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  1. A bunch of interesting issues closed on gitea, showing all the work behind the curtain: Stuttering and low FPS with Alpha 27 #7589 https://gitea.wildfiregames.com/0ad/0ad/issues/7589 Add workaround to turn off nursery size heuristic #7736 https://gitea.wildfiregames.com/0ad/0ad/pulls/7736 Incredible investigation by @Langbart: https://gitea.wildfiregames.com/0ad/0ad/issues/7714 I'm sharing this just to give a little visibility to the work and problem-solving done by the team.
    8 points
  2. ISO OF: Game testers and artists! We have made a lot of changes/tweaks and have added new units. We need people to help test out; A for any errors that may still exists (I make a lot of mistakes) and B for balance! Also since we have added a lot of new units, we need someone to help create Icons/Portriats. I have mostly figured out actors, but its still confusing because you may have two units that look the same in your barracks, or stable, but they are actually different units. I just reused an icon for now. Thanks @TheCJ for all your help. @Atrik for the earlier icons, any interest in making more? @Genava55 and @Thorfinn the Shallow Minded for the historical input. Also thanks to @borg-@SaidRdz@Meister@friedrich@Seleucids@leopard@Tania and probably others I am forgetting for playing a few games or offering a few ideas.
    4 points
  3. New to feldmap v 2.1.1! Slopes balanced, a remake of a fan favorite using the feldmap balancer. Foothills balanced Continent balanced Coast Range balanced: also notice the change to the shape of the mountain region.
    4 points
  4. This simple mod gives all heroes a star icon on the minimap, so that you will never loose track of your hero! It also has a positive side effect of showing if your farms are getting raided by an enemy hero. antiherorush.zip
    4 points
  5. Should be already
    3 points
  6. Tonight, Hanisx joined a game that I was spectating and asked me to play with him. So I played 3 consecutive 1v1s against Hanisx and he lost all of them. He did not resign in game 1 and 2; he just killed the pyrogensis process by the looks of things. I have recorded my screen throughout the entire 3 games, unedited, and you can see his rude trash talk on top of leaving rated games. The replay files have been compressed to zips, you can check them for foul play: 2025-04-23_000.zip Can something be done about this guy? His foul language is appalling and never resigns in rated games.
    3 points
  7. Indeed, luajit did not exist at the time. Might have some more info here too There are some gains to be had with better datastructures https://code.wildfiregames.com/D1739 and more threading => https://gitea.wildfiregames.com/0ad/0ad/issues/5874 There are about 100k loc of JS and rewriting them would be a huge undertaking (Source I tried) But there is no silver bullet the reason js is slow is that there is a lot of computations happening at the same time, iirc gathering and the attack logic were the worst offenders. You can probably find some recent js profiling in gitea. And you can run the game under perf to see hotpath, IIRC one of the thing we spend the most time is rbtree_increment which is just a std::map code. There is also the ISQRT function, which performs fixed point square root computations. (That can't be replaced easily, else the game will quickly go out of sync on many platforms) EDIT: One of the big advantages I see about JS is that a lot of people know it. Whereas lua is a niche language unless you're a gamedev. There are many JS crash courses. Lua not so much.
    3 points
  8. The incident is now fixed. Thank you for your understanding.
    3 points
  9. speed. You can always outnumber infantry champions, surround them, outrun them, or attack somewhere else. You simply cannot do this versus cavalry champions because they can choose the fight in 90% of cases. I'd like to test some extensive speed rebalancing at some point, but since more people call for spear damage counter changes, I'll do that first.
    2 points
  10. the best would be to make a mod for your map and upload it to mod IO or just upload it to the forum there is a wiki article with more informatio https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide you could also look at the community maps mod how itś done or write the maintainer to include your map
    2 points
  11. Champions should not be trained in stables or barracks. Champions should have the status equal to a fourth level, above elite, but cost less than the current cost.
