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Showing content with the highest reputation since 2026-10-04 in Posts
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10 points
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The strategic missile force has become operational. Recording 2026-10-04 233221.mp48 points
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7 points
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yeah mods change js components and easily modifiable things like damage values and other properties. Core engine components need to be compiled (c++ files) or depend on things that need to be compiled and therefore cannot be applied as a mod. Once added to the main game, we could, however, modify the weight values and other things @Atrik has set up in the unit templates. And that could be nice to test adjustments in the community mod.6 points
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6 points
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As an influential factor in modern warfare, the kamikaze drone force has become operational; however, I do not yet have an official launch vehicle for them. Recording 2026-10-06 004224.mp46 points
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Here are some updates for the mod; this is one of the rebel factions. I am looking for a way to select various rebel groups within a single faction and am planning out this type of faction. Naturally, it needs to be very different from traditional factions, perhaps incorporating some nomadic characteristics. Recording 2026-10-07 192319.mp4 Recording 2026-10-07 192446.mp45 points
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New test on this last commit ee1083529d: The commit before this one had identified that elephant deadlock when trying to pass through narrow passages. Two elephants try to pass through the passage at the same time. They have the same strength and resistance, and neither of them stops pushing: With the latest commit, this no longer happens. They can still take a while to get through sometimes, but they eventually manage to pass. Overall, I think the resolution of these deadlocks has improved significantly: Here I’m sharing the basic test I’ve been repeating with 24 elephants going through a base with narrow paths with micro: And here I’m sharing some other tests simulating a more or less standard army: This first video shows how the infantry units are able to advance without being significantly blocked by the elephants. The positioning of the elephants at the front is intentional. You can see how they block the entrances, yet the infantry is still able to push through them without major issues. Here, you can first see me repositioning my army to achieve an optimal formation. The infantry units flow smoothly through the moving elephants without any issues. Secondly, we can see that I send the army to the other side and move an elephant that was about to block others coming toward the passage from another angle, allowing them to get through quickly. Toward the end of the video, you can see me stop the last elephant moving along the upper line to help the infantry get through quickly. This is an interesting situation: even though the infantry units are faster than the elephant, they still aren’t fast enough to simply move around it, so the elephant ends up blocking their path. The solution is simply to stop the elephant for a few seconds. Another example of the infantry advancing smoothly, even when the elephants get heavily stuck at the various entrances: My overall impression of this latest commit is very positive. The elephants feel heavy to control but still reasonably fluid. I like that they feel heavy. They’re huge and heavy units. (I’d love to see them charging in side by side, swinging their tusks around and sending soldiers flying through the air. A charge-like ability with a cooldown would probably be OP, though. Sorry for the digression. ) Although less frequently, some of them will still get stuck in narrow passages. However, with a bit of practice, it’s easy to identify which ones need to be moved to clear the elephant jam. And honestly, I think it’s fine that this happens. They are large, heavy units that can easily knock down a building. I think it could even be an exploit to have a unit that can quickly flow through narrow paths while pushing enemy units ( while trampling them ) and reach its destination with a single click. It feels like a pretty reasonable drawback: You want to mass elephants and reach the enemy CC? Do a little micro. In fact, the most natural (and fastest) thing to do would be to destroy a few houses and make your way through. The infantry would probably capture some of the barracks, opening up even more space. As for the movement of mixed armies, it really feels and looks great. I forgot to include a video with cavalry, so I’m not sure if there’s one with the latest adjustments. It’s very, very good. I don’t think the elephant jamming is enough of a reason to block this PR. The improvements this work brings are clearly more valuable. In vanilla, we can see greater fluidity due to the overlapping. But the result is not only unrealistic, it also looks ugly. It’s like a snake of fast-moving pachyderms, so light and nimble that a single infantryman can stop them. In this video, I forgot about the enemy’s initial army, so they rushed in to attack the elephants, who ended up getting completely stuck against just four infantry units. So, ultimately, I think this is a gameplay decision. From a technical standpoint, I think the issues are already pretty well addressed. Perhaps the only thing still missing is some fine-tuning for ships. And it would be great to test some actual games over the next few days. We can coordinate and play a few 1v1s, and hopefully we can get some 2v2 games in as well. @AtrikI think I would add the pushing property to the worker elephant, but not the trampling property. A picture:5 points
