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  1. I saw this the other day and it made me smile. When we named the game, we didn't intend to get to the top of the list... Ha! Congrats on the latest release all, glad to see the project still making forward progress!
    8 points
  2. So, I've uploaded release 28 to mod.io: https://mod.io/g/0ad/m/theban-greeks#discussion Just waiting for approval! Luckily it's a very small mod (under 2mb). Here's the pyromod if you'd like to test it before it goes live on mod.io theban-greeks.pyromod Any suggestions on how to improve the mod? Keep in mind, it's a simple civ mod which adds to the base game and isn't intended to change the gameplay of the rest of the civs or change the meta (such as in Delenda Est).
    7 points
  3. public Litterally, a must-have.
    7 points
  4. OS: macOS chip: M2 year: 2022 package_manager: homebrew version: 0.28 issues: none so far, the game runs smoothly. note: the lag issue that is usually present even in platform-native games is not present in 0 A.D., I am assuming it is due to how the Pyrogenesis engine handles mouse rendering? Message: I was so blown away by the game that I wanted to express my gratitude. Freaking awesome! 0 A.D. rocks!
    6 points
  5. WIP: Armature Redone. Easier to handle. armature name: bison_... please correct me if another quadruped has the same name cause will break the game.
    6 points
  6. Nice to see Millenium A.D. being updated
    6 points
  7. I was analyzing the commit from @Freagarach for regeneration to make some tooltips on it. Since there was an issue opened by @wowgetoffyourcellphone, and other modders might find it interesting, never know. @Emacz @Lopess It's possible now to give some arbitrary timer to resources for regeneration or decay, given certain states. For example, if you want dead animals to have some kind of decay you can do this: <ResourceSupply> [...] <Change> <Rotting> <!-- Add your new effect, name it however you want --> <Value>-1</Value> <Interval>2000</Interval> <State>dead</State> <!-- Add a state, "dead" or "alive" --> </Rotting> </Change> </ResourceSupply> The other interesting state supported is if the resource is currently being gathered or not (notGathered or gathered). <Spawn> <Value>1</Value> <Interval>2000</Interval> <State>notGathered</State> </Spawn> Above a current implementation in vanilla for Fishs. Below the results : Tooltips I added to ModernGUI for now.
    6 points
  8. WIP: Animations: IDLE 5 DEATH 1 WALK 2 RUN 3 FEEDING 1 Source diff: diff: Have 4 ref more.
    5 points
  9. Based on the work of @Duileoga & @Lopess
    5 points
  10. Committed the first draft of the Guptas I need ideas for: 4 heroes and their bonuses Unit references (for textures) Mercenary Unit ideas (at least 3) Unique technologies Civ Bonuses Team Bonus Catafalque
    5 points
  11. Instead of sharing the Excel, I put the data into a small web I found outdated so it’s easier to explore https://units-stats-0ad.web.app
    5 points
  12. Due to unproportional and unrealistic "meat steak" size i propose change chickens to be single citizen gathering slot and only once carrying chickens straight to cc as a dead hanging chicken. Carry_chicken:
    5 points
  13. Capture mechanic's could be related to specific buildings only: Military: Fortress, Towers, Gate's. Civilian: Civ Center, Wonders, Temples. Other structures should have a territory dependency like houses could be automatically captured if a city civ centre is captured. In that way, city siege could have two objectives: Destroy everything at glance. Capture primordial structures to take over the city if the defenses aren't prepared enough to defend the city avoiding turtling. Capturing fortress could gather small area of effect over the nearby buildings. Capturing city could have strong area of effect of nearby buildings.
    5 points
  14. New Structures, units and art for Mycenaean and Minoans:
    5 points
  15. It's the wonder of the Anglo-Saxons, Church of Brixworth https://en.wikipedia.org/wiki/All_Saints'_Church,_Brixworth https://wildfiregames.com/forum/topic/22783-1000-anglo-saxons-all-saints-church-brixworth-wonder/#comment-336603
    5 points
  16. What think? First proposal on 4/5/2026 EDIT: Latest iteration. 4/6/2026 Technology Tooltip 1. A thematic, but readable header font, 2 points larger than the game's current header font. 2. Cost moved to the top. 3. Lines spaced out slightly for readability. 4. Effects text bolded for readability. 5. Bullet points for organizing the effects. 6. Tech portrait added @ 100x100 px.