    2 points
  12. We can do both? Germans (Cimbri) are almost complete and will most likely be introduced in the next release.
    2 points
  13. Don't drink and ride! Or you might ram a tree.
    2 points
  14. Hi ! I am considering introducing Lua (luajit) as a second modding language, alongside JavaScript. Here’s why: performance: Lua is fast, especially for CPU-heavy mods (AI, simulations, etc.), which is critical for large-scale RTS battles. simplicity: Lua’s lightweight syntax and C/C++ integration make it easier to expose engine features directly to modders. ecosystem: Lua is widely used in gaming (e.g., World of Warcraft, Roblox) and has robust tooling for debugging and profiling. sandboxing: Lua’s simplicity allows for tighter security controls, reducing risks of crashes or exploits. this isn’t a replacement for JavaScript. javascript mods will continue to work! The goal is to add options, not remove them. Lua could become the preferred language for performance-critical mods, while JS remains great for UI/scripted events. what this means for modders: gradual rollout: Lua support would be phased in, starting with experimental access to core APIs. tooling: we'd provide Lua-specific documentation, debuggers, and compatibility layers for JS ↔ Lua interop. points for discussion: are there existing JS workflows we would struggle to replicate in Lua? is there any other integrations like this one done in the past or abandoned we have notice of, can we learn from it ? where to start, is there any tips for a unexperienced 0ad "core" dev like me or others wanting to help that we can start learning from ? other topics of discussion ... please feel free to add and help ?
    2 points
  15. Spoiler, it's a lot of fun. Now that I've spoiled the entire premise of this post, I wanted to thank the development and art team for making something truly unique. I've been following 0 A.D. since I got interested in Linux (around 7-8 years ago), because it was the first package listed in Synaptic, the old GUI package manager. I couldn't play it at the time, my computer barely ran Windows 7, let alone an RTS game full of eye-candy detail. Well, now I can, and the feeling of finally being able to play THAT ONE FREE GAME I've always wanted to play is phenomenal. The fact that this game is free (as in freedom!) is a miracle. I can't even fathom how much work went into this game. Technically, it feels the most like Age of Mythology, while gameplay is most similar to Age of Empires 2. The choice of civilizations is at first daunting, but each one plays similarly enough that you could just pick any and learn as you go. One feature stands out, and it's not intuitive at first. Citizen Soldiers (CS) are both your workers and your basic soldiers. They cost Wood in addition to Food, and some of the swordsmen types can even cost Metal. They might be weak, but they're easy to mass. You would use them primarily to gather Stone and Metal, with few of them on Wood (females gather Wood only slightly slower than males). Since females will be your primary gatherers in the early game, you should avoid making too many of CS in the Village phase. The game begins in earnest in the Town phase, when more of your soldiers become available. Most champion units are still locked behind City phase. More importantly, siege engines can also only be built in this phase (baring a few civs), so your options at storming the enemy towns are limited until the City phase. This might be my only complaint so far. In Age of Empires 2 or Age of Mythology, you get access to siege weapons in the 3rd phase. In addition, 20 Knights can level the Town Center alone, if it's not defended. In 0 A.D., attacking a Civic Center with 20 Town phase cavalry units will likely result in utter failure, wasting resources. Maybe this is a good thing, maybe not. It depends on what kind of player you are. But players should get an option that is not simply "move to the City phase ASAP". Other than that, I had a blast playing Romans, Athenians and Persians so far. I'll try some other civilizations (SPARTAAAAANS! READY!) and ultimately decide on my "goto" civ. This is really a fun game to play on a relaxing rainy day. Absolute chill when compared to the APM madness in StarCraft. And I love it. Thank you so much.
    2 points
  16. Good new features of A27 (please keep): 1. Save game and rehost 2. Change password 3. More available player colours 4. Fixed position mainland map 5. Patched vulnerabilities. Imperfections: 1. Atlas conflict with Wayland: the editor crashes on start or if I press a certain key combination. 2. Mainlog.html should be cleaner, imo. The log is literally millions of lines long and hundreds of megabytes in size. It is also overwritten so records are lost if I restart game. We could split it up into dedicated log files, each noting certain things then strategically replace some to save disk space. 3. The GUI pages should be completely async, especially if they are overlaying each other on the same screen. @Deicide4u If you like the older icons, you can make a mod which replaces the icons with the old ones.
    2 points
  17. Hmm strange I thought I linked the POC by wraitii for WASM. The problem is while it would speed up some of the code the bottleneck is the interrop between JS and C++ and WASM takes the same time. https://code.wildfiregames.com/D4653 I've also heard packagers complaining about LUA being a pain, not sure why (probably not worse than spidermonkey) maybe @vv221 would know.
    2 points
  18. Great idea, leitoso. Luanti is a good example of a c++ engine with Lua modding interface. https://docs.luanti.org/for-engine-devs/script-engine/
    2 points
  19. DE has player colored hero icons IIRC.
    2 points
  20. Idk if you know about it, but triple clicking the hero portrait on the top left will select the hero and take your screen to it. Usually I do a decent job keeping track of my hero and if I notice the portrait blinking when I don't expect it I go and correct my mistake. That being said this is still an amazing mod, a very good quality of life feature.
