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  1. I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic. Edit: 02/05/2026 Added latest version of the vassals mod. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce villagers to gather resources for their owner. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. Vassal produces units faster than in the final version for testing purposes. Edit: 02/05/2026 Added a new version with random and much better spawning of vassals around random maps. Edit: 02/05/2026 Last edit for today, improved vassal spawning so the game will try to spawn at least one per player. Also the game will try to make sure there is pathing to at least one other player before placing a vassal in an area. Vassals Mod.7z
    9 points
  2. 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
  3. 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
  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. WIP: Animations: IDLE 5 DEATH 1 WALK 2 RUN 3 FEEDING 1 Source diff: diff: Have 4 ref more.
    5 points
  7. 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:
    5 points
  8. Based on the work of @Duileoga & @Lopess
    5 points
  9. 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
  10. 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
  11. 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
  12. 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
  13. New Structures, units and art for Mycenaean and Minoans:
    5 points
  14. 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
  15. 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
  16. 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
  17. Definitely not, I think that was the print definition, I'll change the image.
    4 points
  18. 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
  19. 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
  20. Working with procedural shading and curves found a way to make alpha channel rendering so we can have more decal's per civilization. Starting with the roman's wich i had the idea of giving them the city appearence with the stone roads i would like any advice to deliver unique aspect of decals per civilization for next alpha: Would like any advice or sketch for next civs and also rome ones. Still work to do.
    4 points
  21. 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
  22. I think around houses/storehouses, etc. could be more dirt-like. Otherwise, nice direction established here.
    4 points
  23. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    4 points
  24. 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
  25. ((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
  26. 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
  27. What did you have for lunch? Also, happy Easter!
    4 points
  28. 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
  29. will do adjustment's to idle ones. UPDATE: Texture variants baked:
    4 points
  30. There are several ways to make Hamippoi work. I opted to make them all 1 actor and unit. Other ways could be: Cavalry can train cheap melee footmen called "Hamippos." Either as a default feature or unlocked with a tech. A tech called "Hamippoi" which boosts cavalry. A "Hamippos" infantry unit with a strong aura benefiting cavalry. Mix and match any of the above. I went with the one unit option for this release. Next release I could try something else.
    3 points
  31. 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
  32. Noted! tomorrow i will have a new monitor from warranty so i will do more adjustments tomorrow my eyes burning since im using a 32 inch tv as secondary monitor while i wait. For the rest of the decal's any advice? if no objection so far i will start with the sandstone for persian empire and for the mauryas i have in mind some mossy/mud spart like decal.
    3 points
  33. The idea is to turn storage buildings into actual resource containers, so the economy becomes spatial, resources are stored locally, not globally. If you deposit 500 wood into a specific storage, that storage literally holds those 500 wood. If that storage is attacked, up to that exact amount can be looted.
    3 points
  34. I'd be happy to start working on a template and spin up a demo on my server.
    3 points
  35. I think the play0ad website could really use a modern update. Last time we redesigned it was like 10+ years ago.
    3 points
  36. Desaturated version of the range dirt:
    3 points
  37. This is an absurd comparison and you know it. On one hand, the Colossus of Rhodes fell due to an earthquake, and the Rhodians refused to rebuild it because of an oracle. On the other hand, the overgrowth of a kurgan with grass is a natural process that occurs in all cases if the monument is not maintained several times a year. In your example, the Colossus of Rhodes is completely destroyed. In the case of the kurgan modeled with grass covering it, it is still functional. We are comparing a natural disaster with an ordinary process. Furthermore a process that was difficult to stop. A kurgan is not something similar to a Greek monument. First of all, this stone covering is not found on all kurgans. Multiple kurgans are simply covered with clumps of earth. One should not assume that it was standard practice to cover a kurgan with a stone shell. In fact, this is most common in certain regions. But even when vegetation had overgrown the gravel surface, this was a common occurrence in the Scythian landscape. Most of the kurgan mounds still standing were in this condition. In any case, I’m not opposed to using a gravel surface. I also think it will look better. Once again, I’m criticizing a specific line of reasoning.
