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  1. Hello everyone! We just branched for R28. The nightly-build tracks the state of R28 and can be used to test the new version. It is generated weekly, and you can get it using SVN. Detailed information can be found on the wiki Mock Release Bundles are also generated weekly, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. A higher overview of the release process can be found at [RELEASE PROCESS] Release 28 The contribution work-flow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Release 28 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. What should I test? While we encourage you to test everything, we expect most regressions to be related to those changes: In the match-setup a player can be removed and might interact badly with joining player or so. The size of Strongholds have been refined. The Germans have been introduced and might not be balanced well. The font rendering changed. Especially non-Latin fonts should be tested. Some parts of the game now use js-modules. We want to know whether it's still easy to mod those. There is now a 64-bit Windows and an AppImage build. What should I report? Not everything. We know about two apparent issues related to sound: #8342 #8426 Apart from that we must fix regressions (stuff that used to work, but doesn't work any-more) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multi-player OOS. How to report them is detailed in the ReportingErrors wiki page. With the weekly generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing!
    14 points
  2. This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Mod compatibility: Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) Features : Starting wall tower can be snapped to any edge just like regular building End wall tower can be snapped to any edge but might only really works on building corners Towers can be used as start or end point for wall segments Can continue wall building even in fog of war Can restore wall segment and continue building from captured foreign civilization Can continue palisade from stone wall tower Performance improvements for most situations* when placing walls *Known exception : after placing a wall tower snapped to a building edge, performance is actually worse for a couple frames. SnappingWall.zip
    10 points
  3. I've been working on the Scythians a lot lately for DE (and eventual inclusion on EA. R29?). Ported over a few assets from Endovelico. Made some actor and mesh improvements, rethought a few things, etc. An updated direction for the Market. This is just a mockup, but easily accomplished: Their "Academy" (Imperial Academy/Syssiton/Gymnaseion) structure, the Royal Yurt. Trains champions and heroes: Stable, by @Duileoga: Corral: Ovoo: Thoughts: Google Translate now has the Ossetian language, which is the closest living language to Ancient Scythian. Let's leverage Ossetian for SpecificNaming. Nomadism Buildings auto-build, but have -50% health and capture points. While they are easier to destroy or capture, they also don't capture decay in neutral territory (they don't require territory roots). Receive special Ox Carts which are mobile resource dropsites (like the German ones) but can also transform into Houses and Storehouses at-will (and back) in own/allied/neutral territory. The Civic Center +25% territory influence radius (a great bonus), but its weight is -50% less than normal (their borders push much less against enemy borders than other civs do). Scythian Commoners (their Citizen-Civilians) have a range attack (use bows instead of knives) and an attack bonus vs. fauna. These traits can go to any nomadic civilization we may include, such as Xiongnu or Huns. Pastoralism Corral technologies research instantly. Receive a special Corral technology: Extensive Husbandry (boosts ranching) Receive a special Corral technology: Falconry (boosts Cavalry vision range and hunting) Raiders and Plunderers Scythian Maiden Huntresses +500% (TBD) loot while killing enemy units or destroying enemy buildings. These units are glass cannons, but if used right can more than pay for themselves in loot gained before they are killed. Scythian Buildings and Units only give half-loot when killed. Winds of the Steppe A team bonus for Cavalry or Stables or both. The cult of Scythian Ares The Scythian Ovoos are their primary territory pushers. No other structures besides Civic Centers and the Fortress (see below) have territory radius effects. The Ovoo also has an aura that boosts soldier attacks ("Sword of Ares") and Priestess stats ("Cult of Ares"). Scythian Priestesses can also pray here to get resources (TBD). Ovoos cost stone and metal and are very very tough and uncapturable (must be destroyed). Eventually we can create a new model which is the wooden platform with the sword at the top as described in the Histories. Maybe we can change the cost to Wood and Metal then, or give the Scythians the option to build either the stone ovoo or the wooden platform. Fortress The Scythians do receive a stone Fortress structure, but it's treated like a special building in that only 1 may be built. It becomes available in Town Phase. It has a territory radius, but functions more like a hard point for defense or offensive push, more typical of a redoubt. Fortress units (Champions and Heroes) are moved to the Royal Yurt (see image above, information below) as well as standard Fortress techs. The Fortress does get to train the Scythian Battering Ram in Town Phase and research the ram's relevant siege technologies. Royal Yurt Their "Academy" type structure, similar to the Spartan Syssition, the Han Imperial Academy, and or the Athenian Gymnasium in that it trains Champions and Heroes and researches relevant techs. It's also given the standard Fortress techs, such as Espionage and Will to Fight. Can invent a Special Tech for here. Maybe "Cavalry Tradition" or a special rank promotion tech applicable only to Cavalry. Technologies A special Forge technology: Goldsmithing (a boost to Market/Trading). The only Forge tech in the game with a specific economic effect. A special Forge technology: Composite Bows (boosts infantry and cavalry archers specifically). Replaces the final melee attack tech. They receive Archery Tradition like the Persians. Most technologies, except those in the Civic Center, take 25% longer to research or cost 20% more (TBD). I think something like I outlined (the exact values of things open for balance and design) keeps the core territory gameplay of 0 A.D., but adds enough distinctive features to make them feel a lot different than the other more "sedentary" civilizations. For DE specifically, I'll differentiate them even more with Cult Statues, Scouts, Cavalry are builders etc. But for EA I think what I've outlined is more than enough. What think?