    2 points
  21. Olá guys! Since the last time, I took charge to update a little this fantastic mod (1000 AD), but some work was left undone. Meanwhile some other amazing contributors from the community adapted it to A26 version of the game. Now a new alpha version of 0AD has just been launched, and it would be really cool to update also this mod along! Is there anyone interested to join forces and help? The reward will be immense gratitude and everlasting glory in the 0AD hall of fame! A roadmap is still not yet defined, so is also a good chance to advance proposals. • Main goal: is to make the mod full compatible to A27. If someone has experience developing, then it would be appreciated some help with troubleshootung and bug fixing In general, I would like to add a whole Asian Expansion: since last time, together with @Lopess we worked on porting a nomadic turkic civilization, Tang Dynasty and Japan. It could be an interesting roster of new civs to play with! • Additionally, it would be cool to have some playtesting and bug reports, for those who are interested. • Also map design could be a nice contribution for a full package of new skirmish maps Someone in the forum complained for lack of mods for A27. It was a quite harsh and unfair comment, but it shows the importance also of a florid ecosystem of mods and experiments together with the main game to keep it growing and interesting to a wide audience! And, for this, there's need of contribution from everyone. Let's make 0ad great (again)!
    2 points
  22. It's already playable, but annoying warnings on the screen still need to be fixed. I hope to be able to fix this this week. https://github.com/wltonlopes/millenniumad
    2 points
  23. We're currently working with the mod.io team to resolve this. While it's being resolved, you can download the mod from gitea : https://gitea.wildfiregames.com/0ad/0ad-community-mod/releases from 0ad.mod.io https://mod.io/g/0ad/m/community-mod from the forums https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/?do=findComment&comment=599122 from the game by changing the game's modio api key to c1895e080b11f5de0d5a51ca7d90b64a To do this you need to edit your user.cfg file. Add the line modio.v1.api_key="c1895e080b11f5de0d5a51ca7d90b64a" You can also run the game with -conf=modio.v1.api_key:c1895e080b11f5de0d5a51ca7d90b64a
    2 points
  24. In 1v1s, you dont have an ally. In teamgames, he has an ally aswell. If youur ally has to help you, the enemy ally has a boom advantage and their team wins. They are (one of?) the only cav archers in p1. Thats why they're better; they outrange your soldiers (except archers ofc). If you're an cs archer civ, just make more archers and a few towers Making your own cav and going to his base (instead of chasing his cav archers) is also very good, if he loses his food eco he cant make any more cav. With a civ with counter cav you can just rush him before he rushes you, this camel archer tactic is weak against very early pressure.
    2 points
  25. Check out the community mod. Walls are cheaper/faster to build but weaker. Weaker as in you can destroy stone walls with infantry, but it just takes a while. by making walls and palisades cheaper but weaker, they are more useful early on and less useful in the late game.
    2 points
  26. Hello, Please don't insert more counter and don't up the counter statistic of spear infantery. Increasing the ability to build walls, etc., is not desirable. It's fine as it is, and it's not a way to balance things. Bunkering shouldn't become a game meta. The pace of the games is important. Spear infantry costs nothing compared to a cav champ spear. They are expensive and it normal they destroy a simple citizen troop. Their speed is normal and realistic. Champion Cavalry should be one of the best units in the game. It's normal, historical, and fun, but we need to give non-spammers of the unit a chance to compete. In full combat without escape they are not unkillable with armies including a few infantry champions. Here are the proposed changes to reduce the unit's strength. Nerf piercing armor -1 armor Delete tech 10% HP and tech persians/selucid 20% hp champ Reduce movement speed from 18 to 16.2. As heavy units, they shouldn't be faster than light cavalry Make units stack less during movement and combat. They should lose time repositioning when attacking to reflect more realistic spacing. Rethinking the capture : Increase the bonus point capture phase 3 for garnison unit. It too much frustrating currently. You loose easy easy building even with full garnison against not a big army. Range of champ cav persians et selucid is op too, 7 meters! Back to 4. They only cost 10 metal more and they have MORE RANGE and ARMOR, Isn't this a source of imbalance? I think it enough like that. ----- ---- ----
    2 points
  27. For a casual game, this will work just fine I think. Even "competitively", I think @Atrik sometimes only has women working in the lategame? He's a fairly skilled player, so you can get pretty far with an economy like this. Obviously, you should not keep any units in a tower that isnt currently shooting at enemies, you can rather attack and keep raiding the opponents economy, that way the advantage he gets from using more effective gatherers can be minimized. This strategy can work because women are so much cheaper than soldiers (and produced faster, especially with Romans).