    5 points
  17. These could be considered: -Artemisia I for Persians (or Carians, if part of the game at some point): naval commander. The one from the battles of Artemisium and Salamis. -Artemisia II for Persians (or Carians): naval strategist and medical researcher. Sister/wife of Mausolus, ordered the construction of his tomb: the Mausoleum at Halicarnassus. -Lǚ Mǔ for Han: rebel leader that played a role in the restoration of the Han dynasty. -Teuta for Illyrians: not a playable faction still (eventually?), but since Gaia's units being more challenging has been mentioned, they could even have Heroes, and Teuta would be compatible with Gaia's piracy units (although I'd name them differently than Gaia, and reserve that for basically abandoned things).
    5 points
  18. I had issue fixing one problem to end with another, after replacing the monitor i bought an UPS to keep it safe but had an electromagnetic interference because of a cheap HDMI cable that comes with the monitor but i replaced the whole graphic drivers thinking it was GPU issue's so basically blender 4.0 died for new AMD drivers. Note for self: Normal bake output compositing nodes (Don't touch again): Mossy wall tower decal:
    4 points
  19. Update: Managed to make a food.chicken specific resource and the UnitAI component to read the specific resource type to play the chicken specific animation: For testing purpose chicken is a single gatherer only and only 10 food. UnitAI code line modified:
    4 points
  20. Like some people might have noticed I worked on some janitor tasks in the last weeks. Now every open Issue has a Type label (some 35 closed ones are still lacking: current state), a Priority label (some 24 closed ones are still lacking: current state) and countless tickets have gotten a Theme label. As of today we have 112 open and 181 closed Issues lacking a Theme label (current state). I probably opened everyone of them, but have no more clue on how to label the last ones. Therefore I call for support! I you have the corresponding user rights on our bug tracker, please consider working on before mentioned list - and when opening a new Issue, please remember to use at least the three important label categories and a milestone. Why is this label important? If bug reports arise on the forums, it's not always possible to check on Gitea for the existance of already opened Issues by using the search function. We have no semantic search function, so it's sometimes just luck to find something if the words are matching. Then the search by Theme labels really helps. But if tickets haven't such label, we might open duplicate Issues which leads to problems in the future like redundant work etc.
    4 points
  21. NEWS: New mesh fabrics for women (Long tunic variant, dress with centered texture; I'll show the women's version with a robe soon): I am creating new textures and East Asian units are being created. Great help from @Alisson Fabrini with baking AO and 3D improvements.
    4 points
  22. Now that the tournament is finished, it would be nice to have the game replays of the matches, or at least most important or remarkable Games. I do not know how it is appreciated to post Replays of games of other players for "privacy" reasons, but I will start with the Final Match ValihrAnt vs. SaidRtz. Sadly, as far as I know none of this was live streamed. I packed each game of this 5 rounds match into a zip. Hope it works. Vali-Said-Game_1.zip Vali-Said-Game2.zip Vali-Said-Game3.zip Vali-Said-Game4.zip Vali-Said-Game5.zip
    4 points
  23. I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here.
    4 points
  24. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    4 points
  25. This is a small mod I made that creates a work elephant unit for the Kushite and Carthaginian civilizations, who can train it at the elephant stable. It's not meant to be historically accurate, but more for fun, as I like the idea of the ancient North African civilizations using elephants for work as well as war even if I'm not aware of any historical evidence for it. I will admit the building animation is a bit buggy, as the elephant's ears always bunch up during this animation. Only way I know this could be fixed is if the African elephant models had their own building animations instead of using that of the Asian elephant, but I am not yet at the stage where I am able to animate meshes for this game. african_work_elephant.zip
    4 points
  26. ((5+5)/2)*(1/5) then it could be opened a ticket todo. For future city building game mode could be usefull also. i made those animations for feeding with longer staring-breaks and it seems they always have more importance than idle's ones:
    4 points
  27. These faces are generative AI products, I used the Persian face texture update which I committed some years ago and instructed it to retain the UV placements and change the ethnicity from ethnic Persian to ethnic East Asian. I’ve read this thread and was just wondering if the stance regarding AI content has changed. In my workplace we adapt some AI integration with some cases but retain majority of our work to be done without it. This one is also quite interesting, I have loaded some of my old screenshots for new texture features, and instructed AI to “try” to reconstruct the image into “historically accurate” other cultures similar to the generations below. AI may also helpful for concept visualizations for possible new content such as mods or new features. From the images below, I think artists can simply work around and create something it. Generative AI is still a work in progress and usually faulty, but it could also become useful if trained thoroughly and procedurally.
