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  1. I have another update regarding World Rising. I am creating a system of paths and roads that will serve as routes for merchants, allowing them to travel at higher speeds. Armies will also see their movement speed increased when traveling along these roads. My goal is for units to recognize the roads; if a road passes near their intended destination, the unit should prioritize using that road for its journey. 1645826108_Gravando2026-11-11013130.mp4 Keep in mind that it is still in the initial phase.
    6 points
  2. Gravando 2026-11-11 170327.mp4 I am implementing some improvements to the combat system.
    5 points
  3. Hello everyone! I'm excited to share more updates on the development of World Rising! This time, I've implemented two major improvements that bring even more realism and immersion to the battlefield. The first new feature is the burning and fire damage system! Archers can now use flaming arrows to set enemy units and buildings on fire, causing damage over time and making battles more intense and strategic. The second improvement is the visual injury system! When units lose more than 50% of their health, visible wounds and battle damage begin to appear on their bodies, reflecting the damage they've suffered during combat. This adds another layer of realism and makes battles feel more dynamic. I've also made several improvements to the game's main menu and interface, giving World Rising a more polished and refined appearance. Development continues to move forward as we introduce new mechanics, improve existing systems, and bring our beloved project further to life! There's still a lot of work ahead, but every new improvement brings us one step closer to the experience we want to create. I hope you enjoy these latest updates! Thank you to everyone who continues to follow and support the development of World Rising! 20261108-0752-10.0366960.mp4
    5 points
  4. The team is preparing for R29! Feature freeze for R29 is approaching and we need to decide what balance changes will be merged from the community mod into the game. Here are a few proposed changes from the community mod and other balancing proposals we are considering, please help by giving your opinion! From the community mod : I didn't list the capture rebalance because it was already polled : https://wildfiregames.com/forum/topic/162972-capture-rebalance-poll/, but you can still share you thoughts if you tested it. The items that aren't in community mod : Wall Tower Rebalance https://gitea.wildfiregames.com/0ad/0ad/pulls/8886 Catafalque Rebalance https://gitea.wildfiregames.com/0ad/0ad/pulls/8900 Spartan Civilians Stance https://gitea.wildfiregames.com/0ad/0ad/pulls/9036
    4 points
  5. Remember you can speed up your ram by garrisoning units inside it.
    4 points
  6. Hi everyone, I want to share a feeling and look for solutions. I follow many projects that are in development at various levels, and 0 A.D. is rich and alive. The only thing is that the history-focused and gameplay-focused communities create tensions, which in my view should come together around this beautiful project. Right now it only creates tensions, which I find sad. I'd also like to point out that there is no sub-forum dedicated to solo/history. I think it would be good to find solutions so that both communities can coexist together. Thank you !
    4 points
  7. World Rising — New Development Updates and Improvements! Hello everyone! Today, I'm excited to share more updates on the development of World Rising! Over the past few weeks, I've been working extensively on several improvements, both visually and within the game's engine. My goal is to make World Rising more immersive, visually appealing, optimized, and packed with advanced gameplay mechanics. Here are some of the latest improvements! Dynamic Day and Night System I've implemented a dynamic day and night cycle, featuring smooth lighting transitions that change the atmosphere of the maps over time, creating a much more immersive experience. Dynamic Lighting and Particle Audio System I've developed a new system that allows particles to have their own sound effects. For example, fire particles now produce realistic burning sounds. In addition, I've implemented a dynamic lighting system that allows flames to emit light, illuminating units, buildings, vegetation, and other environmental elements during nighttime. I've also improved particle behavior, allowing certain effects to remain fixed in the game world instead of following the camera's movements. Environmental Audio and Naval Improvements Water now features a distance-based audio system. As the camera approaches the ocean, the sound of the waves gradually becomes louder. As the camera moves away, the volume smoothly decreases until it becomes completely silent. I've also made improvements to the canoes, adding realistic rocking movements and wave interaction effects to make naval movement feel more natural. Redesigned User Interface and Era Progression I'm currently redesigning the entire game's interface, creating a new visual layout that evolves alongside the different historical eras. Each era will feature its own visual elements, making civilization progression more engaging and visually distinctive. Performance Optimizations — LOD and Culling One of my main priorities has been improving the engine's overall performance. I've implemented LOD (Level of Detail) and Culling systems, which help manage object rendering based on camera distance and visibility. I've also made numerous optimizations to 3D meshes, vegetation, and other environmental assets to reduce resource consumption and improve performance, especially on maps containing large numbers of objects. Developing a Completely New Artificial Intelligence Another major challenge has been developing a custom AI system from scratch specifically for World Rising. The AI can already manage resource gathering, construct buildings, partially develop its