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  1. 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
  2. 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
  3. I noticed how some people want rams to be more like tanks, soaking up damage. It reminded me of how siege vehicles are handled in battlefield 6—strong but not unstoppable, and always needing support. Maybe giving rams a role that pushes players to use them with units instead of sending them solo could work better. Right now they feel too one-dimensional and end up being either too weak or too hard to counter.
    3 points
  4. 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
  5. 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
  6. Years ago, I had an idea for an industrial-centric mod, centered around using railroads to expand (instead of building civic centers to expand your territory) and transporting troops and all that crap. But I don't know if it's fun or balanced, lol. opinios about this autistic idea? i autistic btw.
    2 points
  7. 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
  8. Before starting your own, please use the forum search engine and search for the term 'Discord'. Only in the past two years several new servers have appeared. Creating yet another Discord server may separate the community in more pieces. Second that! I'm from that era ... and I'm not willing to research the next phase.
    2 points
  9. My mood is THROUGH THE MOONNN
    2 points
  10. 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
  11. I think all the basics are there, animals of Australia (Oceania) may be.
    2 points
  12. 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.
    2 points
  13. 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.
    2 points
  14. Discord is good for chat , not for plan or open topic
    1 point
  15. So useless, if a man is able to work, he is able to carry a weapon
    1 point
  16. I'm from France. Okay, I'll create a discussion and share you the link so that you can help with my project ! I understand what you mean but, yeah, I'm not a real artist but I love learning about historical periods or civilisations so I 'd like to create mine... It may (instead surely) be not deepened and not finished but that's the idea of making a discssion where players could share their expericences and improving ideas for my mod !! And, I want to start with the Etruscans, which is a Greek-Roman civ : it's easier (but harder too because must find their own specifics features !)...
    1 point
  17. Dear community, recently there has been a lack of 0 AD Tournaments. For that reason i will cast tonight a small 1v1 tournament. It will be pretty vanilla, played on mainland balanced, 8 players in total. single elemination. Known accounts only. 8 best players that sign up will play. One round for quater and semi finals, bo3 for finals. I will try to stream as many of the games as possible. Pairings will be announced 10 min before start. Reward = small graphic designed by me. Tournament will take place if at least 4 players sign up. Sign up by commenting your account name under this thread ! Participating so far: (Meister_Augustus), Jagsus_India, ffm, Zekromus, jbc, riicho, dinosala Game settings: Mainland balanced, small map size, 300 or 250 pop, low res, all biomes allowed, no automation allowed that is not part of the base game Pairings: Quater finals ! Zekromus vs. dinosala 1:0 ffm vs. riicho 1:0 semi-finals MarcAurel vs jbc 0:1 ffm vs Zekromus 0:1 finals jbc vs Zekromus 0:2 Zekromus wins ! @borg- @vinme @Stockfish @Feldfeld @ValihrAnt @Meister @cube002 @Seleucids @fullmetal @SaidRdz @Havran @matiasramirezroncal @freyabartok @Wolf1219 @Reza @0ad_player @Nobbi @stormwalk @guerringuerrin @jbc @Akentas @Dakara @Ging Freecs @Ginnungagap and everyone else !
    1 point
  18. There are several Discords already open that we could migrate to, but it would probably be best to start our own. Sad really, since using Discord seems to encourage the posting of random crap over actual discussion of useful topics. But maybe it will be for the best.
    1 point
  19. Rams should move only slightly slower than infantry, after all, they are presumably being pushed by infantry (otherwise, their just rolling of their own accord). Even if the ram weighs a lot, ten infantry should be able to make it go at least as fast as a single infantryman. An idea for balancing (and realism) is that rams and other siege machines should be stationary until their are people garrisoned in them. Siege towers and seige machines with people as part of the actor would be the only exceptions (and ships, which presumably have a rowing crew onboard).
    1 point
  20. Siege tankyness is op, hard to kill even with sword infantery unit, take too much time, cata too much hp and ram too fast move compare to infantery
    1 point
  21. @LienRag I like that idea, and it has indeed some potentially interesting gameplay twists!
    1 point
  22. Can you report the errors you're getting upstream? @ShadowOfHassen
    1 point
  23. Very nice. It also adds the missing tooltip when the starting turret can't be placed. Do you want to open a PR? I can help with testing and reviewing.
    1 point
  24. You could either define it in the GUI globally somewhere and then pass it to every GuiInterface call, or just make it a member of the GuiInterface directly. The Engine.PickSimilarPlayerEntities method does not exist in the simulation scripting context, but the same thing can be achieved through the GetEntitiesByPlayer method combined some additional manual checks. That would also allow filtering entities by the "Tower" class instead of their template names (as you mentioned in the comment), if wanted. By the way, the GUI already caches entity states (in g_EntityStates).