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I am starting to build structures for the factions (the rebel factions already have buildings, but they were AI generated, they are quite simple and I didn't want to put too much effort into them). These are the first structures for a faction inspired by real world South Korea: the National Assembly building, a hospital, and two types of apartment buildings. I am modeling them in SketchUp because my Blender skills are limited.4 points
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@lilypoppyhey there, i have decided that i will be trying my best to make atlas as good as possible. The First Step that I have taken is adding some basic shortcuts like Ctrl+O, Ctrl+S, Ctrl+Shift+S. Well, right now, this may not be much but i am always looking forward to make the atlas even better as a new developer in the 0ad community, because it is the most flawed areas in the game as by now.4 points
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Hopefully you will even be able to get proper interpolations for flying units next release. https://gitea.wildfiregames.com/0ad/0ad/pulls/9253 I even started this PR when I saw your helicopter video4 points
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https://gitea.wildfiregames.com/0ad/0ad/pulls/83184 points
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0ad-community-mod-0282-3tkp.zip. With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand. Fanatics HP, hack damage, and hack armor reduced. Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced. Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units. Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced. This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions. Cavalry speed was reduced by 15%. Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w. Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks). Capture balance: Civic center capture points increased from 2500 to 3500. Fortress increased from 4000 to 8000. "Sentries" tower upgrade now also increases tower capture points by 50%. "Professional garrisons" fortress upgrade now also doubles fortress capture points. Scipio's Capture attack aura removed. (See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more.) Germans buffs: Champion axeman unit metal cost reduced from 100 to 80. Seeress damage aura range increased from 15 to 20. Seeress armor increased from 2->3 hack armor and 4->6 pierce armor Seeress remain unaffected by blacksmith techs. Wagon encampment price reduced from 350w, 150s to 275w, 100s. Feel free to see the full changelog in game thanks to @guerringuerrin . As always, please give us some feedback about how these balance changes go. @real_tabasco_sauce hope it's okay I copypasta your text4 points
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O tempora o mores! While all this appears phantastic at first glance, it is also raising quite some concerns - who would take the endeavour of inventing and creating a complex tool or an app anymore if it is decompiled and recreated so (relatively) easily? Why should anyone develop anything serioulsy if it cannot be sold but rather easily copied/recreated. All the beautiful services around a product (the Red Hat model?) can probably also be implemented by AI soon. All this is not only about the invested effort for the "coding" itself but also all the real software solution engineering, from specification and definition to design, testing and documentation that is now being copied and "harvested" quite easily. I know: because it is possible it will happen anyway. I just expect another round in the fight for IPR protection etc. No solution in sight as it seems. Sorry for the rant.3 points
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Hi @marga_, I'm only seeing mention of animations from @Stan`, not from you, so I'm not sure if I missed something.. I think they are a different skillset then modeling? However if you are actually into animations I would love for you to consider helping with some that would heavily enhance : With the above, units can be kicked away, staggering, and they can charge (attack while moving, or attack while turning). Each of them would look so much nicer with proper animations! If this is something that get your interest, it could be very helpful.3 points
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Some updates for The Great War mod. The movement mechanics of wheeled vehicles have been improved (tracked vehicles will see similar enhancements). Previously, I had implemented details like the vehicle rearing up upon acceleration and pitching forward slightly when braking; however, the wheels would initially lift off the ground, creating an unrealistic, "low-gravity" floating sensation. This issue has now been resolved, resulting in a more authentic and physically accurate feel. You can see the difference in the following videos (it is unclear why the video appears grainy after screen recording). Before: Recording 2026-10-04 095748.mp4 After: Recording 2026-10-04 232623.mp4 Recording 2026-10-04 232740.mp4 Additionally, I have updated the wheels (tires and rims) for wheeled combat vehicles and heavy trucks; they now have a more rugged and aggressive appearance than before.3 points