economy, and launch basic attacks against opponents. There's still plenty of work ahead, but the system is already showing promising results and continues to improve with each update. Vegetation Improvements and New Maps I've also made several improvements to vegetation, focusing on both visual quality and rendering performance. Additionally, I'm working on the game's second map, which is already approximately 50% complete! Upcoming Improvements — More Realistic Water One of my next major goals is to improve the game's water rendering system. I plan to enhance the visual effects of oceans, rivers, and waves, making water look much more natural and realistic. And these are just some of the latest developments! Many other improvements and features are currently in progress and will be revealed in future updates. World Rising Continues to Evolve! Developing World Rising has been a challenging but rewarding experience, especially since I'm creating and modifying numerous systems directly within the game engine. Every new feature brings the project one step closer to the experience I want to deliver to players. I'll be sharing some screenshots and videos showcasing these latest improvements! I'd really love to hear your thoughts! What do you think about these changes? Which feature caught your attention the most? And what would you like to see in future updates? Feel free to leave your comments, feedback, and suggestions! Thank you to everyone who continues to follow and support the development of World Rising! teste.mp4 Gravando 2026-11-04 020424.mp4
    4 points
  8. So, over the 15+ years that this forum has existed, people have come and gone, showing up to post a model, map, or mod, and then lost interest and disappeared. Many of these are still useable or could be updated for use on the more modern 0ad versions (R28 currently), especially in the way of art/maps. So, I propose for a dedicated subforum to be added, and inside of it smaller, locked threads where .zips, .daes, .pngs, etc. can be archived for viewing/use/download by members. In other words: General Discussion Gameplay Discussion Game Development & Technical Discussion File Repository - Zips - Images - Models Alternatively, it would be nice if the search engine (which I know is third-party and buggy) be expanded to be able to search for file types.
    3 points
  9. Good afternoon. I managed to port it without emulators. I’m playing on a Samsung Flip 6. I’ve posted it on GitHub. https://github.com/Gubinskii/0ad-android
    3 points
  10. The problem it tries to address is that wall towers are always more then 50% of the cost of walling. Can go much higher when you build smaller wall segments. In compensation they get the shared "Sturdy Foundations" tech with stone towers and the tech is also more effective (give +50% more hp) so basically you can pay for having them at almost same health as before.
    2 points
  11. Implementation of improvements to training 1130628589_formao.mp4
    2 points
  12. Another option is if we want to archive things we could have a gittea instance to archive some of those WIP models for future use.
    2 points
  13. Thank you for sharing your inspiring ideas lilypoppy and also to @Grautvornix! If I understand you correctly, you endorse three subforums to "Gameplay Discussion": "Historical gameplay", "Single player" and "Multiplayer". I would vote for it!
    2 points
  14. Yes, and I add more animals create by @Duileoga.
    2 points
  15. Thank you so much for the information, for now the workflow is blocked due to personal lack of time caused by the university lessons.
    2 points
  16. I’m currently looking for ways to create larger maps, both in terms of actual scale and perceived scale without significantly impacting performance. That’s where the camera adjustments I’ve implemented really come into play. When I say "larger," I mean much larger, hundreds of square kilometers. I’m curious if you’ve considered this at all. Given that my mod includes long-range weaponry, this is a major priority for me, though I suppose it might not be as critical for your mod.
    2 points
  17. Some images to update their outfits. They appear to have both Chinese and Scythian influence.
    2 points
  18. I just re-roll the match when I get one of the above or some other no/scarce wood maps. I think it would be nice if it were possible to create your own pool; for example start with all maps and then de-select those that suck/don't fit your play style.
    2 points
  19. By the way, I think this one is in the mod but only with green feathers from the wings to the wings; there is another version of this bird with yellow plumage. https://en.wikipedia.org/wiki/Scarlet_macaw I don't know if @Lopess can confirm.
    2 points
  20. And I guess if you can turret, that would add defense, so that could even it out some. Is there any way for me to change my vote?
    1 point
  21. Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
    1 point
  22. With my idea, all of the maps would be included as well, both .zip collections and .pmp/.xml files. That would be interesting, but the main point of my idea is to allow forum members to easily scan for files, without having to download an entire git of them. Also, having it forum-based would allow people to report on broken files.
    1 point
  23. Yes, I plan to build bridges, and I’m also going to create a wall system, *Stronghold*-style!!! I really hope I can pull it off, haha!
    1 point
  24. Thank you for your comment. Roads will be built by players. They can also be attacked and destroyed. Currently, they are already clickable; they provide a speed bonus and alter the environment by leveling the terrain.
    1 point
  25. Cool! Thanks for the excellent idea! Will have a look how this can be implemented. What I also remember from the old times as a (younger) newbie: I always forgot how and where to install a map. This is a service that could also be provieded by the map converter. Thanks a lot!