    1 point
  28. Great, thanks! Sure on mod.io for download in-game.
    1 point
  29. Name me one battle [the Zapotecs] had against any civilization already in the game. As i thought, there were 0.
    1 point
  30. Well that's correct we have limited resources. But if your wall is crumbling and you only have plumbers available, they won't be able to do anything. So might as well benefit from the improved plumbing.
    1 point
  31. Please mind that this thread is solely for reporting, not for discussions. All replies which do not report disputes or offenses will be moderated.
    1 point
  32. thanks for this reference @Genava55, I think I have read in the past, looking now I see the same stuff, correct me if am I wrong, but it was basically a developers preference of language, which I agree in part, but the simplicity of Lua is so good that we can build our own conventions, and the scripting part of a game should be simpler, not a bloated object language like JS, and now TS which build complexity over the top of things. I like the remark of @Stan` and I believe he is talking about vanilla Lua, luajit I believe could be more closer to c/c++ performance once optimized and jit enabled. as you were talking about bottleneck, I cant see any with proof in hands but I see a lot of issues with 0ad open for hours and you start to see a lot of memory issues and warnings popping out in the logs, idk for sure if it is related to JS integration and leaking stuff but I think in the long run Lua could be more lighter and well rounded with memory and stuff - ffs Lua source and documentation is a little over 1 mb hehehe but I think I will finish my remarks about language wars here, I was much more interested in push a support for Lua in the "core" and these others things we can discuss in the future when we have more material proof to discuss. thanks @Seleucidsfor the tips, I will start there and put remarks and failures here so we can proceed with development thanks !
    1 point
  33. There is currently no distinction between your own hero and enemy hero in terms of icon and colour. All visible heroes are shown as a yellow star.
    1 point
  34. TG. If it's a 1v1, I would just grab all and push. My superior inf boom will destroy them. But in a TG, especially when I have a weaker ally, it's really difficult I will try this
    1 point
  35. I'm not exactly top 10 material, but I think getting loom as soon as you notice them coming is important. Loom doubles the number of arrow hits to kill, so considering they miss quite a bit, your women won't go down nearly fast. other than that, cavalry and towers.
    1 point
  36. This may be caused by Tutorial: sucesses don't trigger if not done in the right order. In your 0AD profile folder you can edit the progress file to fix this, although it won't be useful until additional tutorials are added. Navigate to the `saves/campaigns` folder in your profile and edit the "tutorial...0adcampaign" file. Change this part of the file: "completedLevels":["introduction"]} to read: "completedLevels":["introduction","eco_walkthrough"]} ...and it'll mark the economy walkthrough as completed, ready for when more tutorials are made.
    1 point
  37. Cara muito obrigado por tudo que você está fazendo pela comunidade, sou daqui do Brasil descendente do povo Tupi ao qual vc colocou está colocando no jogo, quero agradecer pelo carinho e por deixar nosso jogo gigante❤️❤️
    1 point
  38. Hello, a user named Hanisx (1573) quit a rated 1v1 against me. commands.txtmetadata.json
    1 point
  39. User Hanisx ended the rated 1v1 he was hosting when he started losing. He was offended when I offered advice after spectating his game. We ended up playing 1v1. metadata.json commands.txt
    1 point
  40. Its been talked about before, but citizen soldiers are quite fundamental to 0ad. There's a big discussion here: Citizen soldiers allow for big battles that distinguish 0ad from aoe2, and they are quite historically accurate which is something 0ad strives to achieve. That being said, they contribute to snowballing, and mainly contribute to the "booming = turtling" phenomenon. I would like to not abandon citizen soldiers entirely, as it makes 0ad unique, but we can increase the importance of non-soldier gatherers by changing gather rates and/or by introducing a new "laborer" unit.