    4 points
  28. What did you have for lunch? Also, happy Easter!
    4 points
  29. I think people will use them as-is if we can fix their rebuilding mechanic (placing towers at the end of wall segments).
    4 points
  30. will do adjustment's to idle ones. UPDATE: Texture variants baked:
    4 points
  31. The issue with building a system revolving on different archer types, is that for balancing, it would be necessary to give it to most civs. No matter what historical justifications one might find. Personally, I feel like the current system, with archers, slingers, and javelineers, isn't being used to its full potential.
    4 points
  32. Oh boy I worked for so long on that feature.
    4 points
  33. Minoan Knossos Throne: (Ignore tree color, it's a bug in my flashback installation)
    3 points
  34. We're working on this too. Not sure the search will be better tho. We're trying to get away from this proprietary software.
    3 points
  35. Honestly, I strongly believe the ModernGUI mod should have its compatibility check permanently enabled, with no option to disable it. This isn’t because of the GUI itself, but due to the autotrainer. There are multiple players exploiting this and receiving credits they haven’t legitimately earned. Same that Delenta Est, Aristeia, even Feldman I think must apply to this mod too. I am not interested in games with this setup. Gray letters to the ones that uses autotrainer pls! So others can make informed decisions.
    3 points
  36. fried chicken ready to test:
    3 points
  37. Spread of common infantry - Archer:2.25 Crossbowman:3 Javelineer:4 Slinger:3 Spread means how inaccurate the shooting becomes at 100m from target. The spread is less when closer than 100m. For example, it is half at 50m. Thus, archer and crossbowman are proportionally the same: 2.25 x 60 / 100 = 3 x 45 / 100 = 1.35 A projectile (arrow / stone / javelin) is considered to hit a infantry when it arrives at radius < 1.5m from target (indeed, a circle). A projectile is considered to hit a calvary when it arrives at the 3m x 6m rectangle of the target (indeed, a rectangle), which is a little larger than the size of two infantry. Dog is smaller, elephant is larger, charriot is larger. Now, at the beginning of a shoot, after waiting a short initial prepare time (once only), the future location of the target (because it may be walking) is very often precisely predicted, and the projectile is shot there, at a speed around 70m-100m per second, depending on unit. It should mathematically hit the target at the exact position when the projectile lands. Therefore, if the target changed direction during this time, the predicted future location is no longer correct, and the projectile might miss. This behavior is the principle of dodging. Even if the target did not change direction, the projectile might also miss due to the spread. The exact spread is given by a pair of independent normal random variable at variance of 1m. It is then multiplied by the spread. The result is some sort of 2D normal distribution, but since x and y are independent random variables, the 2D CDF is not circular, but more like a square. It seems super difficult to mathematically calculate the exact probability of it hitting a target. Let's get a rough idea by assuming the 1D case. I don't know how much would it deviate from 2D case, would be great if some mathematician could help. (Edit: I solved the 2D case, see reply below) In the simplified 1D case, I just use some online normal CDF calculator, fixing lower bound at -1.5, upper bound at 1.5, mean at 0, standard deviation at 2.25 x 60 / 100 = 1.35. Archer hits an infantry at 60m with probability 73.35%. After an upgrade of spread (-20%), standard deviation = 2.25 x 0.8 x 60 / 100 = 1.08, the probability is 83.51%. Crossbowman and slinger hits infantry at 45m with probability 73.35%. At rank 2 spread -20%, the probability is 83.51%. Indeed, exactly same as archer at 60m, coincidentally. Javelineer hits infantry at 30m with probability 78.87%. At rank 2, the probability is 88.18%. The best unit would be rank 3 archer plus spread upgrade, at standard deviation = 2.25 x 0.8^3 x 60 / 100, hitting target at 60m with 97%. Last but not least, when a projectile misses a target, it is not wasted. It will hit some innocent person standing there. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/Attack.js#L714
    3 points
  38. I do use them often, as my first line of defense until I can afford better walls. Also THANK YOU! I did not know you could connect Walls in this game and continue to work around corners!
