? I believe adding a population cost of 2 to build them would be an effective way to balance this unit. Moreover all Athenian Marines should be nerfed for sure. We’ve already banned Fanatics from our games, and Spartiates definitely need to be banned as well. If the developers don’t nerf these units in the next alpha update and keep introducing unfair, broken units, we’ll have no choice but to keep banning them from our matches to maintain fair gameplay.
    3 points
  20. 3 points
  21. Hi @Fabius I see the suggestion. However, in my opinion, the romans' relatively simple unit roster is important. Civs should have different strengths and weaknesses, and part of that is having an incomplete roster. Depending on how unit balance evolves going forward, there may be a need for the romans to get a different ranged unit, but for now I don't think they need it. I worry that adding extra units creates kind of a situation like mace currently, where they are very good at a lot of different strategies. If the range is really crucial, using bolts is a good choice.
    3 points
  22. Dans un monde vidéoludique saturé de titres standardisés, produits en série et bourrés de microtransactions, il existe un jeu qui rappelle ce que jouer veut vraiment dire : 0 A.D.. Oui, ce RTS open source est bien plus qu’un simple divertissement. C’est une déclaration, un manifeste en acte : on peut créer un jeu exigeant, beau, riche, sans céder aux logiques commerciales. Et c’est précisément pour cela que je l’aime. Il est à la fois traditionnel et moderne. Je joue aux RTS depuis longtemps. Ce genre est le plus noble du jeu vidéo : il met l’intelligence au centre. Pas de script figé, pas de rails à suivre. Seulement un champ de bataille, des ressources limitées, et la liberté totale de construire sa victoire ou de creuser sa défaite. Un bon RTS, c’est un duel d’esprit, un ballet de décisions prises à la seconde, une tension où l’on doit tout équilibrer : économie, défense, expansion, attaque. C’est brut, c’est exigeant, c’est pur. Et j'aime particulièrement ce jeu car le socle de connaissance est limité et la micro-gestion pas trop exigeante. 0 A.D. incarne cette essence. Il ne cherche pas à séduire par du clinquant, mais par sa profondeur. Il fait renaître des civilisations entières, les dote de leurs spécificités, et les oppose dans des batailles qui respirent l’authenticité. Jouer Sparte ou Carthage n’est pas un simple skin différent : c’est une expérience stratégique unique. Là où d’autres jeux capitalisent sur l’instantanéité, 0 A.D. rappelle qu’un RTS doit se construire sur la diversité, la patience et l’équilibre. Mais ce qui le distingue radicalement, c’est sa communauté. Pas de grands studios derrière, pas de budgets marketing colossaux. Seulement des passionnés, bénévoles, qui bâtissent ce jeu pièce par pièce. Voilà la vraie révolution. Dans un secteur où tout semble dicté par le profit, 0 A.D. prouve qu’on peut faire autrement : coopérer, partager, créer ensemble. Ici, les joueurs ne sont pas réduits au rôle de consommateurs. Ils deviennent des contributeurs, des voix qui comptent. Et cette communauté, je la revendique. Elle est le cœur battant du projet. Quand un bug est corrigé, quand une mise à jour sort, ce n’est pas une opération commerciale, c’est une victoire collective. On sent que le jeu évolue parce que des gens, aux quatre coins du monde, y ont cru et y croient encore. Ce n’est pas une entreprise froide qui déroule sa feuille de route : c’est une aventure humaine. Alors oui, j’aime 0 A.D. Non seulement parce qu’il est un excellent RTS, mais parce qu’il est une preuve éclatante que le jeu vidéo peut être autre chose qu’un produit calibré pour vider des portefeuilles. 0 A.D. est libre, gratuit, ouvert. Il met en avant la passion, l’histoire, l’intelligence, et surtout l’humain. Et c’est exactement pour ça qu’il mérite qu’on y joue, qu’on le défende, et qu’on le fasse connaître. J'ai la gaule en écrivant ces mots.
    3 points
  23. 3 points
  24. Walling in 0ad is costly in both resources and the mental capacity required to make sure they are actually sealed. palisades and stone walls need to become easier to seal and place if they are to become more impactful on gameplay. I've had moments before where palisades were remarkably successful in protecting my base from large amounts of cav in p2, but its quite rare to see palisades actually accomplish what the player envisions when they are built.
    3 points
  25. Optimal farm placement in Imperia Vetera. Farms yield about the same food as the most upgraded ones in AoE2. Persians get a bonus 100 food per farm.
    3 points
  26. I don't know how much of that will be possible; for now, the basics are just text. Voices aren't planned for the initial stages. It will be simple like the RTS of the 90s.
    2 points
  27. Note that once the units reach their destination, if no units are on range they will still attack buildings. They will only avoid buildings as long as they are walking to their final destination
    2 points
  28. I am the copyright holder of two PBR textures (Sandstone Rock, Dry Soil) for the Wildfire Games 0 A.D. I hereby release all original works for the game, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  29. This is indeed less ambiguous. However, you would then have to specify the citizen class and the champion class, which occupies too much space and attention. Most of the time, I just want to know how many units I am fielding in a fight and how many of them are champion class. The autociv counter shows Kingsman has 174 infantry units and 100 of them are of the champion class. I have played with this Kingsman10 before, he is not a smurf, just a casual player. My question is: how did you allow him to mass up 100 champion swordsman? It is minute 25 and both you are floating huge amounts of resources with less than a dozen kills? If you invested those resources in your own champs and earlier attacks, he would be dead now. He probably ecobotted harder and deleted more of his women to free space.