    3 points
  38. Yes, this is another yet another post about the Spartans. No, I’m not going to complain about broken Spartiates. A few things caught my attention when I started playing some weeks ago, and then I just went down a rabbit hole (things I usually do to myself). The purpose of me joining this forum was to write about this, but then other things got in the way. Also, recently “More Unique Civs: What can we do?“ was asked, I hope some of the following points give some ideas. I think it’s great to name things like “Limēn (Dock)”, but I’ll leave those details to Ancient Greek speakers. Then: PART I: Simple things that should be: -Tyrtean Paeans should be Tyrtaean Paeans: that’s a typo, and maybe the icon should be different because people will think it’s about some sandal tech. Of course it would be nice somewhere to add a small explanation of things. -Carrier Pigeons should be Phryctoria: Pigeons were used already by the 8th century BC (there’s a big issue regarding anachronical technologies in general). Systematic fire signaling would have been developed at the time of the game. -The Loom should be Loom Industry: the Loom has existed for thousands of years, while from the Classical period onwards there’s production on a scale beyond personal needs. -The Sacrificial Ritual icon should be changed: it’s the same as Kripteia, and shouldn’t seem to represent human sacrifice. -Spartiates should be Hoplites Spartiates: there could be Spartiates that were too old to be hoplites anymore. -Embolons should be Three-Finned Embolon: around the time of the start of the game, the triremes and two-pronged bronze rams appear, while the three-finned version appears around 400 BC, a bit more appropriate for such a late tech. -Gerusia should be Skias: Gerusia was not a building, but a council. They might have met in a Bouleuterion, but anyway, the building has Brasidas, an ephor, and Kripteia, overseen by the ephors, and the ephors formed a council independent from the Gerusia. I think Skias is a better fit since Pausanias says “they have built what is called Scias (Canopy), where even at the present day they hold their meetings of the Assembly”, which was made up of all Spartiates to elect the gerontes and ephors, and ratify their proposals (of course, many things are still discussed by scholars, Sparta is not as well documented as Athens). Figure 6 in https://books.openedition.org/pcjb/7647 shows how it would have looked like (search “Skias et Oikodoméma”). -Hellenistic Architecture civ. bonus should be Doric Order: it says “the Greeks used stone construction from early Mycenaean times”. This is confusion of the highest order. Those stones (Cyclopean masonry) have nothing to do with Hellenistic architecture, which corresponds to the Hellenistic period, starting with Alexander’s death. Maybe “Hellenic” was meant, referring to the preceding period, but their architecture had little to do with reusing those stones, just mainly for walls. And in any case, Sparta didn’t really reuse them, Athens and others did. To fix this: they had 3 orders of architecture, Doric (appearing before the game starts), Ionic (appearing a bit later) and Corinthian (appearing in the Classical period). Then, Athenians could have a Cyclopean Masonry civ. bonus for cheaper stone walls or something, and with Sparta they should start with a Doric Order civ. bonus (basically the only one Spartans used) for sturdy buildings (they were building temples with wood before that). And that’s it for the Spartans. Others could also have Ionic Order and Corinthian Order techs, but that’s another matter. -The Spartan Olympic Hoplite should be Hippeus (Royal Guard): this has been proposed already, but I have something to add. Hippeis (I’d add “Royal Guard” as translation), a designation of hundreds, are being ignored in favor of what would have been a handful. Besides, I think this is based on imprecise translations, since I’ve found variations stating either Olympic, great or public games (https://lexundria.com/plut_lyc/22/prr), and the original (https://scaife.perseus.org/reader/urn:cts:greekLit:tlg0007.tlg004.perseus-grc2:22.4) says “a crowned victor of a contest”, only later specifying the Olympics for a particular warrior. -The Sanctuary of Artemis Orthia should be Athena Chalkioikos: I’m being nitpicky with this one since both were important, but it was Athena, not Artemis, the polyadic (protector) deity of Sparta, and it would be only in the 2nd century AD that her worship would be overshadowed by that of Artemis Orthia (check Guy Dickins’ The Hieron of Athena Chalkioikos). Artemis’ cult could give Spartiates stats enhancement bonus (it was related to the Agoge, and notorious for the diamastigosis, a ritual flagellation event). Athena’s cult was more civil in nature, and could give a metal bonus (apparently related to metal workers, chalkioikos means bronze house, I think the building had bronze outside). Simple things that could be: -Cartography could be Geography: cartography has existed for thousands of years, it was geographical knowledge that made maps more precise, and Erathostenes, at the time of the game, was the first to use that word. -Naupegoi (Shipwrights) could be Neōsoikoi (Shipshed): shipwrights are not new to the time of the game. Spartan shipsheds were probably built at this time, and this would work well for Athens and others also. -The Persian Stoa could be the Wonder: I’ve read there’s some unused model. Pausanias says “The most striking feature in the Agora is the portico which they call the Persian Stoa, because it was made from spoils taken in the Persian Wars”. Figure 18 in https://books.openedition.org/pcjb/7647 shows a diagram of it. -Laws of Lycurgus could be Great Rhetra: Great Rhetra is the name of their constitution, the info tip could say it’s the Laws of Lycurgus, as he is already mentioned in other places, like the Catafalque Bonuses icon. It still refers to the thankfully renamed Champion Hoplites and Olympic Champions, thus all this has to be rephrased now. -Unlock Neodamodeis could be Helot Emancipation: emancipation is how Xenophon constantly describes it. Brasidians was also proposed I think, but that refers only to the Helots that served under Brasidas. -Lycurgan Military Reforms could appear only once: in Catafalque Bonuses it says 2 