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  1. Hello everyone! We just branched for R28. The nightly-build tracks the state of R28 and can be used to test the new version. It is generated weekly, and you can get it using SVN. Detailed information can be found on the wiki Mock Release Bundles are also generated weekly, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. A higher overview of the release process can be found at [RELEASE PROCESS] Release 28 The contribution work-flow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Release 28 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. What should I test? While we encourage you to test everything, we expect most regressions to be related to those changes: In the match-setup a player can be removed and might interact badly with joining player or so. The size of Strongholds have been refined. The Germans have been introduced and might not be balanced well. The font rendering changed. Especially non-Latin fonts should be tested. Some parts of the game now use js-modules. We want to know whether it's still easy to mod those. There is now a 64-bit Windows and an AppImage build. What should I report? Not everything. We know about two apparent issues related to sound: #8342 #8426 Apart from that we must fix regressions (stuff that used to work, but doesn't work any-more) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multi-player OOS. How to report them is detailed in the ReportingErrors wiki page. With the weekly generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing!
    12 points
  2. This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) SnappingWalls.zip
    9 points
  3. I’ve noticed that many players — even some pros — send their gatherers straight into battle still carrying resources like wood, stone, or metal. There’s a great option called “Call to Arms”, which makes units drop their resources at the nearest building before joining the fight. It saves time and keeps your troops lighter and faster when responding to attacks. I really recommend using it — it’s one of those small settings that can make a big difference in real games.
    4 points
  4. I would say @Vantha's PR for campaign UI would have to be merged so we could have some form of narrative, then if the mod author is willing this may be a good first campaign to work on polishing.
    4 points
  5. What if you add the ability to snap walls to a fortress' towers? Then fortresses would be more realistic, more useful to build, and take up less space.
    3 points
  6. Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies.
    3 points
  7. I would find that odd. Finishing a building already damaged doesn't make any sense. Furthermore I think it is good that the enemy can prevent you from building. Otherwise it is too easy to build a fortress or towers to defend yourself.
    2 points
  8. I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units.
    2 points
  9. Same reason, the cost of integrating, testing, bringing up to standards has not been undertaken.
    2 points
  10. Snapping walls are nothing new. These things are called gates.
    2 points
  11. does it solve your problem if you do it?
    2 points
  12. Yeah, in DE, capturing has been modified quite a bit. So, the more Civic Centers you build or capture, the less loyalty they have. It's called the 'Public Order Penalty.' As the empire grows, your Civic Centers are less loyal, essentially. It's part of self-balancing I'm trying out, to see if I can reducing snowballing. Building Temples and capturing Shrines reduces this effect with the 'Public Order" bonus. This is all crucial, because most other buildings have their capturability removed, except the Civic Center. Capturing the Civic Center is the primary focus.
    2 points
  13. In DE, they give all of your capturable buildings more capture points. They also heal nearby units and you can train Elite Healers there of their specific culture. From the Greek ones you can train the healer hero Hippocrates (only once) and research Oracle of Delphi. I'd like to come up with healer heroes and 1 special tech for each cultural shrine. In base game, they just heal nearby troops and you can train healers from them. They're basically capturable temples in that case, but with no techs. It would be nice to be able to include these and other things, like Cultural Artifacts and Mercenary Camps, in random maps, toggle-able by the game host like how Catafalques can be turned off and on. In DE, Cultural Artifacts give you a trickle of glory resource. In base game, perhaps a buff to capturing. In DE, Mercenary Camps give you the ability to train 30 mercenaries, which cost 0 population, specific to the culture of the camp. There's also a camp which trains mercenaries specific to the civ you are playing. Each player has one of those civ-specific camps nearby, while the cultural camps, based on where the map represents, are scattered across the map.
    2 points
  14. Updated : Significant performance improvement (First version was bad, this one fix it but also improve wall placement performance impacts in general) Now other towers can be used as a starting or end point for wall placement instead of wall towers. This doesn't prevent you from walling easily around them : you can also snap walls and palisades to their edges! (The threshold distance makes it so easy to choose between the two you won't even be bothered).
