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  1. The design of the game is such that you select buildings and produce from them. This is part of managing the economy which is also in the design document. Economy automation mods are fine to use in single player or against players that have this mod, but I don’t think they belong in vanilla 0ad.
    6 points
  2. https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-0.28.0 Latest release candidate^. Download and install the pyromod. If no big errors or bugs, will upload to mod.io. Thanks everybody.
    6 points
  3. Working on the splash/preview image for a video:
    6 points
  4. There are many QOL features in ModernGUI that I really appreciate. I think you’ve done an excellent job giving players the flexibility to customize the GUI to their liking, and you’ve kept alive features from other discontinued mods that are highly valued by the community. However, regarding the automation of the training system, I feel you’ve gone too far. I also think you’re overlooking something very important: the player’s awareness in the heat of battle. We are not perfect machines that remember to perform all the necessary actions at the exact right moment to keep our economy running smoothly. Your mod does an excellent job of removing a large part of that burden. The users of your mod can see it for themselves, which is why I find it frustrating that you don’t seem to recognize the advantages it provides.
    4 points
  5. I think stopping the birth of new units due to lack of resources is a big mistake by the developers. According to this strategy, the game turns into a punishment. I have to constantly check the condition of the barracks. The unit production queue should be restored automatically when resources become available. My mouse will break before I enjoy the game. This is incorrect. This can be considered a bug.
    3 points
  6. https://discord.gg/E6AMJAAq This is the link to register for my good friend sneakep's tournament (if this link expires, I'm in the Spanish group as sniper12, message me and I'll add you). I'm trying to recruit the best players, like valirahnt, wolf12, geriatrix, meisteraugust, saidrz, borg, vinme, feldfeld, and the German team like marcaurel and herkeuler. I need your help to get this announcement to these players in particular, and if you, the player mentioned, are seeing this message, please register and make this dream a reality. Let's put on the best show for this wonderful community. Please, friends, I need you to decide quickly: the deadline to register for the tournament is tomorrow. Valirahnt, if you're seeing this message, hehe, I wanted to let you know that Borg is in the tournament and is waiting for you to play 1v1, so please join and revive this community as the YouTuber you are! By the way, the matches will be streamed live by Marcaurel, Sneapep, and any other YouTubers who want to join, of cour se.
    3 points
  7. I see what you mean, but I find calling it “having additional possibilities to actually control the production” is an euphemism. ModernGUI actually does more than just provide control. You can set the percentage of each unit type, and as long as you have resources and houses, it automatically queues units, calculating in milliseconds how many each building can train and executing all orders, freeing the player to focus on other tasks. Of course, you’ll still need to check the barracks occasionally and make other decisions, but IMHO “highly automated” fits this behavior well. I don’t want to turn this thread into another ModernGUI discussion, but I felt it’s important not to misrepresent its functionality in the context of this debate.
    3 points
  8. Uh I see, wrong building then. I was looking for the RTS strategy department.
    3 points
  9. You can already do that, just put Petra on Sandbox mode and build your nice sand castles until you get bored.
    3 points
  10. Indeed we consistently see that "old" games which feature skill expression become e-sports because you can get infinitely better at the game without being perfect. The satisfaction with learning and improving and outplaying are also what makes games fun aside from just being competitive. Many modern games try to remove these "difficult" mechanics and the result is boring gameplay where the only distinguishing factors are simply choosing the stronger option whether thats a gun in a fps game or a civilization in an rts game. That is why aoe2 performs better than aoe3 aoe4 and AoM retold. Games 20 years ago were designed to be fun in order to succeed in sales. Now they are designed to have a marketing induced mass appeal for a short time, and sell skins in-game. For this its important that a player can feel like they are "good" at the game within a week or so of buying it (skill-based matchmaking also contributes to this). So removing any sort of mechanic with skill expression boosts sales. It seems like some people just want a modern slop game that they can play while yawning and watching movies on other monitors.
