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  1. Hey there, I've recently finished a map. Though there is only one problem: Every time I try to start it the game crashes. Therefore, the map is not really balanced as I could not try to play on it. I hope it works on your PC. If so, feel free to edit the map and share it, I'd be curious to see what you will improve. If you now how to fix this, please tell me here in the forum. Regarding the map: It's Skirmish with 8 players. Players 1, 2 and 3 should be in one team, while the remaining players can be either put into teams or not. That's up to you :) I'll still put some screenshots in here. Have fun! Three Empires (First Version) (Skirmish).pmp 285271748_ThreeEmpires(FirstVersion)(Skirmish).xml
    6 points
  2. I am 78 years old and started playing 0.ad I can play empire earth 2 ok and Civ 4 but I have real trouble with hotkeys in this game, that I don't have in the other 2 I look at the hotkey chart and I am lost because Ctrl can do 20 different things . It is odvious that you have to click or select something first then apply the hot key but I just wish this first function was put in the hotkey chart . I don't understand some games where you're attacked and your military units just sit there This is not realistic to real life at all . If a printed manual was more complete the game would be more fun for someone my age . Regards Bob Forrest
    4 points
  3. There is a new RC at https://releases.wildfiregames.com/rc/ Two languages where added and some issues are fixed. Among them an issue in the new Germans' sandbox map. While there are hopefully no new ones introduced.
    4 points
  4. UPDATE: Version 0.11.0 Added calendar (bonuses to gathering speed depending on the season and month of the year) A separate bot with support for new features has been added to the mod ( bot PETRA Expert Volatile Market) More details in the first post
    3 points
  5. As a player, I'd like to share a few opinions based on personal experience. Battalions are interesting and well suited for large scale battles; however, for smaller border conflicts, they're probably not suitable. The same applies to scouting, and lightning cavalry assaults probably require more flexibility and speed than a tightly packed group of soldiers. Historically, it's also more suitable for Rome, Greek city-states, and some civ around the Mediterranean; I find it less suitable for other civ. Therefore, I think it would be more appropriate as an option rather than the default. I'm new to this forum despite playing this game for 7 years, so I'd like to thank the developers and the community for creating and contributing to this game. I hope you all find more common ground and further improve the game.
    2 points
  6. Couple thoughts: Other factors contributing to snowballing: Promotion feature--this makes it very hard to fight back even if you have equal numbers. This is especially true if there are healers, which aren't much a factor in this alpha but have been in the past. Weak defensive building--I think this is the biggest factor in the current alpha. The current alpha has weak defensive buildings. As a result, players have a more difficult time going back to their safe space to regain strength. Cav dominance--cav are the dominate meta for a lot of reasons. But it's difficult to repop with cav because of cost, slow train times, and the likelihood of continued harassment. I would focus efforts on mitigating the factors that contribute to snowballing. You're right that it has a snowball effect but I don't find it to be problematic. This seems to be one of things where the advantage is earned. It is also most pronounced in early/mid game, which I am fine with since it is hard to kill a CC before p3. I don't find this a problem at all. It's relatively low numbers. (I actually think loot should be a bigger part of the game) Agree. Without commenting on the merits of these two, I think these are entirely separate proposals that may or may not have some impact on snowballing. You should also consider that, while these will be available to defending players, they will also be available to attacking players, so the snowball effect may become greater with them too.
    2 points
  7. I'd like to revisit this topic to see if there are some ways to limit snowballing. Obviously, if you gain the advantage, it's rightfully yours, but the opponent should have more opportunities to win it back. And I think there would be more fun/creative play by increasing these opportunities. Here are some mechanisms that contribute to snowballing: Citizen soldiers: This means that gaining a military advantage is often accompanied by a proportional economic advantage. Also, by training economy units from military buildings (and military units from the CC), the military infrastructure is largely the economic infrastructure, and vice-versa. Loot: Resource and experience loot leave the victor with a military and economic advantage. However, promoted units are somewhat slower to gather, which partially counteracts the other advantages. There are other features that could arguably contribute to snowballing as well, like preventing construction with ranged units, but these contribute much less. Ideas to reduce snowballing: Unit diversification and counters: by implementing more sophisticated relationships between the units, we can decrease snowballing by allowing smaller armies to beat larger ones if they have a better composition. we will need to vary more factors that are often held constant for whole unit classes in 0ad, like price, train time, and HP. Shift economic contributions more towards civilians (formerly women): This would benefit 0ad by partially deblurring the line between military investment and economic investment, and by decreasing the economic opportunity cost of sending citizen soldier (CS) units to battle. Alternatively, a new eco unit could be introduced to complement civilian gathering abilities, such as a more metal/stone specialized gatherer. Unit-specific technology tree: By providing players ways to selectively buff particular units, strategy will emerge in the prioritization of "teching into" certain units based on the civ matchup, map, and resource availability. Developments in this area will compound nicely with unit diversification. feel free to comment some thoughts and suggestions.