    1 point
  41. Oh, I totally forgot about this last post I made here. Regarding icons, I will try to incorporate existing ones (like the resource types), but I don't think there'd be much value in creating new, specific ones, if players don't see them anywhere outside of the tutorial later too. Regarding the instructions, I have spent a good amount of time thinking about it and here's my plan: I want to split up all instructions currently stuffed into the tutorial panel into four different categories (each displayed on their own panel - with only one or maybe two visible at once): - Simple Tasks. Basic instructions like "Left-click on your Civic Center", "Train _____ units", "Order them to build a storehouse". Only the active one needs to be displayed at once. - Basic Information and Tips. Everything that doesn't directly help players progress through the game, but just teaches them how to do something. For example, how to select units, how to build structures, or how to read the minimap. This could still be done in an interactive way, but these sections need to be skippable. - Game Objectives. Larger tasks like "Explore the map", "Repel the attack", or "Capture the Civic Center" that take more time to complete. I plan to add this functionality to scenarios and trigger scripts in general, and not just the tutorial. Objectives can be given, completed or stopped at any point during the game, all of which is announced by fading in some sort of "banner" in the top center. They don't need to be required for ultimately winning the game and could instead function more like "side quests" too by providing other rewards (like unlocking certain units, receiving some resources - stuff that can be done in trigger scripts already) But I haven't really thought about how to connect them to the current "victory conditions" (conquest, wonder, etc. - which are called "objectives" in the game right now) yet. - Plot Points. There is no interface in place right now to tell a story to the player. At all. This would in first instance become relevant at the start of a game, of course. But I imagine it would also be cool to have the possibility of advancing the plot during a game as well, maybe even depending on player decisions... (this interface too could be made available to all scenario scripts, and not just the tutorial) At the moment, I'm trying to come up with good UI designs for each of these. Ideas, design concepts, or UI mockups are much welcomed, as always.
    1 point
  42. It's not an abandoned project, i'll come around to it but it's not a focus atm. Ty for the interest
    1 point
  43. Do you know this for sure or are you speculating? The only piece of content about it that I saw was a video where the demonstrator used 20 archers and a single horse (before turn rate increased), he danced the horse back and forth, but it does not give me any clues as to how it would perform in normal sized battles. My favorite idea for the concept was from @Jofursloft, he brought up the idea to have attack-ground just establish an area to attack, drawn by a corner-rectangle, and have the ranged units prioritize them. I am not sure how hard/laggy it would be to make each ranged unit target a random unit in the area, but I think using the current preference system (closest=best target) would be ok to prioritize the units inside the area.
    1 point
  44. I think literal attcak ground wpuld be always inferior to normal attack. Attack group instead is more interesting, but maybe a third option is even better: attack group on that ground. doesn't consider the targets that exit the initial area, doesn't include other units that later enter the area. Or maybe just drops the units that exit the line of sight of the shooters.
    1 point
  45. Basically the huge majority should be changed, the current names for the Celtic units are mostly based on modern Celtic languages (for example modern Welsh). I made a list of names from my various proposals based on ancient Gaulish or old Celtic languages. Here a summary: Cingetos. Designate a member of the warrior class, litt. "those-who-walk-in-front". Catucos. Meaning combatant, from the root Catu-, fight. Batoros. Meaning "who-hit-hard" or "who-knocks", a fighter. Ambactos. Meaning "who-is-around", a satellite companion, a client or a servant. Not necessarily a low status since the word evolved in ambassador. Eporedos. Meaning a cavalryman or a knight. High-member of the warrior-class. Epossos. Meaning a cavalryman or a knight. High-member of the warrior-class. Marcacos. Meaning