    3 points
  11. That is no argument. The whole game is a artificial problem. If you want to relax, there is no problem in setting the starting resources to high. Your production won't turn of. You can also use proGUI which changes 0a.d. more to your liking, just as DOTA changed Warcraft 3 with a shift of the focus to the heros. The Idea of these "artificial problems" is that the player has tasks in his base even while raiding that may get neglected. The key is for the player to prioritize on the more beneficial: Is the raid good or doing more damage to your economy. In depth also discussed here: The community is heavy divided because players automate their game with mods, don't disclaim it and compete with players that like to compete solving these "artificial problems" better than their enemy. See other threads like: It's also not just that the problems just gets removed, they get removed in a way that no human player can. So besides that they have to deal with less, they have a benefit.
    3 points
  12. Am I the only one who hates how overrated boudica is? (no offense to @Boudica, I like you)
    3 points
  13. Nice mod! Chineses have Chinese voice as I wanted
    3 points
  14. Caryatid https://www.wikiwand.com/en/Caryatid
    3 points
  15. https://gitea.wildfiregames.com/0ad/0ad/pulls/8825 Pull Request^
    3 points
  16. The in-game manual is very detailed about hotkeys and manual control, which is great, but maybe it could be complemented with a very short 'quick-start' section for absolute beginners? Something like: 'First steps: gather food, build houses, train workers. Unit roles: Spearmen vs Cavalry, etc.' I think it would make the game much more approachable. Thoughts? Something like that ----------------- A Beginner's Guide to 0 A.D. Welcome to 0 A.D.! This open-source historical Real-Time Strategy (RTS) game can seem deep at first, but by understanding its core principles, you'll quickly learn to build thriving empires and crush your enemies. The key is to not be afraid to experiment and learn from each match. 0. Optimal Settings for the Best Experience Before jumping in, it's worth checking the game options to ensure a smooth and comfortable experience. Graphics: If the game feels sluggish, navigate to Options > Graphics and disable "High-quality water effects" and "Shadows". This will provide the most noticeable performance boost on older or less powerful hardware . Camera Controls: By default, you can pan the camera with the WASD keys or arrow keys. Rotate the view with Ctrl + Arrow Keys or Shift + Mouse Wheel . All of these can be customized to your liking in the settings menu. Essential Hotkeys: I highly recommend familiarizing yourself with these key shortcuts right away. You can also view and customize them in Options > Hotkeys . H — Stop the currently selected units. . (period) — Select the next idle worker. , (comma) — Select the next idle soldier. Shift + Left Click on a unit's icon in a production building — Train a batch of 5 units . This is a huge time-saver! Please note, that batch size can be adjusted in settings. 1. Starting a Match and Choosing the Difficulty From the main menu, click Single-player to begin. Map Type: Skirmish map : The best choice for beginners. These maps are pre-designed and balanced, but you are free to choose your own civilization. Random map : The map layout and resources are procedurally generated. This is great for variety but can sometimes lead to unbalanced starting positions. Adding Opponents: Add one or more computer players (AI). For your first game, it's best to start with just one opponent. AI Difficulty Level: The AI in 0 A.D. is named Petra . For a new player, the choice is simple: Sandbox : This difficulty level is designed for learning. The AI opponent will not attack or expand its territory . Very Easy : Once you're ready for a bit of a challenge, this is the next logical step. Be aware that on higher difficulties, the Petra AI receives economic bonuses to its resource gathering and trade efficiency . 2. Choosing a Civilization, Match Settings, and Matchups Your choice of civilization largely dictates your strategic options. There are several unique ancient cultures from Europe, Africa, the Middle East, and Asia to choose from. Recommended Civilizations for Beginners: Athenians: A well-rounded civilization with a strong navy and an economic bonus to metal mining. They also have a unique ability to build long walls in neutral territory . Romans: Focused on a powerful and disciplined infantry. They can construct army camps in enemy territory and have access to some of the best siege weapons in the game . Some civilizations have special mobile units that can act as rally points or resource dropsites to increasing the speed of resource collection without building storehouse in the neighborhood end fast economic development. The Mauryas have the Worker Elephant, which can collect all of off resources anywhere on the map and act as builder. The Germanic Tribes have the Supply Wagon, which acts as a mobile dropsite and increase population cap (as a house) and on the further stages can even be upgraded to train workers . The Persians excel at long-term economic gain. Their unique Ice House and the upgraded Winter Palace function as passive income generators, periodically granting you a free trickle of resources without any additional effort. Try out different factions and find the one whose playstyle interests you most! Match Settings: Population Cap: The default limit is usually 300. You can leave it as is or lower it for faster, more intense matches. Victory Condition: The most common and straightforward is Conquest . To win, you must eliminate all enemy units and buildings. Other options include building and holding a Wonder for a set amount of time . Civilization Matchups: There's no strict "rock-paper-scissors" rule for entire civilizations. Instead, the counter system is based on unit types. For example, cavalry archers are strong against slow-moving infantry, while heavily armored spearmen (like those of Sparta) excel against enemy cavalry . 