    2 points
  8. Will you add the balloons as well?
    2 points
  9. Since today I am working on that, see PR #8593.
    2 points
  10. This seems like a narrow definition. With the points I brought up, I was talking about things that make snowballing inherent to 0ad gameplay. Anyways, with the next release, I would like to experiment with some changes along these lines. I hope you all will be willing to test stuff out.
    1 point
  11. Defensive buildings aren't meant to just get kills. Defensive buildings are primarily meant to protect you from losing your base to an invading army. Defensive buildings perform very poorly in this aspect. Siege is rarely built because defensive buildings are so poor at their primary purpose. The game hasn't always been this way. Something is clearly wrong.
    1 point
  12. Sorry, this really cracked me up. Please continue...
    1 point
  13. True, I didn't pay much attention to the story. However, the part I did pay attention to (the end), is my main storyline critique. Why does Franklin have to shoot Michael or Trevor (I took the third option, but...). A much more fun option would have been to be Trevor and shoot Michael or vise versa, with the third option remaining the same. Then it would have made sense that T and M are friends afterward, since they chose not to kill each other, or that there is no bad blood, because one is dead.
    1 point
  14. In Belfast we had a 0ad gaming session in a new esports cafe on Friday night. All newbie gamers so hoping some of them stick around.
    1 point
  15. It appears to be the later, based off of the names of your downloads.
    1 point
  16. Could you please add Slavs in the next version of 0 A.D.? I realize that Slavs are a very broad term, but you can use the Slavs from AoE2 DE as a starting point. The civilization should focus on strong Melee fighters, especially cavalry. Boyars, Cataphracts, heavily armored infantry. Economically, Slavs are not great even in modern times, but some Metal working bonus could apply. Slavs historically had great knights. I realize that this is a game of ancient warfare, but I don't think we should strictly hold onto that period. Age of Empires 2 already broke the historical setting they're in, so why stick to it like "pijan plota", as we southern Slavs like to say. I can answer some of your questions or add more info related to the names of buildings and units. Also, Slav mythology is great and very fun, you could draw some of inspiration from it. For example, our heroic knights are called "Zmajevi" (Dragons). Some actual heroes: 1) Časlav Vlastimirović (Часлав Властимировић), Serbian ruler. 2) King Simeon I (Симеон I), Bulgarian. 3) Prince Rurik (Рурик), Kievan Rus. Thank you for making this awesome game!
    1 point
  17. I remember having a similar feature (stance build & gather) in Rise of Nations which I deactivated very soon. Sending units to a rally point to easily get back to them, just to see few moments later, that there are no units, drove me crazy. Okay, they weren't idle and did some stuff, but they weren't really available.