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The ship movement is my favorite part here, it adds a lot to naval combat. Too bad testing requires a compiled build, but the demo videos make the changes easy to follow.3 points
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3 points
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Hello ! I would like to introduce myself. I am NiRa Muso MIOZOTO, my name is Esperanto for: "This Ra's mouse FORGET-ME-NOT". I would like to narrate historical segments before and after campaigns as well as promotional videos. I can edit the videos myself if necessary. I don't have a large portfolio yet but I plan to post my work here: https://ccmixter.org/people/eaterjolly . I am an Esperanto and Toki Pona fanatic and would like to contribute by translating the project to both. I am a Computer Science student so I can also contribute some code if necessary. I believe that a slow tutorial campaign with dynamic voice acting is crucial to the success of the project. Fun Fact: In 2020 I archived a version of the Cicada 3301 scavenger hunt: https://archive.org/details/@8434337 Who should I speak to about making content for the official 0ad youtube account ? Also, I am a little lost regarding language support. I made a Transifex account but how does final review and addition to the game work ? Thank you for your time and consideration, -Muso2 points
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post-Atlas 1.12.0 is out. It comes from a round of tests and ideas by @lilypoppy,who is making a campaign of several maps with trigger scripts of their own, and tried post-Atlas on a map with triggers, a square map and a treasure map. Thank you - nearly everything below is his! Main changes: fix- Trigger Scripts: Converting a loose map (an .xml and its .pmp outside a mod) copied the two files and dropped the map’s .js scripts - and the report still said “no failures left”. The map then loaded, and its triggers never ran. Now every script the map names is copied to the exact path it names, and goes through the same migration as the scripts of any mod. A script that cannot be found is said in the report, and a new check (a warning) tells you when a map names a script that nobody has. fix: Test in Game said “the game stopped on its own after 0”. The 0 was the exit code. It now says the game quit before the map was running, quotes the first error the game logged, and - before the run - tells you when the map still has failures that stop the game loading it (an unknown civ, a missing template). fix: converting maps backwards from 0.29 (SVN) to 0.28 (stable), mainly with respect to renaming persians to achaemenids and back. new: locate on the map marks the positions of relics, treasures, Gaia’s buildings or mines new: balance assessment comparing players' islands: this is showing for island maps what each player has on the whole island they start on, wherever it is from their civic centre. Players who share an island share it. (This is in addition to the typical starting resources assessment wihtin a range of 140m around player's starting position) new: treasures: so far only treasures in 140m starting position reahc were counted;now there is a list of all treasures on the map new: military balance: nder the resources, one row per player - infantry, ranged infantry, cavalry, champions, heroes, siege, ships, healers - counted, not weighed. Champions, heroes and healers have columns of their own, so nothing is counted twice. new: Set AI behaviour (random, balkanced, defensive, aggressive plus oif course how hard it plays (sandbox, easy, medium, hard etc.) new: export findings: the problems found, and what post-Atlas says about each, as a Markdown file - for a bug report or a to-do list. This is in addition to exporting map info capability. new: Help providing a link to this forum thread. post-atlas never looks by itself for anything on the net. Unfortunately, I can only test this on Win11 although @lilypoppy and @Asher were testing previous versions on linux and macos. I'd appreciate your observations, bug reports or suggestions for improvement! Have fun mapping and converting previous maps! CHANGELOG.md post-atlas-1.12.0.zip2 points
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Sure, just commenting on a technicality that might be a common misconception or just a "never thought about that"-thing. Who cares about those "large software houses", they were ruining gaming. I don't follow and I don't care about modern gaming much, I'm into retro and open source. About this "AI decomp revolution" in general: Both a curse and a blessing. Back then, music could suddenly be produced in the bedroom, rather than just in expensive studios. So, lots of "slop" in many people's eyes (or ears) back then too. But you don’t have to - and you don’t need to - consume everything that comes out. Even as an experienced programmer, you often don’t have the time or the inspiration to indulge in developing some hobbyist retro projects in your free time. That’s easier now. Projects often lie dormant for years because you’ve hit a roadblock somewhere or would have to put in a lot of work to overcome a certain technical hurdle, so you end up procrastinating. This can now be largely overcome "thanks" to "AI". On the other hand, of course, it also opens the floodgates to endless slop and half-finished, unpolished stuff which initially is touted with great enthusiasm. Development is 20%, maintenance / quality assurance / project management is 80% - and many “vibe coders” either lack the motivation, the skills, the experience, or all of that. One solution might be curation - regularly showcasing good projects that are truly worth checking out. Many retro sites have always tried to cover everything that comes out, but that might not work anymore. What I’d like to see is a specific project - a piece of software or an app, similar to a launcher - that contains a library of consistently well-curated picks of “Decomps” and the like.2 points