    8 points
  4. 8 points
  5. In DE, they give all of your capturable buildings more capture points. They also heal nearby units and you can train Elite Healers there of their specific culture. From the Greek ones you can train the healer hero Hippocrates (only once) and research Oracle of Delphi. I'd like to come up with healer heroes and 1 special tech for each cultural shrine. In base game, they just heal nearby troops and you can train healers from them. They're basically capturable temples in that case, but with no techs. It would be nice to be able to include these and other things, like Cultural Artifacts and Mercenary Camps, in random maps, toggle-able by the game host like how Catafalques can be turned off and on. In DE, Cultural Artifacts give you a trickle of glory resource. In base game, perhaps a buff to capturing. In DE, Mercenary Camps give you the ability to train 30 mercenaries, which cost 0 population, specific to the culture of the camp. There's also a camp which trains mercenaries specific to the civ you are playing. Each player has one of those civ-specific camps nearby, while the cultural camps, based on where the map represents, are scattered across the map.
    7 points
  6. ...and thank you for everything. The time has come to pursue some other things, which are more important than hanging out here all the time. I have IRL stuff that will need attention, and simply can't afford to procrastinate on them. I'd like to express my gratitude to you for making this game. Also, thanks go to all good people who shared advice and interesting things on this forum. I would like to think that I was a part of it, however small. From now on, I will be just another player in the shadows. Looking forward to the next release. Here's to many more to come! Thank you Wildfire Games.
    6 points
  7. Hi everyone, I'm "El Maker" (it's not my real name) and I love playing 0 A.D. !! I've been playing 0 A.D. for a few years now (I’m not very good at it, but I really enjoy it!). After discovering this amazing project, I’ve developed a genuine interest in helping its development and contributing in any way I can. I’ve already explored the forum and found several topics that inspired me — there are a few areas where I think I could help or bring new ideas. I’m highly motivated and would love some guidance on how to get started ! My ideas (or areas where I’d like to help): –First of all : the civilisations such as Etruscans, Numidians, Nabateans or Dacians (I've seen that there are a lot's of civilisations that you want to add so I can help !) – Secondly : improve the Gaïa system (not fauna or flora but the "humans" : pirates, itinerants bandits ...) --> I've seen that in the Big Eyecandy section (but anyperson anwsered me) – Thirdly : (it's not THE ONE but I would be cool in my opinion) change the starts of every civilisations (in order to have different beginnings of games and strategies that really change depending on the civilizations) Any advice or feedback would be greatly appreciated. I’d love to collaborate in this amazing project !! Thanks in advance for your time !! El Maker
    5 points
  8. I took a quick look at the code, correct me if I'm wrong, but for a PR it looks like you could directly move most of the logic to the GuiInterface.prototype.SetWallPlacementPreview method. I don't think length would be an issue since you largely rewrote the logic of that method anyway, which is itself already quite long. And I don't think anyone would mind having a bit more code for more desired behaviour. Also, that would make it even more performant because you wouldn't have to compute the entire entity state for each snap candidate and could pull values like the position from the simulation directly, which is a lot quicker. What do you think? I believe a lot of people (including me) would love to see this added to the main game.