    1 point
  25. UPDATE: Version 0.10.0 - Added retail trade - Added transfer of coins to deposit with subsequent income - Statistics for retail trade and deposit - Update interval for retail trade and deposit 5 seconds - Barter Multiplier changed to 1.0 for all resources - Income from units and buildings has been reduced by 2 times. Retail Trade: When you right-click on a resource “for sale,” it will be transferred to retail and sold in small batches, but at a more favorable rate. If this resource is Coins, it will be transferred to a deposit and the player will receive interest on the total amount. When you right-click on a resource “for buy”, it will be transferred from retail back to the player. Min amount = 100
    1 point
  26. @Percival12 Congratulations on your work! It's truly something necessary to keep this legacy alive. I hope you can maintain this excellent progress
    1 point
  27. Disculpen las molestias*
    1 point
  28. Hey, if anyone wants to help, contribute an idea, report an error, or just chat about the game, check out the Discord I just set up: https://discord.gg/zzrTtXaxW
    1 point
  29. Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged.
    1 point
  30. Focus fire. It's in several buildings that shoot arrows.
    1 point
  31. Hi, benmorzi quit against HebrewHammercommands.txt Thx
    1 point
  32. 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?
    1 point
  33. ...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.
    1 point
  34. A petate [peˈtate] is a bedroll used in Central America and Mexico. Its name comes from the Náhuatl word petlatl. The petate is woven from the fibers of the Palm of petate (Leucothrinax morrisii). The Royal Spanish Academy defines it as a bed.[1] Generally petates are woven in quadrangular forms, though not to any exact dimensions. https://en.m.wikipedia.org/wiki/Petate Although its use is basically that of a bed, the petate also has other functions. For example, for the Zapotec culture it is an important element of their life cycle. For them, the petate is the place where light is given and where women kneel reverentially to grind corn. It is also the mystical place of dreams, the altar where the bride and groom receive blessings and also serves as a shroud. is a mat made of braided palm fibers. For the ancient inhabitants of Anahuac this object was so valuable that only the rulers could sit on the icpalli, thrones made of mats. https://www.mexicodesconocido.com.mx/el-petate.html The Maya, like other Mesoamerican cultures, developed complex societies with a clear social stratification among them: rulers, priests, artists, warriors, among others. Several of these social groups used elements of their environment to demonstrate their social status. These include jaguar skins, tufts with quetzal feathers, obsidian weapons, jade necklaces and earrings and accessories such as the petate, a symbol of royalty and nobility of the rulers, who were called in the Mayan language Jo'ol póop "The one with the mat or petate". As a product of this Mayan heritage, the town of Nunkiní stands out as the only place that has maintained this millenary art in the weaving of mats called Ki'ichkelem póop "beautiful mat", whose geometric and symmetrical figures are based on using the vigesimal system to count the palm sticks twenty by twenty (junk'al, ka'k'al) and so on to obtain a sumptuary article that was placed as a seat for the rulers. The beauty and the knowledge of a mathematical system applied to the petate or póop, represented an exclusive knowledge of the Mayan artists and today in the state of Campeche there are identity elements of the past that permeate the life of the eternal Maya. The tradition of weaving the petate has been preserved through the carriers of the knowledge, from generation to generation, preserving a symbolic charge. The bearers are women who transmit their knowledge to their daughters, who must be single and not live with a partner. The poop is the leaf of a species of reed from the Petén region, which is cut before the rainy season begins. The leaf is separated from the stem and the material to be used for weaving is set aside, which can have the natural color or be dyed with vegetable dyes. The dyeing process must be done on a full moon night. The fiber is tied into a ball of yarn, smooth side out, and boiled overnight to ensure that it is completely impregnated, since the face of the fiber is repellent to the dye. The mat is woven like a loom, interweaving the fibers and tightening the weave with the fingers. The weaver's foot must be barefoot, since it is used to stretch the fiber at the beginning of weaving. https://primerplanomagazine.mx/2023/05/25/el-kiichkelem-poop-petate-hermoso/
    1 point
  35. Hey 0AD community ! The Robots Uprising Mod is in progress and still in development but we have some good news for you all ! Before releasing the project in June 2024, we wanted to show you the progress of our project with screenshots or by giving you some news (we are a small team so don't be mad at us if there's not so many news around here, we are doing our best !). We actually finished modelising and texturing our ground / levitating Robots ! Enjoy !
    1 point
  36. I don't like that idea too much, purely on a realism level: After all, in reality roofed rams were vulnerable to everything except ranged (arrows, stones, etc.)... In my own mod I solved the problem (kind of) by making rams slower, which gives you more time to react to them, but mostly simply by making fortifications a lot more resistant to hack & slash (The idea being that it is ridiculous that attackers can destroy a massive stone structure with swords and spears. That bugs me to no end, in all games doing that, but that's me.) Anyway, after those changes rams became much more to my liking: They are now less easy to employ, but now the only way to get past a tower/fortress. Using them becomes a challenging enterprise, not a mere formality. But that's my own tastes. I admit others would be bored to death having to whittle down fortresses instead of just steamrolling them. Thanks for your suggestion, but I think I'll stay with my solution.
    1 point
  37. You did see this: did you?
    1 point
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