3. Controlling Your Units The entire game is built on a simple principle: "Select – Command" . Left Mouse Button (LMB) — Select a unit or building. Right Mouse Button (RMB) — Issue a command (move, attack, gather resources) . Advanced Control Tips: Double-click LMB on a unit to select all units of the same type currently visible on your screen. Ctrl + Double-click to select all units of the same type on the entire map . Hold Shift while issuing commands (e.g., Shift+RMB on a tree, then Shift+RMB on a guard post) creates an action queue. Your units will perform the tasks in sequence. 4. Developing Your Economy A strong economy is the foundation of a powerful army. Here's a simple 5-minute plan to get started: Scout the Map: Send your starting cavalry scout in a spiral pattern around your base to locate resources (berry bushes, animals, forests, mines) and your enemy. Start Gathering: Send all your Civilians to the nearest berry bushes (RMB). They are the fastest gatherers of fruit . Send all your Infantry Citizen-Soldiers to chop down the nearest trees (RMB). They are the best lumberjacks . Send your Cavalry Citizen-Soldier to hunt nearby animals (RMB). They are the only unit type that can effectively hunt for meat . Set a Rally Point: Select your Civic Center and then right-click on a tree. All newly trained units will automatically begin gathering wood. Train More Workers: Hold Shift and left-click on the Civilian icon in the Civic Center's production panel. Train a batch of 5. Build a House: Once you have 100 wood, select a couple of free workers, click the House icon in the bottom panel, and place it near your Civic Center. Houses increase your population limit . Build a Storehouse: When you have several workers on wood, select them and build a Storehouse right next to the forest. This drastically reduces their travel time and speeds up gathering. Key Economic Principles: Build Storehouses near resources. This is the single most important rule for efficient gathering. Don't forget food. When berry bushes run out, build a Farmstead and then place Fields on the open land nearby . Keep an eye on your population limit. The counter in the top panel (e.g., 15/30) shows how many more units you can train. If you can't train more, you need more Houses. 5. Developing Your Military Once your economy is stable, it's time to think about defense and conquest. Build a Military Structure: Your first military building is usually the Barracks. It allows you to train basic infantry. Learn Unit Counters: Spearmen are strong against cavalry. Swordsmen are strong against other infantry. Slingers and Archers are strong against slow, heavily armored units but are vulnerable in melee combat . Don't Neglect Defenses: Walls and Towers are crucial for holding off early enemy raids. Garrisoning soldiers inside towers will significantly increase the number of arrows they fire . 6. Essential Technologies to Research Researching technologies is a long-term investment. Early game technologies in the Farmstead and Storehouse that improve gathering rates should be researched as soon as you have the spare resources. Top Priority Technologies for Beginners: Conscription in the Barracks. This reduces the batch training time for infantry . Wheelbarrow and Horse-drawn Carts in the Storehouse. These increase the amount of resources a worker can carry, which is a massive boost to gathering efficiency. Advancing to the next phase ( Town Phase , City Phase ) in the Civic Center. This unlocks more powerful units, buildings, and technologies. 7. Basic Tactics and Strategies Scouting: Always know what your enemy is doing. Use fast units to probe their base and keep an eye on their army's movement. Use the Terrain: Forests can block or slow down enemy movement. Hills and high ground can provide range bonuses for your archers. Don't Forget Your Heroes: In the later phases of the game, you can recruit unique Heroes—legendary figures like Alexander the Great or Julius Caesar, Ashoka, Boiorix or King Darius (unique for selected civilization). They possess powerful auras that significantly boost the stats of nearby allied units . Hit-and-Run: Gather a small, fast force (like cavalry archers) and use them to raid enemy workers and undefended resource-gathering operations, disrupting their economy. 8. Strategic Playstyles: Rush, Boom, and More RTS games have a few classic strategic archetypes that work perfectly in 0 A.D. Rush: An aggressive, early-game strategy. You prioritize military production over economic development to launch a swift attack, hoping to cripple or defeat your enemy before they can build up their defenses. Best on small maps. Boom: An economic-focused strategy. You aim to grow your economy as fast as possible, securing multiple resources and building a strong economic base before switching to full-scale military production to overwhelm your opponent with sheer numbers. Turtle: A defensive strategy. You focus on building strong defenses like walls and towers, protecting your economy while you advance through the phases and build up a powerful, unstoppable army for a single, decisive strike. The Romans, with their army camps, are particularly good at this . Remember, 0 A.D. is a game where mastery comes with practice. Don't be afraid to lose, experiment with different civilizations and strategies, and discover your own unique playstyle. Good luck on the battlefield!