    1 point
  26. Hey, just made me think of something for your map converter. If there was some repo or directory or something of maps, you could have a map browser in your tool that browses that, and then you can download and convert them all within your tool
    1 point
  27. Note that it is true for LR only. Note that it is true for LR only. For OpenSkill (results + statistics) this is not up to the user. (And the other one don't use any statistics). If more upload all their game it will get better but also I could recalibrate to what has the best prediction results. I'll do the next iteration when replay pallas has a big jump in number of games. Maybe one could include civ selection too in the team rating.
    1 point
  28. The suffix -an is the standard plural suffix in Modern Persian. Example with mard => mardan for "men" in Modern Persian. While in Old Persian, it seems to be martiya => martiyā
    1 point
  29. I'm also seeing that Affinity, Adobe's competitor, is going to launch an official Linux app. And that the people behind Artcraft have professional people correcting the project.
    1 point
  30. It will be available on Linux and Mac OS.On Windows too, obviously.
    1 point
  31. be wary though, in the age of AI vibe-coding and "decomps", a lot of people who know little about software development start with a lot of enthusiasm with such projects but then lose interest and let it die and move on to the next thing. and often no one else would pick it up either as it often was in open source, there's just too many things going on and too many possibilities now. not saying this is what will happen with this project specifically, "AI" is not a black-and-white thing the way most people see it and feel about it (a general problem in society, people are hopelessly polarized, "if you're not with us then you're against us", as if they've never heard that nuances are a thing), but what's definitely needed in this and other areas is some sort of curating. either way, i think for one's own sanity, for everything new shiny thing that comes out, first assume it's vibe-coded AI slop. pay closer attention to things only when there's a somewhat proven track record of dedication over some period of time, i guess that's the way to handle this nowadays.
    1 point
  32. Not yet. But it has a Discord server. It's in the video description. There are a lot of clones of classic games coming out lately.
    1 point
  33. @ObélixI don’t think this will resolve every situation, but in my view, it can at least provide a framework for the discussion. I experienced many consequences and lost valuable contributions...
    1 point
  34. Hi, I hope that you know my world map. For the first time I want to create new entities for custom biomes. Is there any similar project for american, asian or oceanian fauna and flora? Maybe a guideline for a list of entities that could be useful for the community, because I don't want to reinvent the wheel. (I've already red guidelines about markers' number limitation and textures format and size.) Claude wrote this for me, please share with me your opinion. Tropical Rainforest (Congo, Amazon, SE Asia) Fauna: jaguar, tapir, sloth, coati, macaw/generic parrot, poison frog (small decorative) Flora: kapok/ceiba with buttress roots, climbing liana, tree fern, epiphytes/orchids (trunk detail), banana palm Tropical Savanna Mostly complete. Nice-to-have: hyena, ostrich, umbrella acacia (shape variant, not new species) Hot Arid Desert Fauna: fennec fox, scorpion (decorative), desert monitor Flora: already covered (palms, thorny acacias). Missing columnar cactus, but that's American — see below American Desert/Scrubland (Sonoran, Chihuahuan) Fauna: coyote, roadrunner, rattlesnake Flora: saguaro, prickly pear (Opuntia), yucca, mesquite Cold Arid Steppe (Central Asia, Patagonia, Mongolia) Fauna: saiga antelope, wild ass/onager, European bison, corsac fox Flora: feather grass (Stipa), steppe wormwood/artemisia, tumbleweed (Salsola — explicitly requested on the official forum) Mediterranean Essentially complete, no priority gaps Temperate Deciduous Forest Complete via existing temperate/alpine biome, no urgent gaps Boreal/Taiga Fauna: moose, reindeer/caribou, lynx, wolverine Flora: spruce, larch — likely reusable from alpine biome, check if current textures hold up at higher latitude Tundra/Polar Fauna: reindeer/caribou (shared with taiga), seal, muskox, ptarmigan Flora: lichen (ground decorative), moss, dwarf willow, dwarf birch Dry Tropical/Monsoon Forest (Yucatán, coastal East Africa, central India) Fauna: peccary, coati, green iguana, toucan Flora: ceiba (shared with rainforest), agave, tropical columnar cactus, royal palm High Mountain/Alpine Fauna: marmot, ibex (if not covered by generic goat), golden eagle as a dedicated model (not the current generic "hawk") Flora: mostly fine with existing conifers Oceanic/Tropical Islands Fauna: crab, sea turtle Flora: already fine with existing coconut palms
    1 point
  35. I second that! For gameplay: casual single player vs competitive multiplayer versions are indeed two variants that equally need attention. If we have contradicting requirements, shoudl we consider making that configurable options (i.e. if single player is selected then the game behaves like this, and if multipleyer is activated, that the game is has particular other features). In this way we can avoid changing somthething back and forth, depending on the current status of discussion. As for the history discussions - these are absolutely fascinating! I guess everyone is learning a lot - even we learn that many things can be disputed as the historical sources are contradictory, biased, scarce or even missing completely. This is the nature of the beast i would say naively. So, while I do appreciate a lot(indeed!) the engageed and excited fascinating discussions of historical details that are certainly not undisputed, I 'd also appreciate if personal statements can be avoided. Lets try keeping a gentleman style.