    1 point
  15. Hi All, I was playing a game on a large map with multiple allies and established trade routes between my market and theirs. It occured to me that it'd be nice if I could select multiple markets for my traders and have them cycle between them. In other words, set up a market, establish an 'origin' (my market) and 'destination' (one of my allies) market but also have my traders stop in at my 3rd ally's market making a circuit so we would all benefit from the trade. I don't know what all would be involved in coding this 'feature' but I wonder if there's any appetite for something like this in the gameplay dynamics? What do folks think? kev.
    1 point
  16. This isn't already a thing? Could have sworn it is...
    1 point
  17. In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
    1 point
  18. I was about to mention this mod. Of course I use it too.
    1 point
  19. Could you try to run the game with the following parameter? $ 0ad -conf=rendererbackend:vulkan
    1 point
  20. Oh well. I might just pinch some of his code and make my own campaign.
    1 point
  21. Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged.
    1 point
  22. I didn’t even know this hot key existed, thank you!
    1 point
  23. Unfortunately many. Too many. Far too many. And for what? Seriously.
    1 point
  24. Excellent point! Forgot about it completely - thanks for reminding ! So far I always did that manually...
    1 point
  25. Focus fire. It's in several buildings that shoot arrows.
    1 point
  26. Another problem is that call to arms lets the units target buildings. It can be additional work to switch the army to "attack move, units only" after using call to arms.
    1 point
  27. I have taken the reflex to do it manually... but sometimes I waste precious time, a stupid mistake. But sometimes it is better to build a warehouse than to join another. And I don't know which keyboard shortcut used... that also plays a role in the decision Speaking of little-used shortcuts, there is one that allows you to concentrate fire in the city center with a targeted icon.
    1 point
  28. While you are right with respect to the current game, a roundtrip could even deliver more profit, as the total distance travelled could even be longer (profit relates to distance in game). Tried to establish such a roundtrip scheme but is does not seem to work. What appears to work (at least using trader ships) is to define a specific path to follow. I did that to avoid being attacked in that route, but it might be possible to maximize trade income by defining a longer detour. Did anyone check this can work? Or is the distance travelled just measured "as the crow flies" i.e. shortest connection between origin and destination?
    1 point
  29. I think it'd be nice from a roleplaying perspective, but practically I'd just establish separate trade routes for each ally. (From the furthest points possible so they're as lucrative as possible.)
    1 point
  30. It is possible to quickly inflate the trading yield when selling one good for another. Here is the link:
    1 point
  31. You might be curious, others might use it. One can generate resources and it is still used in games and ruins the time spend from 7 other people. I'd like to not bring that topic up so often and go in further detail. In the next alpha it is fixed.
    1 point
  32. Oh, so they appear in DE (though quite differently than I suggested) and in normal maps they are the "temples with their own roots" that I mentioned in my first post. Thanks for the explanation !
    1 point
  33. Even just a Shipyard for each civ would be nice and make things a little more dynamic for the naval aspect. That way you're not overloading the Dock with stuff. The Carthaginian Shipyard would remain unique, being larger and stronger than the others.
    1 point
  34. 1 point
  35. The difficulity is of course the actual game mechanic: a building to walk on, not like a wall, not like a field. For sure not easy to implement, hence this might remain a dream. Ah - one more I remember from Settlers 5 that was fun: - tunnels/caves - you could discover and enter them, and then surface again on another place on the map (teleporting is a feature we have already iirc). Of course this works for both sides. To add more fun, the entry would be blocked by stone (a stone quarry). Once the stone is removed you have a secret passage to another part of the map. Watchout - it can also be used by your adversary if he discovers it!
    1 point
  36. If I may dream: Walls that protect against projectiles if behind a wall, except for "artillery" Abitlity to build a bridge (Settlers 5 had that) - this could preconfigured sites on the map where the path crossing a river or so is initially blocked (like a closed locked gate) but "somehow" indicating a bridge could be built here. Building a bridge basically means creating a building animation and when finished opening the path ("unlocking the gate") thus allowing crossing the bridge - similar to opening a gate in a wall or palisade. The mechanics must however be inverted: default closed for everyone. Only if the bridge exists the path is open - but for everyone. Interesting gameplay could be that you could destroy bridges as well thus closing the path again. Ability to build roads that have a speed aura for everyone following them. Adding water as a kind of resource - i.e. building a field in the desert does not make much sense unless you are close to an oasis (open water body) or build a well or fountain to get water from underground (romans of course build aquaeducts ). Crop yield could be low if no water with a limited lifetime of the field, and high if water is provided by a nearby source. For existing maps, the well house is the only possible source of water. For new maps, an area around water bodies (oasis, rivers, lakes, ponds...) could be defined that allows farming. On desert maps this could force players to fight for water access.