    2 points
  17. My suggestion is to separate the beginner-friendly strategy advice from the technical reference. What if clicking on the "Manual" button opened two distinct sections: "Beginner Tips" – A concise guide focused on what to do in the first few minutes, basic economy, simple unit counters, and overall strategy. "Game Controls" – The detailed reference for hotkeys, camera movement, and interface explanations that we already have. This way, a completely new player can quickly get the essential tips without being overwhelmed by a wall of text, while veterans can still easily find the specific control they're looking for.
    2 points
  18. Call of Duty Mobile. Zelda. Mario. Mortal Kombat Basically anything retro tbh.
    2 points
  19. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  20. 0 A.D. takes the main output that exists when it starts. So the device needs to be connected and set up before starting the game.
    2 points
  21. Ok, the bad censoring wasnt intended. I guess image got compressed when uploading and revelead. that was my bad. I do not know who he is but it's actually pretty obvious he is smurf anyways. Yeah, maybe I wouldn’t change the balance. Balance depends on several factors. But I’ve seen the advantages your mod provides in critical moments. I’ve seen regular players substantially improve their unit production and become very competent cavalry raiders. I’ve seen players being attacked and defending themselves while the trainer keeps producing units for them, even in moments when it would be humanly impossible for anyone to assign perfectly calculated batches while having to defend on the battlefront or raid the enemy’s base. For me, the facts are clear: in critical moments where every second counts, where good battle micro makes the difference, and where fast repop is crucial, your mod maintains unit production almost perfectly without moving a single finger.
    2 points
  22. Look at the browser's address bar and read the name of the forum. What is StarCraft, what is AOE? In the text, I see a full recognition of my arguments for the auto-queue in 0 A.D. because you don't have any others. For competent argumentation, like yours, not on the topic of the forum, the letters FIFA or Miner are also suitable. You weren't standing behind me, and you don't know what level of Petra I have set. You seem to be getting into the terms too. Based on the level of your comments, I'll also assume that you studied 0 A.D. from the pictures.
    2 points
  23. Perhaps you should ask yourself why thousands of people are still playing Age of Empires II or StarCraft II in the international competitive scene and haven’t left despite having to make thousands of clicks. Anyway, I see you’re a clever guy who came here to explain to all of us how stupid we are, appealing to analogies and “smart” comments, while you can’t even beat Petra Bot, which must be one of the dumbest RTS AIs out there.
    2 points
  24. Bro, I understand that new players who don't know how to play want some help with auto-training, I personally used it at the very beginning. However if you are an experienced player it feels lazy and can fall asleep. If players want the game to play by itself, it’s also possible to just watch replays, spec games or put AIs to fight each other and enjoy the show.
    2 points
  25. Fun fact. Ford Model T was the most successful car in automotive history, and to date, is still iconic. It had primitive suspensions and back then we had cobblestone road. We should therefore get back to that. I'm sure this is a totally valid reasoning. You don't have much knowledge about the game and none about the subject at hand. This is made visible by the numbers you give. Since you have self-imposed rules like "I will only ever play pure vanilla" the only thing you can ever do is express your emotional reactions to matters you have no context or experience about. You are free to do so, obviously. It's just not very constructive. People that refuse to the use current auto-queue, play SP, and therefore will never ever be impacted by any ways by improvements to the feature can also express there opinion and try to Decide4me, but their stances might not (should not) weight as much as people that actually know what they are talking about.