    1 point
  36. Yes, I did that in my mod. The map shown in the photos is nearly twice the size of the "giant" map; I also had to tweak the engine to improve performance and ensure the AI can correctly account for all objects in the scene. I’m putting a lot of work into performance to keep the gameplay fluid, which has been a major challenge—I’ve been repeatedly reworking many of the objects to make them as lightweight as possible. Currently, the biggest strain on the map comes from the constant logging used to verify that the enemy AI is functioning correctly; once that process is complete, I’ll focus even more on performance optimization.
    1 point
  37. Excellent! Incorporating more physics-based elements into the game is something I’ve always wanted to see, though I know it comes with many challenges. You’ve done a great job with the lighting, but to be honest, the water surface isn’t quite as visually impressive as it could be. I’m actually facing a similar issue myself, I’m trying to implement water spray effects for a helicopter. I’m really looking forward to your future updates!
    1 point
  38. FSR is implemented already.
    1 point
  39. Europa Barbarorum 2 Xiognu cavalry. https://europabarbarorum.fandom.com/wiki/Toghrin_Ordo_(Dzonyu_Guard)
    1 point
  40. My main motivation for this mod was to get a more accurate rating in LocalRatings and the Teambalancer. More replays mean better ratings and better team suggestions. If you play a lot of team games, please upload yours. On the Replay Pallas page, press Upload local games…, or turn on automatic upload in the options. You’ll need a Replay Pallas account for this.
    1 point
  41. !! I'm so glad! You've been pushing for battalion system, I've been hoping you'll take a look at this! Yes, I'm not entirely sure of the direction I would take from here. The battalions are using, as you might have guessed, barely modified UnitAI and Formation code as normal battles/vanilla 0A.D. So currently, the way you could do it is simply to have units in stand-ground stance. While playing the campaign, I had opportunities where it made sense : for example ranged units on high ground defending the acropolis, phalanx formation to defend a choke-point.. Example reproduction of the scene : Here I switched units into stand-ground so the melee block the choke-point and ranged units stay behind. The battalion cohesion (blue bar above the formation) gives extra bonus : The phalanx gives ~+5 armor but -50% speed at full cohesion. The ranged units get +20% attack range due to staying at high cohesion, and even more from terrain. So now I'm wondering : Is it worth rewriting all UnitAI and Formation code, (more work; diverging too much from base 0A.D.; unknown difficulties)? OR Keep it, and try to embrace the gameplay impact. But of course, it's not going to play exactly like TotalWar games. I tend to want the second more (also because I'm lazy) but it's possible I'll come to realize it's going to have too much cons.
    1 point
  42. Yes @guerringuerrin, thanks for trying it!! The main way to recruit is to station an army in a city. There, the recruitment is faster then from making your army into a camp; and some building/city upgrades can make it even faster. For example here I'm recruiting 6 battalions (full regiment) in a single turn from a full grown city with a barrack: Changing an army state to encamp also unlock recruitment as you found out, but it's slower. However it's very convenient forgetting back a battalion where some units might have fallen. My army have weakened battalions after a battle : I can encamp and refill some of my battalions under a turn : But noted, I'll add a small step to the starting tips/walkthrough on how to recruit units
    1 point
  43. Please also see the discussion in another thread:
    1 point
  44. https://en.wikipedia.org/wiki/Aridoamerica Aridoamerica
    1 point
  45. Don't forget the second big cat of Sudamérica after the jaguar! (although present in North, Center and South America): The Puma, a.k.a. the Mountain Lion
    1 point
  46. Just to mention some iconic South American animals that seem missing (some not very known to outsiders): condor, rhea, capybara, maned wolf, viscacha, guanaco, vicuña, and of course the more known domesticated variants of the last two: llama and alpaca. Also shared with other continents: penguin, flamingo, anteater, armadillo and cougar. I can't remember if elephant seals or sea lions are already in the game.
    1 point
  47. At least this should improve some details.
    1 point
  48. All illustrations depict the same event: Sanghamitta's arrival in Sri Lanka and the transport of the Bodhi Tree. This is a myth that is still very important today for some people, so one should not expect the illustrations to accurately represent historical reality. It should also be remembered that these representations have a nationalistic character. Sri Lanka is divided into two populations that are in conflict, one Buddhist and the other Hindu or Muslim. There is a Sinhalese artist called Prasanna Weerakkody who made some historical illustrations, some of them have been used already by 0AD team to modelize the ships. However, you should note that the event from Sri Lanka are not connected to the Mauryan empire:
    1 point
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