    1 point
  18. I'm proud to present to you a new mod for 0 A.D. called Imperia Vetera. As the mod is based on an alpha that introduced the final original civilization, Romans, it makes sense to name the mod in honor of their ancient language. Imperia Vetera is "Old Empires" in Latin, and the name itself reflects the vision and the source for the mod. Be aware that this is a so-called "retro" mod. It doesn't and it will not, represent the full features of the original game. Changes when compared to Alpha 9 vanilla. Siege Weapons overhaul: Siege weapons are much better at destroying buildings, but much worse at killing organic units. At the same time, all economic and civic buildings are more vulnerable to hack damage. Building costs overhaul: Overall, higher tier buildings (Fortresses, Army Camps, Gymnasiums, etc.) are now much more expensive to build. This is in part to compensate for the lack of phases. Houses and other civic structures are cheaper, except for Carthaginian apartments (Bets). Champion units: They now cost more population space. Champion infantry costs 2 population, champion cavalry costs 3. So, there is no more champion unit spam. Heroes: All Heroes are now just very powerful units, identical to Greek heroes from Age of Mythology. I'm still working on implementing a training limit. They also cost more population space. Celts and Hellenes can now train only 3 Heroes, the same as other civilizations. Hellenic heroes are Leonidas, Alexander and Themistocles. Celtic heroes are Boudicca, Brennus and Vercingetorix. Mercenaries: They all now train at an Advanced rank. Ranged units: Removed minimum range. Archers were heavily nerfed. Technical changes: All features that weren't implemented, or were implemented partially, were either removed or tweaked. Charge attacks are removed because they didn't work and they were cluttering the UI. Priests are removed, but the Temples now heal faster and can garrison up to 30 troops. GUI buttons that did not work are removed. Civilization pages that showed technologies and bonuses are also removed, as almost nothing was implemented at the time. Population cap is now at 150. In Age of Empires 2 campaigns, you had only 75 population space. I think 150 should be more than enough, considering the lag at higher unit counts. The AI (legacy qBot as base) is now harder, and attacks with more units. Hellenic AI can now train Siege Towers. Towers and Fortresses: Towers are now weaker, but you can build more of them. You can now only construct 5 Fortresses, so turtling is not really an option. Changes not considered: Technologies and phases are not in the game. This is a feature, not a bug. The full mod, changelog and install instructions are inside the ZIP file below. EDIT September 4th, 2025: - AI bugfixes, mostly Carthage. - Reduced the range of melee Cavalry. - Nerfed Persian Chariot Archers and reduced their cost. Previously, they were comparable to Brythonic Champion Chariots. EDIT September 23rd, 2025: - Added back Jubot AI, modified to be compatible with the mod. It should be a bit more unpredictable than Qbot. - Population costs changed. Now it's 1 population for infantry CS, cavalry CS and Champion Infantry, 2 population for Champion cavalry and Siege weapons (Siege Tower is 3). - Some cost changes for Carthaginian mercenaries. They now cost a mixture of food, wood (for cavalry spearmen) and metal. - Population cap is now 200. - Qbot AI will now properly defend its Fortresses and Barracks. EDIT December 7th, 2025: - Cavalry can no longer hunt. Use infantry javelineers to hunt animals. Infantry meat gather rate increased slightly to compensate. - Cavalry javelin throwers are no longer trainable by any civilization, except by the Iberians. They keep their cavalry javelineer champion, but he is not very effective against units. - Civic centers can no longer train cavalry. Build a Barracks or Stable if you're Persian. - You can no longer build bolt shooters. This was done because their model is ugly and looks ridiculous when moving. I'd done the same with the Catapults, but you need some ranged siege options in order to break fortified positions. - Jubot AI removed, as it's very buggy and has poor performance. - Roman Army Camps can't build Rams anymore. - In addition to cavalry javeleneers, Hellenes can no longer train Slingers. Screenshots: 0ad_imperia_vetera_07_DEC_25.zip
    1 point
  19. In addition to what @Stan` said, there isn't even a way to translate strings for (American) English in Transifex, as that's the language we use for the source strings, so they don't need translating and therefore can't be translated there.
    1 point
  20. Definitely. As I don't know how to do that I'll just bring the topic up once a year.
    1 point
  21. For the moment I just created Issue #8590 over there.
    1 point
  22. @Stan` c'est possible d'intégrer la vidéo ?
    1 point
  23. Une très bonne conférence par Matthieu Poux qui présente les spécificités uniques aux Gallo-Romains et comment elles proviennent des anciennes traditions gauloises. Il y a tout une partie sur les sanctuaires et les temples, comparant les similitudes entre Gaulois et Gallo-Romains.
    1 point
  24. Athenian olive mill/press @Thorfinn the Shallow Minded @wowgetoffyourcellphone@real_tabasco_sauce and whoever is interested, mod file is attached, let me know what you think At the corner I tried to stack a three spart_path decals on top of the dirt decal, but sometimes they are hidden by the dirt decal. Is there a way to define priority of the decals in the actor file? olive_mill.zip
    1 point
  25. Do you see the cursor changing once you get to the edge of the screen? Check if you have monitor scale changed to 125% or more. It needs to be on 100% to avoid this bug.
    1 point
  26. 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
    1 point
  27. Cyberpunk 2077 was my most anticipated game of 2022 and was promised a rich vertical city. Boy, was that just a bunch of lies and bs. For a crime-ridden futuristic city, there is nothing to do in that game. The city is so empty and boring especially after you complete every mission. There are no minigames or any activity to pass the time and make the game worthwhile. All the enterable buildings were mission-based. And there's no sense of exploration. I liked the game's lore and story, but I never felt so bummed out for an open-world game until then.