    2 points
  26. Fun fact. StarCraft: Brood War is one of the most successful RTS games in history. That game defined the word E-sport. I've been playing that game for 20 years now, and I'm nowhere near being good at it. My average APM is ~105, when I'm being serious, which puts me at high D to low C rank. Good players have ~250 APM, while pros can go up to 400 when microing their units. The best part is, Brood War has no auto-queue. You can't even hotkey more than one building at a time. Still, I'm still playing that game, after all this time.
    2 points
  27. We will have a new one. The info is in discord. https://discord.gg/e5k38wqp
    2 points
  28. 2 points
  29. 2 points
  30. I am Iberians in this match. I've captured Maury CCs and they are training Indian Laborers. Screenshot attached.
    2 points
  31. Hi guys and girls !!! My name is coming from https://en.wikipedia.org/wiki/List_of_Boston_Legal_characters#Alan_Shore I'm writting you from Belgium (near Brussels). Sorry for my english. I'm 71 years old. Benear dead, but that's not really a problem. I had my time I'm playing 0 A.D. about 2 years now, and i love it. I thing that my level is middle. Better than easy. I love also to converse with AI. Voilà, you know me now. My born language is french. So long, perhaps on the network, if I understand how it works.
    2 points
  32. Seconded. Otherwise, why even play the game if you want everything to be automated for you?
    2 points
  33. 3 years since the last release (0.26.0) New things for Release 28 Galatians A mix between Britons, Gauls, and Germans. The only Celtic civ with Resource Wagons. Cimbri Similar to the base game's version of the civ, but with standard DE features. Heroes Several more heroes of various civs rounded out and given their features (auras, etc.). This is an ongoing process, which is mostly complete, but there is still work to do. Hope to complete for r29. Hero Scout feature Your starting Scout is slightly stronger than subsequently trained scouts and receives a medallion for ease of selection at the start of the match. Visual: New and Updated technology, unit, and structure portraits. This is an ongoing process, incomplete for r28, but quite far along. The mod uses AI to create new images, utilizing in-game screenshots as base reference for most portraits, with historical research and references to round out the process. This disclaimer is for full transparency. Sample of Unit portraits: Sample of Technology portraits: Sample Structure portraits: The mod includes 8 new main menu backgrounds as well. Sample: This is all in addition to the other DE civs, like Syracusans, Scythians, Xiongnu, Yamatai (Yayoi), Epirotes, Imperial Romans, Zapotecs, and Suebians. Over 2 years of tweaks, changes, and improvements to every aspect of the mod. Sample in-game Screenshots (with some great model work by @nifa): Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-0.28.0 DIRECT DOWNLOAD FOR THE LATEST .PYROMOD FILE https://github.com/JustusAvramenko/delenda_est/releases/download/Release-0.28.0/0ad_Delenda_Est_r28.pyromod
    2 points
  34. Dev Repo has moved on to R29, which has some incompatibilities with R28 (minimap/type element in templates, for example).
    2 points
  35. I'm not at home for the weekend (father in law 70s birthday ) Let's do another testrun during the week
    2 points
  36. I have created an .ods spreadsheet to see what batch sizes have the most active_time after x seconds. Assuming the values there are correct there are some quite interesting results for training Civilians: To maximize resource gathering time after 60 seconds it's best to train in batch sizes of 2; 1 is slightly better than 3 After 120 seconds the optimal batch size is 6; however it's only better by ~0.6% than a batch size of 3 After 240 seconds (4 minutes) the optimal batch size is 11; however it's only better by ~1.5% than batch size of 7, and ~10.5% better than a batch size of 3 0AD_Batch_Size_Calculations.ods
    2 points
  37. New background images (created using AI):
    2 points
  38. Saturday, 18:00 IST to 21:00 IST see you all at the lobby!
    2 points
  39. White roof tiles on Naos Pantheon, 13th of March, 2012. We came a long way.
    2 points
  40. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    2 points
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