times Lycurgan Military Reforms, I’d write it just once, since both are infantry cost bonuses, and could be grouped under the same name. It still refers to Citizen Infantry Spearman and Champion Infantry Spearman. -Lycurgan Military Reforms could be Melas Zomos: just a detail in line with names "teaching" something interesting, and Lycurgus already appears, as mentioned. The bonus lowers hoplite costs, and melas zomos, or black soup, was the staple of Spartan cuisine, simple and frugal, that other Greeks apparently mocked. -Ritualistic Exercise (in place of Spartan Women) civ. bonus could be Bibasis: Bibasis was a difficult Spartan dance done by both men and women, and made Spartan women capable of notorious physical feats for which they were very proud of. I meant this for the Spartan Women, but it would work for Citizen-Soldiers also, as referred to now. Changes that have been already proposed: -Remove the Theater: something like that was built later in Roman times. Many state that the Skias was the oldest known odeion in ancient Greece (I guess the wooden theater some were mentioning), but this could be a misconception from some Medieval dictionary. A generic Odeion building could be also added, if they’ll eventually do something (cultural buildings and techs could influence expansion and capture times). -Add Agiads and Eurypontids civ. bonus: although my naming, the ability to train two Heroes at once has been discussed a lot. One of them could be garrisoned for Hero bonuses to work to ensure one king stays in Sparta (it doesn’t matter if non-king Heroes are trained, one can imagine that one has to stay for other reasons). I’m not sure if there’s a problem with regicide mode, losing one of them should be losing, making training an extra one in regicide mode a more dangerous choice. One could get nitpicky about not having 2 kings of the same dynasty at the same time, but that’s too much, why not complain about Han vs Britons then, or training Heroes in the wrong chronological order. -Add Oliganthropia civ. bonus: reduce maximum population (-10% has been proposed, maybe applied only to Spartiates). -Revise building availability: I’ve seen discussions regarding the Stables, the Market, the Stone Tower, and the Arsenal, and I also think they should appear later, if even, and with less techs and units (I haven’t found anything regarding Spartans using the oxybeles). Weak trade and cavalry would be balanced in what follows. Other changes that could be considered: -Make the Skias train Ephors: ephors held the real power, they applied the law (applying fines) and oversaw training (checking fitness). Similarly to the Han Ministers, Ephor units could be trained, up to 5, to generate metal and affect stats of units produced from the building they would be garrisoned in. Ephors could balance weak or no trade considering payment in resources (I couldn’t find direct references on sources, but Spartans shunned gold and silver and paid in food and iron, maybe in other resources). Brasidas would be a Hero Ephor, increasing both counts, penalty balanced with the Agiads and Eurypontids civ. bonus. The same could be for Chilon of Sparta, one of the Seven Sages of Greece, although he lived a bit too early for the game. -Add Skias techs, like Bribe Gerontes and Cleomenes III Reforms: a Bribe Gerontes tech, returning a direct reference to the Gerusia, could make Heroes a bit more powerful (Agesilaus II, a proposed hero, and other kings did it). A late Cleomenes III Reforms tech (introducing him in a way, as proposed) could kill one’s Ephors (a condition could be to have at least 4 of them) in exchange for some mostly military bonus. Bribe Gerontes sounds better as a building ability with a cooldown, if this sort of thing could be even considered. -Make Skiritae faster and with larger FOV: they were used as hoplites, scouts, sentries, and later on, skirmishers. Some think they just used pelts as armor. Skiritae would then balance a weak cavalry, and everything falls naturally to the Barracks, quite Spartan, a concept someone also proposed. -Change how units level up: it was confusing for me that units got automatically upgraded to yet another type of infantry, messing up with double-clicking, and having them not really go through all ranks (if I understood correctly how it works, maybe not). I’d only upgrade them when a 4th rank is reached. Also maybe an Hippagretai Chosen tech should be researched first, if upgrading to Hippeis, explaining that this will happen (the 3 Hippagretai chose the 300 Hippeis). This is long enough for now. I have 8 points already done for Part II, but I’ll need some time to flesh out other things.
    3 points
  39. I wonder if people who use this Counter-Strike mod also come up with those familiar excuses? "Okay, but this is available on the internet and open to everyone. That means it’s not cheating. Go download it yourself." "A lot of other people use it too. Why are you criticizing me? That means you have a personal problem with me." "Aiming is repetitive and unnecessary anyway. I’m actually improving the game. I help new players get used to the game faster." "This isn’t a cheat, it’s a mod." "You can aim with a mouse too, there’s not much difference. In fact, the other day someone killed me just by aiming normally with a mouse."
    3 points
  40. Historically accurate faces: If you knew a little bit about extant Greek marble busts, you could definitely recognize these 3 figures.
    3 points
  41. fried chicken ready to test:
    3 points
  42. Unlocks "Scale Body Armor" No "." at all
    3 points
  43. They can be though, since there is that flood map where the water rises, so maybe it’s possible to change the sky colors in the future? You are right. I was looking through extinct volcano, and saw this: const cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); const newLevel = cmpWaterManager.GetWaterLevel() + waterLevelIncreaseHeight; cmpWaterManager.SetWaterLevel(newLevel); this.DebugLog("Raising water level to " + Math.round(newLevel) + " took " + (cmpTimer.GetTime() - time)); maybe we can change it to light manager or something
    3 points
  44. 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
  45. Nice to see Millenium A.D. being updated
    3 points
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