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Hi everyone, I'm working on a narrative campaign for 0 A.D. and I use Atlas a lot. I'd like to collect feedback from other map makers ( good or bad experiences.) The goal is to help the developers understand what's really missing. Here are 3 things I personally need: A tree generator, because right now I have to place trees one by one. A way to make units enter buildings. A way to see scripts running while I test Feel free to share. Thanks!2 points
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2 points
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Why the ping lol? Am I part of the team now? The two biggest problems I have with the Atlas are that Trigger scripts must be written outside of the atlas, while I enjoy coding them it’s annoying to have to open 0ad a hundred times to test them. The other is that I can’t seem to be able to pan the camera up and down, I’m stuck at one angle. I’d prefer something to Blender where you can freely fly through the map.2 points
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2 points
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Totally agree for some tools like "tree brush" Inspired by my little experience on Atlas, and some child memory of Stronghold and Empire Earth 1 not by "importance" just by head 1 A way to set Diplomacy between team/ player ? (I dont find any without code ? ): Player 1 is enemy with Player 2; both is Neutral with Player 3 2 Somehow, the water level should be higher by default, or the "ground level" should be lower, In default setup, it seem I have to dig way too much to see water (compared with unit size) 3 An "auto-passibility-tiling" (dont know how to name that) but when modifying the terrain, if it become impassable, "colorise it" with a cliff/rock texture automatically 4 Could be nice having some "preset" of elevation like flat (default ground elevation), cliff (impassable) and "naval" (impassable/ underwater) and/or a "pipette" for elevation These 3 could make more easier the first draft of a map, making the big shape first then affine 5 Having a panel for "flora/gaia" entities (tree/rock/animals) and on for "players" entities(unit, building) Always having the ability to set each affected to Gaia or Players but stored separately 6 The "simulations" buttons (play / pause/ reset etc) should be on the top menu, on top of the "world view", having to switch panel and scroll down to click, bother me xD 7 I would say the ability to edit "metadata" for unit / building (like current HP for wounded unit), maybe there currently a way, I just doesn't find it I'm really not a map maker, but Atlas doesn't encourage me neither :p2 points
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I think he means the reality of war, one of the main reasons not to have pregnant women or children in the game and be content with the present level of abstraction in that sense. Although none of this justifies pikes through walls2 points
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Not in a satisfactory way yet, and I personally don't support everyone having them—not as a siege unit; they serve more as a substitute for the lack of better siege equipment.2 points
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Something similar could be implemented in vanilla as optional (it's a mod, @Nicolaus_von_Kues). For example, on top of having units switching weapons like now (Immortals at least), doing so with a modifier (CTRL?) could "lock it", activating automatic switching according to range. Doing the same when producing units could then be the shortcut for "Activate Auto-Queue", and in that way it could be done per unit and not in general, like that button works now.2 points
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2 points
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I agree that this is the case currently. But should it? Walls were supposed to protect people from attacks.2 points
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2 points
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2 points
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Sadly, no, there isn't which is why I don't think it's a good first task. For the animations you can use this blend https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip2 points
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2 points
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here is my portfolio https://www.Artstation.com/Margab I'd like to help with props/characters/environment2 points
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2 points
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lol, this video makes you realize what a vast improvement this is2 points