    2 points
  30. I see. This might be surprising to hear, but the essence of this is technically already possible in 0ad. It is possible in scenario scripts to push basic decision dialogs to the player and then wait and react differently depending on what the player chose. Now, the system isn't optimised for showing a lot of dialogs in a single game, as the code can get quite cumbersome, but it is surprisingly versatile and works. The reason it's so unknown is because it isn't actually used in any playable scenarios right now, there's only a small demonstration of it in the "Triggers Demo" map (the yes-no dialog). Sooner or later, I'd like to write a full guide about embedding storylines in scenarios and campaigns, to show that features like this exist and how to use them.
    2 points
  31. I want to implement a system for unit speech/dialogue in cutscenes next, inspired by that mockup. Should I add a "next" button (to the bottom right probably) for the player to click through the dialogue themselves? Or always switch to the next line after a set amount of time, like a predefined cutscene? How do other games do it? It would of course be possible to provide both options and leave the choice up to campaign makers. Could that be worth it? Or would one option of those two be always be preferred anyway?
    2 points
  32. It used to be an unlocking tech, so that you were forced to choose cheaper techs or faster research before the full Forge tech tree could be enabled. Had that for a long time, but then decided it would be nicer for the player for it to be a choice they could make whenever it was convenient. The effects obviously have less impact the later you make the choice, but who knows what may come up. I agree that Special Buildings are a great place for such pairs.
    2 points
  33. Add something like this to the unit template: <UnitAI> <DefaultStance>violent</DefaultStance> <RoamDistance>8.0</RoamDistance> <RoamTimeMin>2000</RoamTimeMin> <RoamTimeMax>8000</RoamTimeMax> <FeedTimeMin>15000</FeedTimeMin> <FeedTimeMax>60000</FeedTimeMax> <Formations disable=""/> </UnitAI>
    2 points
  34. The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
    2 points
  35. The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
    2 points
  36. FYI: 3592814aa8 has been committed yesterday at 08:23 UTC.
    2 points
  37. Why should the horseman be able to gather it? Send a ship in that case.
    2 points
  38. @VanthaVery well done! Thank you very much!
    2 points
  39. This is really nice work, @Vantha. Thanks!
    2 points
  40. Both Boudica and JC are strong players, stop the trash talk and keep playing 1v1s against each other. If you have connection issues or technical difficulties, I can host for you.
    2 points
  41. Yeah, Its unfortunate that archers need the archery tradition tech to feel at all worthwhile, which leaves carth archers in a terrible spot. At some point I think we need to do more to differentiate ranged units (more than just range+damage).
    2 points
  42. I see your point, and I agree that this alpha brought more variety and dynamics in team games compared to older versions. I also like that captures add another layer of tactics. Also I think a lot of strategy of today were usable in past too. It more about how people play and communicate. I remember 2 big army in phase 2 could take a CC even with 20 citizen troop inside even in previous alpha. My concern is mostly about late game (Phase 3) when some strong buildings like CCs or fortresses can still fall relatively quickly to capture. In those cases, I feel destruction (with siege or units) should remain the primary way, otherwise capture sometimes feels too cheap compared to the investment in defending and upgrading. Tower seems annoying to use (put men inside etc) for a low result and easy capture. 3 or 5 men can't give enough capture resistance. But you can tell me we can obstruct access to the tower, it true and I do. I will try do more tower for have an opinion Maybe the solution is not to make captures impossible, but to adjust ratios depending on the building type and upgrade level. Civilian buildings and light towers could remain easy to capture, but core military buildings (CC, fortresses, barracks with garrison) should require much bigger numbers unless the attacker has already crippled them. If you play a civ with hero elefant you can't have a CC with hero garnison. That way, we could keep the current dynamics you enjoy (more tactical choices, not always relying on siege), while still ensuring that capturing a well-defended CC in late game doesn’t become too much of a shortcut. What do you think of this middle ground? Just run on cc and then capture all building is annoying. It should be exceptional situation. if you invade an enemy without army to defend or refusing the fight, you still can capture and destroy some building in my point of view, they enemy will be hurt and he don't recovery easy. He still has to micro for garnison some men in the important building, just less. It open also the strategy of counter attack in some way. also i said " here’s always the option of heavily damaging a building to force the garrison out before attempting to capture it. " with some military tech, the cc it easy to destroy if your opponent have no army. I will add in the most of situation, except if you retard spam them, palisade give a fake feeling of security (and that's normal for the low cost of ressource invest), they are easy to destroy if you right clic with an entire army on it. I like a lot turtle and protect my building with other building for win some time.
    2 points
  43. Photopea has been the first "photoshop" app I've paid for in years. The developer is one guy, I think, and he actually added a feature based on my direct request (a checkbox to save transparency to alpha channel when exporting PNG; a huuuuuge help when creating textures for 0 a.d.). So yeah, he got my loyalty with that one. It has about 95% of the features as Adobe Photoshop at 10% of the price. And you can still use it for free without paying for it. Paying for it simply removes the side banner ads.
    2 points
  44. When there is champion spear cav, the naked fanatics are an effective counter. But now the champion spear cav is banned, the power of the naked fanatics begin to show in TGs. Their problem is speed, damage and decent durability combined together. Although less unbeatable than champion cavs, they have no particular weaknesses and are cheap to make. There are no parallel units for any other civs in phase 2, which makes them OP. In the past, they were truly fragile and costed metal, so they weren't great as late game units / meatshields. But now, it's too easy to spam them and Gauls just got a hypercharged spearman unit that nobody has. This breaks the inter-civ balance. Suggestion: 1. Fanatics cost metal. 2. Fanatics get no shield, or at least are not affected by shield upgrades.
    2 points
  45. @Dunedan @user1
    2 points
  46. Let's not include virtue signaling in a historical war strategy game. Heroes and generals of the past were usually far from noble.
    2 points
  47. I consider it a bug that they're selectable.
    2 points
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