    5 points
  9. I’ve noticed that many players — even some pros — send their gatherers straight into battle still carrying resources like wood, stone, or metal. There’s a great option called “Call to Arms”, which makes units drop their resources at the nearest building before joining the fight. It saves time and keeps your troops lighter and faster when responding to attacks. I really recommend using it — it’s one of those small settings that can make a big difference in real games.
    5 points
  10. I would find that odd. Finishing a building already damaged doesn't make any sense. Furthermore I think it is good that the enemy can prevent you from building. Otherwise it is too easy to build a fortress or towers to defend yourself.
    5 points
  11. nice work, I have a completed a kurgan wonder in the meantime, that I can share with you soon
    4 points
  12. https://built-heritage.springeropen.com/articles/10.1186/s43238-025-00191-2 Inner Asian and Eurasian nomadic camps comprise different types of guyed tents, mobile wood-framed dwellings and carts of various forms. One of the first available depictions originated from the Arjan Bowl, which was found in an Elamite grave in Iran and was dated 800–500 BCE (Majidzadeh 1992). It shows a rib tent (which would be dismantled for transport) with struts and a roof hoop (Fig. 3-D). Greek sources mention Scythian nomads residing in carts, e.g., Hesiod (eighth century BCE), in which Phineus is carried by the Harpies ‘to the land of the men who live on milk and who have their home in wagons’ (Hesiod, The Poems and Fragments (1908, 89, frag. 54). Aeschylus (525–456 BCE) mentioned ‘wattled dwellings, poised high on true wheeled carts’ (Aeschylus 1922, i, 278–279; Andrews (1999, 14) interpreted this passage as indicating that the dwellings were made of a frame woven from twigs or sticks (probably from willow), which was then fixed to the cart and covered by felt. The latter fact was noted by Hippocrates (ca. 460 to ca 377 BCE): Comparison of the shapes and sizes of tents and tent carts from historical finds, depictions or photographs. All tents are scaled to the same size (as far as it was possible to determine the exact size). A Pazyrik cart, real find; (B-C) after clay models; (D) rib tent from the Arjan Bowl; (E-F) Xiongnu carts, birch-bark container in Tsaram; (G) Xiongnu carts, Shancheng coffin painting; (H) Sarmatian tent, tomb of Anthesterius, Crimea; (I) cart from a Tuoba coffin in Datong; (J) Tuoba tent from a grave in Datong; (K) Tibetan tent from a coffin painting in Delingha, Qinghai; (L) Khitan tent from the Wen-Chi scrolls; (M) Cuman carts, Radziwill chronicle; (N) Genghis Khan´s tent, Persian miniature; (O) Kalmyk, 1806 Bertuch Bilderbuch für Kinder; (P) Nogay cart, engraving; (Q) Turkoman tent in Afghanistan, drawing by William Simpson; (R) Chomchugh, refer to the text and Andrews (1999); (S) Kyrgyz kibitka (yurt) drawn by painter Vasily Vereschagin; (T) Avsar tent in Kayseri, photo by Gertrude Bell; (U) Kazakh tent, photo by Owen Lattimore; (V) Mongol yurt/tent, photo from the 1920s; (W) Mongol yurt/tent near Kalgan, photo by Stéphane Passet (1913); (X) Shasavan rib tent, Mount Sabalan, photo obtained in 2010 ‘There too live Scythians who are called nomads because they have no houses but live in wagons. The smallest wagons have four wheels, others six wheels. They are covered with felt and are constructed like houses, sometimes in two compartments and sometimes in three, which are proof against rain, snow, and wind’ [refer to Hippocrates Vol I, De Aere xviii, translated by Jones (1923, 119)]. Models of four-wheeled wagons with tent-like superstructures dated to 600 BCE were found in Kerch in East Crimea. These were made of clay with small windows in their lower structure. The author´s reconstruction is based on such a clay wagon mock-up (Figs. 4, 5). Hippocrates also stated that women and children lived in carts, whereas men spent most of their time on horseback and tended to flock. No depictions of Scythian dwellings (apart from clay models) have been discovered, although in the Pazyrik Kurgan (third century BCE), a complete wooden ceremonial wagon was found. The wagon was preserved exceptionally well and is now on display in the Ermitage in Moscow. Reconstructions (1-2 b) of a Scythian wagon (1) and Mingachevir cart (2) drawn by the author after clay models (1-2 a) Reconstruction of a Scythian wagon camp The first suggestion of tents that represent separate entities and are not part of carts is given with respect to Sarmatians. Strabo (53 BCE to ca. 21 CE) reported, ‘As for the nomads, their tents, made of felt, are fastened on the wagons in which they spend their lives, and round about the tents are the herds which afford the milk, cheese and meat on which they live, and they follow