    1 point
  28. THE FIRST SERVILE WAR My idea was to add Eunus as a hero unit in Atlas on which he could train servus (infantry_swordsman_b with no promotion and only costs food) We could then have a map scenario for the Servile War where the player could play with Eunus as his main hero and the victory conditions set to regicide. @Itms @feneur @LordGood I hope the others could read this too and share their sentiments.
    1 point
  29. About campaings units. (ideas) Jugurthine Wars...(Marian Campaing) Hannibal campaing units with Italian equipment. Mithridatic War units Sertorius rebellion (Pompey Campaing) Many extra units here.
    1 point
  30. Look those gentlemen. Pontus Army.
    1 point
  31. If i am not incorrect, i think the Seleucids will be the last faction. Here i propose some Minifactions. I will update this post with new info for the civs. If i could get enough info for a civ, i will propose a civ profile for a future DLC, you could help me if you want with some info or images. In perenthesis is the culture group they could belong to in order to save some work for the buildings. Also, as minifactions, they would have a limited amount of buildings: House (the 3 types), barracks and stable to train their units, a temple to investigate their bonus technologies and some of them a dock to train their ships in case they have. Italics = Roman building set. ==Etruscans (Italics)== Units Etruscan Hoplite: As with most armies, the infantry was the key element of Etruscan forces, and the hoplites fought using the phalanx formation – a dense line of soldiers armed with spears and round shields, overlapping one another. As hoplites supplied their own arms, and there was no state uniformity, the phalanx may have contained many differently armed hoplites. However, its strength (and sometimes its weakness) lay in its cohesion as one unit. When the settlement is captured you can train their hoplite. A hoplite that is weak when is in basic xp but very powerful when becomes advanced and elite. So the strategy would be to keep them alive until they become experienced. Is like they are a weak unit when they are recently trained but a champion unit once they reach into elite. Basic, advanced/elite Technologies at the temple Rear push: On the advance the older, more experienced men in the rear ranks kept the line moving forward and made sure that nobody dropped out. There would be much shouting and calling by name as troops got too far ahead in some places and too far behind in others. Few hoplite armies were capable of advancing in line over any great distance without becoming disordered. Thucydides makes it clear that most armies had great difficulty advancing with their ranks in good order. Any unexpected obstacle could bring the phalanx to a complete halt or break its formation. As a result, generals selected plains on which to fight their battles, otherwise most hoplite armies would simply find it impossible to come to contact. Will have a positive affect on the stamina of your units when stamina is done again in the game. Might be stamina will drop at 50% rate instead of 100% or will recover quicklier. ==Samnites (Italics)== Units Legio Linteata: They were elite corps of the Samnitic army. At the beginning every warrior could join the corps only after a holy ceremony, during which he oathed in front of various gods to be ready to die for the defence of his people. After their entrance in the corps, these warriors formed a warrior caste. Titus Livius speaks very detailed of this Legio in his Annales. According to Livius every man who betryaled the oath made to the gods or didn't join the army after his call-up should be sacrificed to Jupiter. A triarius-like pikeman, can be trained at the temple, giving you two buildings for training. Elite, advanced, basic (From left to right). Civ bonus/Technologies available when captured: Sacred oath: The young warrior was guided in the centre of a cirle of warriors with unsheathed swords. The young was then asked, in front of an altar stained with the blood of victims, to oath that he would not betryal his army, invoking a curse on his family and his lineage if he would have not gone to fight where asked or if he would have escaped from the battlefield or even if he would have seen a comrade fleeing without killing him. Some who refused to oath were killed in front of the others and their corpses were abandoned with those of the sacrificed victims. This oath would make sure all warriors would attend to the war call. Makes faster to train soldiers. ==Epirus (Hellenics)== Units -Molossian phalanx: ==Thracians (Hellenics)== ==Celtiberans (Celts or Iberians)== ==Syracusa (Hellenics)== Units Mamertine meercenary: ==Thebes (Hellenics)== ==Baktrians (Seleucids)== ==Ilyrians== ==Numidians== ==Germans (to become a normal civ in part 2)== ==Pergamon (Greeks)== ==Thessalia/Achaean league (Greeks)== ==Aetolian League (Greeks)== ==Galatia (Gauls)== ==Pontus (Seleucid)== ==Scythians== ==Sarmatians== ==Dalmatians== ==Ilyrians== ==Nubians (more like old school egypt)==
    1 point
  32. We've figured out in the meantime that this is caused by vandalism of the Italian translation and we're working on fixing that.
    0 points
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