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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. Edit: 09/05/2026 - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Edit: 10/05/2026 -Vassals now produce units much slower. -Fixed a bug where vassals would stop trying to build structures if they could not find a place to place a structure on their first try. Edit: 11/05/2026 -Impoved vassal spawning to make sure they now always spawn. Vassals Mod.7z
    10 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).
    8 points
  3. That "group" you're talking about is the group of people who actually work on the game in some shape or form. These discussions gave you Spartans and Kushites. Those who work on the issues you listed largely do not work on things like this. Everyone has their own skills and interests. My interest lies in presenting the game in an interesting and historically authentic way. My skillset supports those interests. I assure you, the ones who can address most of those issues have "wasted" no time on this. And a "personal hobby" it is, for everyone here. You seem to be gravely mistaken about the nature of this project, and your tone and lofty criticisms indicate a person with deep entitlement for others' time and efforts.
    8 points
  4. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    6 points
  5. 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
    6 points
  6. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    5 points
  7. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    5 points
  8. Definitely not, I think that was the print definition, I'll change the image.
    5 points
  9. 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
  10. Based on the work of @Duileoga & @Lopess
    5 points
  11. https://www.moddb.com/mods/derphammer
    4 points
  12. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    4 points
  13. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    4 points
  14. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    4 points
  15. Right now the vassals produce units too fast for testing purposes, it's good they were able to do that though even if they are too powerful right now, it shows their basic combat AI is working. As for them having their own economy and Territory, that's interesting concepts that I will play round with, maybe have them send tribute in the form of a caravan to your town centre? I think the next step at the moment is having the vassals spawn as different civs with different bonuses, one could build more villagers, one could build siege equipment and so on. Having them spawn as mini unique civs as lopess said would be a very cool idea, and opens up more strategies down the line, it's definitely something I'll look into once I get a basis up for having different civs as vassals.
    4 points
  16. 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.
    4 points
  17. 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
  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. I am from Vietnam and would be happy to help if I can.
    4 points
  20. 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
  21. 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
  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 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. connect your territory to ally and delete your cc !
    3 points
  26. Is it me or something with normals (the face is more gray than I expect)?
    3 points
  27. @AlexHerbert I assume you are referring to mass garrison of hoplites in barracks early-on so they promote to champions. This shouldn't be a problem in TGs because it's not very good against a standard minute 15 maxxed out attack. Some players might feel this offers them a shortcut but this is only helpful in for example Nomad matches. Normal hoplites esp. Athenian ones still have many possible counters like outplaying them with ranged (even archers) or making a 50/50 melee/ranged army with proper upgrades, champions or just making full melee-only of your own. Technically swordsmen should be stronger in hand-to-hand combat. In my personal opinion pikemen are actually much better when used in team with ranged units than hoplites. Honeslty I would just recommend making a normal army and fighting melee in front. I can see how champ spamming with the garrison might be a bit annoying and you might even compare it to Gaul fanatics. But in my opinion having such a 'secret' strategy is intriguing and that's exactly the kind of depth I like about 0ad. You still can make a big citizien-solider army and you will be fine but can be annoying.
    3 points
  28. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    3 points
  29. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  30. Changing the name is a great idea; honestly, I would prefer something like "Achaemenids (Persia)" as an educational approach.However, this should be extended to other civilians who are currently appointed by dynasties. My personal opinion is that everything depends on the approach being taken and following it.For example, I see that the vanilla version of 0AD follows a more focused approach to Civs, more specific periods, and with dynasties and historical facts boxed into that period.
    3 points
  31. Joan Francesc Oliveras Pallerols https://www.artstation.com/artwork/lGJ46o
    3 points
  32. Lopess has many small civilizations in the Endovelico mod. Could two people somehow combine them? I find many civilizations in the original game too powerful to be vassals. Also, I think vassals should have territory, perhaps the same color as the empire but with a certain separation. They should also build houses and structures, and have a small economy. I've seen many vassal attacks that are simply overwhelming, not reflecting their true potential. I've observed vassal forces often finish off opponents in battles, not the empire. Besides that, a resource tribute mechanism would be very interesting. You could set a certain percentage and a tribute schedule, and vassals would periodically pay tribute to the empire that controls them. Those are my ideas. What do you think?
    3 points
  33. yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
    3 points
  34. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
    3 points
  35. The main post has been updated with the latest version of vassals. -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 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. The idea of vassals as a complete AI player sounds like a really interesting way to implement the feature, I really want to implement them in such a way that they become points of interest on maps. Something to fight over.
    3 points
  36. This map recreates historical Calabria — not the modern Italian region, but the ancient heel of the Italian peninsula, home to the Messapians and the Spartan colony of Taras (modern Taranto). Set between the Ionian and Adriatic seas, the terrain reflects the flat, sun-baked limestone plateau characteristic of the Salento, with open Mediterranean scrubland, scattered olive groves, and a coastline that made Taras one of the most prosperous trading ports of Magna Graecia. The map uses the Aegean biome, which fits the region's deep Greek cultural roots: by 400 BC, Calabria was thoroughly Hellenized, and Taras alone rivaled Athens in wealth and influence. To admins, please accept the new version of earth-maps mod. For players who want to play just now the new map, I append map files here (not the map preview) calabria.js calabria.json
    3 points
  37. Minoans and Mycenaeans already had initial artwork created at least 5 years ago in the mod, but the author ( @LordGood )didn't continue development. I took that artwork and continued it, but many buildings were created from scratch. The Hittites only had banners and icons, so it's something completely new, as is the artwork. Please access my branch and play, I really need tests.
    3 points
  38. Minoan Knossos Throne: (Ignore tree color, it's a bug in my flashback installation)
    3 points
  39. said the Macedonian officer after Gaugamela
    3 points
  40. 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
  41. 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
  42. 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
  43. I'd be happy to start working on a template and spin up a demo on my server.
    3 points
  44. I think the play0ad website could really use a modern update. Last time we redesigned it was like 10+ years ago.
    3 points
  45. Yep, I agree. We can cross that road when we get to it. Imagine AOMR's minor god choice mechanic, but with Germanics choosing the tribes to add to their confederation in each subsequent phase. This could be specific to the Germanics or we can extend it to any civ where it makes sense.
    3 points
  46. Desaturated version of the range dirt:
    3 points
  47. 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
  48. 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!
    3 points
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