the grazing herd, from time to time moving to other places that have grass…’ (Strabo 1960), vii, 3, 17). Whether these tents fastened to carts were frequently removed and placed on the ground, as the tent components of tent carts in later times would have been, is unclear. There is only one known depiction of a Sarmatian tent, which is set on the ground. It was depicted in a wall painting in a grave chamber in Kerch on the Crimea Peninsula. Unfortunately, it does not exist anymore. Relevant documentation can be found in Minns; Wajnstein (1996) attempted a rectangular reconstruction of the tent. In this work, the author aimed to reconstruct rectangular and round variants, as no definitive hint regarding the ground plan is given in the depiction (Fig. 6). A structural system was also reconstructed, with the following options: A: rectangular variant, 4-post inner structure; B: round variant, woven/wattled structure; C: round variant, rib-tent structure. Depictions of a Sarmatian tent on a wall painting in Crimea (Source: Minns 1913). Shown below are reconstruction possibilities (Source: the author). It is possible to reconstruct the shape as a rectangular (A) or a round tent. For the round variant, a woven/wattled structure (B) or a rib-tent structure with a roof hoop (C) is possible According to Priscus of Panium, who was a diplomatic envoy and therefore eye-witness of the camp of Attila the Hun, Attila’s wife Hereka lived in a circular building with a wooden frame covered in skins or leather. This passage is the only reference in which Hunnic dwellings are described as circular and possessing a wooden frame. However, this passage has been debated as the text is not clear, but recent work (Carolla 2019) supports both the circular shape and skin/leather covering. Elsewhere in the text, Hunnic buildings are described as huts (Greek: kalube), which indicates that they are semipermanent buildings. Alternatively, although they comprise a wooden frame, they could be covered with reeds (mats) or similar material (but not felt or skins). However, no indication of their shape is given. Later, sixth-century Greek emissaries to the Western Turk ruler also described framed tents as huts (kalube) (Andrews 1999). Thus, it is not completely clear what type of building or tent (?) Priscus had observed. The building of Attila was described as being made of wood, but again, no definite indication of the ground plan form was given, only of its material (‘it had been fitted together with highly polished timbers and boards’ (Priscus of Panium in Gordon 1960, 84). The dwelling of Hereka is described as follows: ‘Inside the wall [of the compound of Attila], there was a big cluster of buildings, some made of planks carved and fitted together for ornamental effect, … the other [houses were made] of leather polished and cut straight/upright, put into some wooden circular basis. I gained entrance through the barbarians at the door and came upon her lying on a soft spread. The floor was covered with mats of felted wool’ (Priscus of Panium trans. Carolla 2019). Please also refer to Fig. 7. The extensive use of felt inside Hereka’s dwelling indicates a nomadic building context in any case. The custom to cover trellis tents in skins or furs and not felt exists ina nomadic historical context, e.g., there is a trellis tent of the Mongolian Bogd Khan from the 19th century covered in snow leopard skins (furs) on display in the Winter Palace of the Bogd Khan in Ulaan Bataar. Highly hypothetical drawing containing all the elements mentioned by Priscus of Panium, as observed by him in Attila’s capital during the fiveth century. 1, Attila’s compound with gate doors and wooden palisade with towers; 2, Attila’s dining hall/house at an elevated location; 3, Hereka’s tent; 4, buildings made of carved wood; 5, porticoes; 6, Onegesius' compound with a wooden enclosure without towers; 7, Roman bath built of stone by a captive architect from Syrmium In East Asia, there are several depictions of Xiongnu dwellings from the first century. To date, three scratched drawings/decorations of birch-bark containers show Xiongnu dwellings. These depictions all show the same dwelling type (Fig. 8): a round, domed hut with walls made of diagonally crossing lines (probably twigs or sticks). In some cases, this diagonally crossing structure extends to form the dome of the building. The dwelling comprises vertical walls, which, in every case, terminate in a horizontal band spanning the whole dwelling (a textile band holding the hut together, as in the case of modern trellis tents?). If there is a drawn door, it also reaches this horizontal band. The dome is often covered with what seem to be vertical stripes of different materials. At times, the walls are additionally wrapped with crosswise textile