a cavalryman. The word Marcos is a synonym of Epos for the horse but could be used for a different type. Bagauda. Meaning combatant or bellicose, associated with rural revolts and brigands during the Roman Empire. Selgos. Meaning hunter. Telmiuicos. Meaning slinger from a reconstruction based on Telmi- for the sling and Uicos for victorious, which gives litt. "victorious-by-the-sling". Talmoris. From the Old Breton Talmorion equivalent of the Latin funditoribus, a dative plural word for Slinger. Bariogaisatos. Meaning "furious spearman", from the word Bario- (angry, furor) and the word Gaisa- (spear). Adretos. Meaning "who-runs-fast", an attacker. Comaterecos. Meaning patrician or senator. Agrocuna. Meaning war-dog or battle-dog. From Agro- (battle) in Gaulish and Cuna (Dog) in Primitive Irish. Epouanos. Meaning litt. "horse-killer". Soliduros. Attested word for the bodyguard of the Sotiates' King. Adscoros. Meaning attendant or retainer. Uerouicos. Meaning victorious warrior, great fighter, litt. "very-victorious". Uassos. Meaning servant or serf. Talanos. Meaning support or supportive person. Excingos. A attacker or a warrior, litt. "who-get-out-to-fight". Namantobogios. Meaning "smasher of enemies". Essedon. Attested word for the chariot in general. Used in the context of war chariot by the Romans. Argos. Meaning champion or noble. Caur. Old Irish for champion, same logic than in the Gaulish Cauaros, another word for champion. Changelog for the current rosters. [file name] ; [specific name i.e. native language] ; [generic name i.e. English equivalent in game] ; [literal meaning for future reference] ; [used language] brit_catafalque.xml ; Cassiuellaunos ; Catafalque ; Passionated Leader ; Gaulish brit_cavalry_javelinist_b.xml ; Marcacos ; Raiding Cavalry ; Horseman ; Gaulish brit_cavalry_swordsman_b.xml ; Eporedos ; Celtic Cavalry ; Cavalryman ; Gaulish brit_champion_cavalry.xml ; Essedon ; Celtic Chariot ; Chariot ; Gaulish brit_champion_infantry.xml ; Argos ; Celtic Champion ; Champion ; Gaulish brit_hero_boudicca.xml ; Boudica ; Hero Charioteer ; Victorious ; Gaulish brit_hero_caratacos.xml ; Caratacos ; Hero Swordsman ; Beloved ; Gaulish brit_hero_cunobelin.xml ; Cunobelinos ; Hero Cavalry Swordsman ; Strong as a Dog ; Gaulish brit_infantry_javelinist_b.xml ; Adretos ; Skirmisher ; Who-runs-fast ; Gaulish brit_infantry_slinger_b.xml ; Talmoris ; Celtic Slinger ; Slinger ; Old Breton brit_infantry_spearman_b.xml ; Catucos ; Celtic Spearman ; Combatant ; Gaulish brit_ship_fishing.xml ; Longos ; Fishing Boat ; Long Boat ; Gaulish brit_ship_merchant.xml ; Nauson ; Merchantman ; Ship ; Gaulish brit_ship_trireme.xml ; Pontos ; Medium Warship ; Ship ; Gaulish brit_siege_ram.xml ; Molton ; Battering Ram ; Ram ; Gaulish brit_support_female_citizen.xml ; Bena ; Celtic Woman ; Woman ; Gaulish brit_support_healer_b.xml ; Druid ; Healer ; Wise ; Gaulish brit_support_trader.xml ; Uogition ; Trader ; Carrier ; Gaulish brit_war_dog_b.xml ; Agrocuna ; War Dog ; Battle Dog ; Archaic Irish gaul_catafalque.xml ; Ambiorix ; Catafalque ; King in All Directions ; Gaulish gaul_cavalry_javelinist_b.xml ; Marcacos ; Raiding Cavalry ; Horseman ; Gaulish gaul_cavalry_swordsman_b.xml ; Eporedos ; Celtic Cavalry ; Cavalryman ; Gaulish gaul_champion_cavalry.xml ; Uerouicos ; Gallic Noble Cavalry ; Victorious Warrior ; Gaulish gaul_champion_fanatic.xml ; Bariogaisatos ; Naked Fanatic ; Furious Spearman ; Gaulish gaul_champion_infantry.xml ; Soliduros ; Celtic Champion ; Champion ; Gaulish gaul_hero_brennus.xml ; Brennos ; Hero Swordsman ; Commander ; Gaulish gaul_hero_vercingetorix.xml ; Uercingetorix ; Hero Cavalry Swordsman ; King of the Great Warriors ; Gaulish gaul_hero_viridomarus.xml ; Britomaros ; Hero Spearman ; With Great Discernment ; Gaulish gaul_infantry_javelinist_b.xml ; Adretos ; Skirmisher ; Who-runs-fast ; Gaulish gaul_infantry_slinger_b.xml ; Talmoris ; Celtic Slinger ; Slinger ; Old Breton gaul_infantry_spearman_b.xml ; Catucos ; Celtic Spearman ; Combatant ; Gaulish gaul_ship_fishing.xml ; Longos ; Fishing Boat ; Boat ; Gaulish gaul_ship_merchant.xml ; Nauson ; Merchantman ; Ship ; Gaulish gaul_ship_trireme.xml ; Pontos ; Medium Warship ; Ship ; Gaulish gaul_siege_ram.xml ; Molton ; Battering Ram ; Ram ; Gaulish gaul_support_female_citizen.xml ; Bena ; Celtic Woman ; Woman ; Gaulish gaul_support_healer_b.xml ; Druid ; Healer ; Wise ; Gaulish gaul_support_trader.xml ; Uogition ; Trader ; Carrier ; Gaulish
    1 point
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