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If we give them "charge" but with 0 damage it's indeed what that would be. They'll be pushing immobile units a bit better, like current cav and archer elephants. But they cannot push a entire crowd (They would need to be 'solids' for this).2 points
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2 points
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Well, I hadn't intended to participate in this thread, but given the frustrating skirmishes I've experienced lately, I feel compelled to do so... I suppose something like this has probably been mentioned before, but I need to say it anyway... In my opinion, the AI is severely unbalanced in the current version 28. It makes no sense that in some matches enemy civilizations put up hardly any resistance and are a pushover to defeat, while at other times they spread like ants and churn out a swarming army so quickly that you don't have time to recruit defensive units. Especially when you're playing on Easy mode - which isn't exactly easy, at least in certain situations and depending on whether the game itself decides to be a total @#$% or not... And if you play in teams with AI allies, it’s a total toss-up: you might get pro civilizations on your side that build a strong economy and fight effectively, or on the other hand, become complete incompetent AI players who can't even gather basic resources on time... I remember perfectly well that the old version 23 also suffered from this problem; in certain situations, it seemed as though the CPU was cheating somehow, managing to amass massive armies that would focus-fire on you far too early and leave you crippled for the rest of the match... Then after version 24 and subsequent versions, up to the penultimate version 27, that behavior was rectified; you could very rarely lose a match on Easy mode - the one I usually play. But as soon as the current version 28 came out, things went to hell - back again to the same annoying behavior, and I’d even say this time become worse than ever... The thing is, if you want a real challenge, it should only be available on the highest difficulty levels - from medium on up. You just choose it, right? But it makes absolutely no sense that, even when deliberately choosing to play Easy mode - simply to have fun and a good time- there are matches where the enemies become like a darn army of indestructible soldiers that obliterate your city like a magnitude 9 earthquake. This unfunny lack of moderation can overwhelm and frustrate the amateurish player, and even lead to rage-quitting, consign the game to oblivion, or ultimately, uninstall it from the PC for good... It is just a pity that such a beautiful and entertaining game gets ruined by this aspect, so I believe the developers should lower the bar again for the lower difficulty levels in the next release...2 points
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2 points
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Hello everyone! I’m back with some new updates on the development of World Rising! The Rivers of Japan map is finally complete, with 100% of its flora now implemented! I’ve also added new terrain relief and integrated the dynamic weather system, including rain and thunderstorms, making the environment feel much more alive and dynamic. In the future, the only major addition planned for this map will be the new animals that are still being developed. I’ve also created several new particles and visual effects. Now, when women pray, a beam of light appears at the temple during the ritual. I’m planning to create something similar for priests, with special visual effects appearing while they heal units. I’ve also updated the resource-gathering accessories used by units and made some changes to the Yayoi merchant. Work has already begun on our second map: the Coast of Japan! I’ve created the first textures and I’m currently working on the vegetation for this new biome. I’ll be sharing the first screenshots very soon! The Yayoi culture also continues to grow, with more technologies and new buildings being added and tested. Development continues step by step, with new content, visual improvements, and gameplay systems gradually coming together to make World Rising more complete and unique. Thank you to everyone who continues to follow the project! Leave your comments, share your thoughts, and keep participating in the development! More updates are coming soon!2 points
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Hello everyone! I’m back with a few more updates on World Rising. Lately, I’ve been spending a lot of time improving the game’s flora, adjusting the textures and colors to make the vegetation look more consistent, natural, and realistic. The goal is to give the entire biome a stronger visual identity while still preserving variety between trees, plants, and bushes. There are still a few adjustments to make, but the overall result is already looking much more cohesive. I hope you like the changes! Let me know what you think, and keep following the development of World Rising.2 points
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Battles atop walls would be frankly amazing, that is one of the best parts of total war ngl2 points
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Yep! "Slave Trade" is another one of their techs/team bonuses: Effect: Allied Slaves -50% train time as long as the Scythians maintain a Market.2 points