bands, and the walls can contain windows. An opening at the apex of the dome-like roof is not shown in any depiction (But its presence cannot be ruled out either). There are always two vertical sticks connected by a horizontal stick above the roof. The function of this construction is described later and is very similar to that in Tuoba Xianbei depictions (Fig. 9): very likely, an awning spanned above the dwelling to shade it (However, there is no Xiognu depiction were we actually can see such an awning in the drawing itself). The dwellings are often shown placed on carts. Moreover, the cart wheels encompass spokes, and the cart type is a two-wheeled cart. Written sources support the conclusions drawn from the images: The Xiongnu also employed ‘domed huts for homes’ (Huan 1994, 38) and ‘woven branches to make houses’ (Huan 1994, 52; Miller 2012). Depictions of Xiongnu carts found on a birch-bark container in Tsaram (after Minyaev (2009). Shown below is a line drawing of the scratchings and a reconstruction by the author. The awning above the cart was added as an analogy from fifth-century Tuoba Xianbei cart depictions Tuoba Xianbei cart depictions from coffin planks from Zhijiapu (Source: Liu and Gao 2005) @wowgetoffyourcellphone@Lopess I highly recommend to read the entire article.
    4 points
  13. Maybe this helps: How to: Using two different versions of 0AD on the same windows machine:
    4 points
  14. Alrighty everybody, Happy Halloween! To celebrate, here is the newest release, version 0.4.0: Dead Hand. This time, there are two new races, who I will explain next. I would like to thank @Lopess for his help making the art code for the Ordona civ, he (or she?) has saved me a lot of time. The Ordona Province is basically your average civ, with no real special abilities or features. The only things that really set them apart from the other civs are this: - They rely heavily on cavalry, with only a few infantry units, and almost no ranged units of any sort. - Their units have much more life than vanilla races (their starting infantry has 190 HP!), while they cost the same. - They usually ride goats into battle. Need I say more? On the other end of the spectrum, the Stalfos civ is very different than vanilla races. They are the undead, risen by powerful necromancers, and their only goal is to grow their ranks by killing their enemies. They have a whole bunch of special features: - They have very few buildings, though each building is cheapish and gives them tons of pop. - All Stal units can walk through water, while all Poe units float over it. This means they don't need ships. - They are VERY slow, with their standard infantry having below average life. To counter this, they are very cheap, able to train 5 workers for the price of one. - Every time they slay a unit, it gives them AT LEAST enough food to train a new worker (who can fight, and doesn't run away like female citizens). - Their Poe units are almost invulnerable to normal damage (hack, crush, and pierce). While this may seem unfair at the moment, later releases will add several different magic types, along with mercenary spellcasters. - Their Stal units are almost invincible to pierce damage, since they are bones. I hope that you enjoy this release. You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-4-0, here: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/new, and right here
    4 points
  15. The newest release is out! You can get it on Github: https://github.com/Perzival123/Hyrule-Conquest-Revival, and on ModDB: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-3-0. I'll post it here later.
    4 points
  16. I would say @Vantha's PR for campaign UI would have to be merged so we could have some form of narrative, then if the mod author is willing this may be a good first campaign to work on polishing.
    4 points
  17. It would make the random sea maps more interesting for me if, like in Delenda est, they created arsenals or additional coastal fortifications with space for ships to repair, but smaller than a fortress, a kind of naval port. I would make it a one-time option so that the coast cannot be blocked. I would also like to have the option to elevate an administrative center to a capital. Just from a purely conceptual perspective, a war should also have advantages, like gaining a new unit or achievement when you defeat someone. What do you think? Does that make everything more interesting...or too complicated?
    4 points
  18. See you tomorrow
    4 points
  19. Right. Standard construction still requires own territory, but the buildings don't decay if cutoff from a root. The only thing that bypasses this is when you convert an Ox Cart to a house or storehouse in neutral territory. It's a nod to nomadism that doesn't completely remove the territory dynamic.