    3 points
  39. I'm with @wowgetoffyourcellphone on this one. I find the current tooltips show way too much information. Along time ago I even locally made some mockups revamping them, but I'm afraid those have been lost to time. In fact, I thought about using bars to visualize numbers like attack damage and resource gathering speed, which is still an idea I like. It would be cool to work on this, but for me it's a matter of time, I have so many things I'd love to implement, but they take time and I can't work on too many things at once. I genuinely hope, though, that I'll get to it eventually and I'd also be happy to review PRs for it. @wowgetoffyourcellphone, same for your viewer mockup. https://gitea.wildfiregames.com/0ad/0ad/issues/6860 (I personally prefer icons, by the way, and it would also be nice to add an option to choose between reduced vs extended tooltips)
    3 points
  40. Unlocks "Scale Body Armor" No "." at all
    3 points
  41. Works for all buildings Will do for the PR. Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request
    3 points
  42. Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy!
    3 points
  43. While developing stevenlauBot, I read a whole lot of 0AD source code. I got a closer look on the behaviour of attacks, which isn't available in user guides / manuals. Advanced players might find this useful. Dodge CC arrows with 5 cps Consider the simple case in which some enemy units are constantly running under a defensive building. The building is angry, and would shoot all arrows evenly in the first quarter of repeat time, i.e. 4s ÷ 4 = 1s for CC. During that 1s, the arrows are shot evenly in 5 batches. As a result, to dodge under CC, you do 5 clicks per second, then you have 3s of free time. For stone tower the repeat time is shorter, so you have to click a little bit faster. In addition, the arrows are shot to the same target until it dies, so you only need to dodge one unit, which is by default the closest one. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/BuildingAI.js#L292 Snipe a formation by enclosing them When attacking an enemy formation, you can't choose to snipe an arbitrary formation member. The member closest to your unit will always be attacked. You could theoretically surround the enemy formation with snipers, so each sniper will see different "closest member", and achieve certain extent of sniping. To attack you just have to right-click the whole formation and the closest member will be chosen automatically. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/UnitAI.js#L5407 Shoot farther on turret or mountain Suppose the maximum attack range of a unit (CC, archer, jav etc) is said to be 60m. The actual maximum distance is different when the unit is on mountain or turret. It is calculated using the formula: actual_max_distance = √(max_distance² + height × max_distance × 2) While this formula produces plausible numbers, I don't think it is physically realistic. It is parabolic but it doesn't represent an actual projectile curve. Anyway, what it means is, if you stand higher, you shoot farther (with larger spread though; and spread considers horizontal distance only). If you stand so low, like 30m below enemy, then you can't shoot them at all. The max height (30m) is half the max distance (60m), which is arbitrarily fixed by the 0AD team. All units and buildings are considered equally on ground level (0m) except that outpost is 8m, sentry tower 9m, stone tower 15m, and Han great tower 20m. So stone tower actually shoots as far as √(60² + 15 × 60 × 2) = 73.48m. An archer turreted on wall (roughly 10m tall, different with civs) will shoot at √(60² + 10 × 60 × 2) = 69.28m. What about fortress? Although we see fortress shoots arrows at a height, it is still considered to be on ground level (0m), so the max distance is still 60m. This might have to be fixed. Reference: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/source/simulation2/components/CCmpRangeManager.cpp#L1387
    3 points
  44. I do! If you want, I’ll throw together the wonder stuff and you can take a look at it.
    3 points
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