    3 points
  20. Those who play on Windows cannot have two versions of the game installed, as the installation program detects old installations and does not allow installing without removing the previous one. Now that the new version is close and we need to test it, I thought it would be a good idea to share this with you. To avoid this, all you need to do is change the name of the folder where the game is installed before installing the desired new version. Here's a step by step guide: 1) locate and rename your current 0ad folder. In my case, it is installed in a custom path. The default path is probably something like C:\Program Files\0ad alpha<version>\ from this: to this: 2) Run the new 0ad installation file. It will ask you to remove the older version. You just click Ok/Accept 3) The installation wizard will attempt to install the new version at the previous folder. You might want to change this to the new version number. 4) When the installation is complete, you can rename the old folder back to its original name. from this: to this: 5) You will now have the shortcut to the new version you installed in your start menu by default. If you want, you can create a shortcut of the old version to the location you want to access it more quickly. Assuming you named the old folder "0 A.D. alpha 26", the executable will be located in the following path: \0 A.D. alpha 26\binaries\system\ example of my two desktop's shortcuts Now when we start a27 it will probably send us to the Mods section and ask us to disable the mods that are not compatible. By just disabling them, we can play our new version without any problems. 5) Additional step (not necessary) @Norse_Harold Shared with me this trick to avoid having to enable and disable mods every time we start a different version. This step is not necessary, but it makes things a little easier and requires some kind of knowledge to not mess things up. If you don't feel comfortable with this, just don't do it. You'll just have to enable and disable your mods whenever you want to open another version. But it does make things easier if you're switching between versions repeatedly. 0ad saves all our custom settings in the following paths: C:\Users\<YOUR USERNAME>\Documents\My Games\0ad C:\Users\<YOUR USERNAME>\AppData\Roaming\0ad C:\Users\<YOUR USERNAME>\AppData\Local\0ad So what we can do is rename the 0ad folders according to the version of 0ad that we have previously installed, and then create new empty folders that we will name according to the new version that we install. In the example the previous version we had was 26 and the new one was 27 so we will rename the original folder to "0ad26" and create a new empty folder called "0ad27" Here is the screenshot of the first path, but you need to do the same for the other two paths (Roaming and Local): As you can see, I have two folders called 0ad26 and 0ad27, each corresponding to its version. And additionally, I have a symlink called "0ad" created by the batch files I'm sharing. Note that you cannot make a symlink from the Windows Explorer as shortcuts. You have to do it from the command line. Therefore, it is very convenient to use a batch file that reproduces the commands so you avoid having to rewrite them every time you want to perform this operation. This symlinks takes you to one of the two folders, depending on which version of 0ad we want to open. You may need to edit the batch files and change some paths defined in the variables of both files, depending on your Windows configuration. These files need administrator permissions to work properly. So you will need to right-click run as administrator Again, this last step is not necessary and you can avoid it. Batch26.bat Batch27.bat
    3 points
  21. Hi @Thomas Stewart, you likely joined a old lobby, make sure you reinstall the new version of the game (currently a27). Downloads are available there: https://play0ad.com/
    3 points
  22. 3 points
  23. Thanks, I've just realized I've slept an stupid, potentially error-generating mistake so I've just re-uploaded again with tiny fix... There are also small compromises I made as said in the opening comment... And the buildings templates that can be used as end wall sections (towers) are defined arbitrarily in a constant etc... So there are a few things that needs extra work.
    3 points
  24. Why aren't you making this a pull request?
    3 points
  25. While reading this thread I remembered the article on Hotkeys in the Wildfire Games Gitea wiki. But I'm not sure it is up-to-date.
    3 points
  26. What if you add the ability to snap walls to a fortress' towers? Then fortresses would be more realistic, more useful to build, and take up less space.
    3 points
  27. Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies.
    3 points
  28. Snapping walls are nothing new. These things are called gates.
    3 points
  29. Even just a Shipyard for each civ would be nice and make things a little more dynamic for the naval aspect. That way you're not overloading the Dock with stuff. The Carthaginian Shipyard would remain unique, being larger and stronger than the others.
    3 points
  30. If we want to work on that, on "fire decision" mecanism could be based on the density of friendly troop in a zone. Archer/slinger would only fire at enemies if the density of friendly troop in a "kill zone" of the weapon if below a given threshold. One could imagine 3 different leves of threshold for that that could be controlled by the player ("safe", "moderate", agressive") the same way that the "attack stance" is controled. SO in term of computing, you don't make a computation per range unit, but per zone more or less. Technical development could allow for improving accuracy (that's already implemented) and other parameters with this new mechanism in mind
    2 points
  31. The five main ways to detect a bot: #1: They highlight proper nouns to seemingly make their point. #2: They post something barely, if not completely unrelated to the topic. How do you make coffee? With MagiCoff! #3: They have names like real people, like this, JasonHawken28. No one else has a name that makes sense without explanation. #4: They always have a link to their website, for proper advertising. #5: They post once, then disappear forever, never to be seen again…
    2 points
  32. I heard upper case [C] captures faster. And don't forget to say: Wololo!
    2 points
  33. From what Brett Devereaux writes, this doesn't happen historically (except in very rare occasions); that's a modern misconception. Anyway archers should in some situations be able to shoot over their melee comrades, probably not (or with the risk of friendly fire) on the first rank of enemy soldiers engaged in melee, but on the rear ranks. And of course also on the first rank while they charge and are not already engaged in melee. Also if we want to have ancient battles and not napoleonian ones with swords and arrows, we probably should take kiting into account : yes, missiles can shoot quite far, but without any discernible impact on armored troops. Only at close range (where an enemy charge can wreak havoc to them too) can they be actually effective. The more armored the enemy is, the closest the range of effectiveness. That would make for very interesting tactical decisions, and make melee troops the kings of battles, as it was historically (while still allowing missile-heavy tactics like the Persians used, but only if done well, and prone to awful failures if done badly, as the Persians learned at Marathon and Plateia, or against the 10 000).
    2 points
  34. I got tired of making a new thread for every new question and error, so I thought that I would make a thread for all questions and answers (along with guides) to post on. If you need help doing something for your mod, want help with errors you generated, or want to post some guide or tutorial on how to do something related to modding, and don't think it deserves/needs it's own thread, post it here.
    2 points
  35. Palisades should be upgradeable to stone walls, for slightly less cost and time than building them. Then, palisades stop being useless late game, since you can turn them into much stronger walls.
    2 points
  36. The best solution, in my opinion, is to enable friendly fire for ALL missiles, just like real life. Then, if you want to have a squad of archers, you actually have to think: Is it worth the risk of my soldiers getting hit by arrows? Is it better to put my archers to the side, and have them shoot at reinforcements? Or should I train a whole bunch of guys that are resistant to pierce, and have my archers fire into the melee? These would make the game much more exciting, and also more realistic.
    2 points
  37. Everyone talks about champs, but no one talk about the dude that is able to lift rocks that can crash a castle xD
    2 points
  38. There was a mod with an interesting campaign, but it needs to be updated to work with the latest version: https://wildfiregames.com/forum/topic/28303-campaign-macedonia-rise-to-power-balkan-campaign-into-asia/page/9/
    2 points
  39. I would agree. I know about the upcoming release because I visit Gitea from time to time, but you can't expect that from everyone. I'm not sure if there's a better way to communicate this than by announcing it on the forum and perhaps on social media. The only other thing I can think of is informing players in the bottom right-hand corner when launching the game that they could help test a new release version.
    2 points
  40. Lose games→ this game is a waste of time, I should go touch grass Win games→ THIS GAME IS SO GREAT I'M SO GREAT WOOOHOOOOOOOO YEAH BABYYYYY
    2 points
  41. 2 points
  42. 0AD clearly lacks campaigns, and Hyrule is one of the rare mod to bring one. That's what i know. But beside this I'm not a huge single player, as I'm mostly caught in multiplayer already, so I don't feel best positioned to say more. If ever since it was my case at some point : building the game on linux is super easy, but reading through the build instructions is confusing. Someone should make something better with tabs or something for each os, instead of the current giant monolith... I made a summary here for building a27 on debian.
    2 points
  43. Same reason, the cost of integrating, testing, bringing up to standards has not been undertaken.
    2 points
  44. does it solve your problem if you do it?
    2 points
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