    1 point
  37. There should be other ways to win, such as a victory through trade influence. You initiate trade with a neutral faction (it doesn't need to be on the map), and the more resources you give them, the faster you achieve victory. There could also be a fifth resource, something like glory, where the player achieves victory if they reach a certain number. Glory could increase with a number of kills, territory size, etc.
    1 point
  38. I like the textures and design of this building
    1 point
  39. yeah I think some simplification is needed for the nomadic part.
    1 point
  40. Macedonian girls are voluptuous
    1 point
  41. Recording 2025-08-20 174303.mp4 Posting some videos Marine vs Fanatic Temple: 300 wood 160s buildtime Gymnasium: 150 Stone 100 metal. 200s buildtime Marine wins by tiny margin. Fanatic can choose the fight bc movement speed. Spartiates Vs Fanatic.mp4 Spartan Spartiates vs Fanatic Syssytion: 150 stone 150 Metal 200s buildtime Spartiates wins with 1/4 HP left
    1 point
  42. Greetings my fellow gamers! I've decided to embark on a completely different kind of game development and I'd like to use this thread to share my progress, get feedback, take criticism, and share ideas! I'm going to develop a tabletop game based on the Greek gods, heroes, and monsters! This is going to be a huge project that will put to the test all of my creative abilities, whether it's designing characters, creating playing cards, creating map layouts (which can then be printed into large sheets for tabletop use), deciding gameplay rules, writing character bios, laying out a rule book (and have it printed) you name it. Over time, if anyone wants to contribute, then that will be very welcomed (and contributors added to the final credits). For now, I'm just putting a lot of pieces together and deciding how I want to tackle it. First things first: I've already acquired 20+ character pieces (!) and they will be arriving to my house piecemeal over the coming days. They range in height from 8.26 cm (3.25") to 9.65 cm (3.80") and will be played on a table approximately 1.33 m (4') x 1.83 m (6'). (Above: Some of the 'God' class of characters) There are God characters and there are Men and Monsters as well. For the sake of gameplay and character variety, demi-gods such as Hercules will be considered part of the Men category and figures such as Pan will be considered Monster class. (Above: Some 'Monster' class characters) (Above: Some 'Men' class characters) Some of the Gods, such as Athena, Dionysus, Atlas, and Asclepius, could have features that make them 'Friends to Man' for cool team combos: (Above: 'Friends to Man' characters) And one could imagine Gods such as Poseidon, who sired several monstrous offspring in myth, to be 'Friends to Monsters' for more team combos. Other ideas include making Hermes the fastest traveling character in the game. Leonidas could have the ability to summon a squad of Spartans to his aid. Both Leonidas and Alexander could have a special relationship with Apollo and Hercules as they are descended from both characters. The idea is to create rules for 2 players and up to 6 players. Each character has its own stats and abilities. The idea also is to create an extensive deck of cards that players can pick from and affect gameplay. This is a huge project and I expect it'll take years to complete and lots of my own money (such as getting maps and cards printed). That's okay, because I need a new obsession. lol
    1 point
  43. I'm developing a mod for 0 AD called Renaissance Dawn, set between 1450 and 1490. It focuses on the warfare and politics of the late Middle Ages and early Renaissance. The currently planned factions are the Kingdom of France and the Holy Roman Empire. Additional planned systems include mercenaries, princely and imperial courts, and consulates as subfactions or game mechanics. The timeline and phase structure are still being refined. I'm not a programmer or 3D modeler, but I'm fully committed to the project. I'm in charge of historical research, conceptual development, and visual references (gathering accurate images, sources, and design materials). I'm here to coordinate and support the team, and to seek out technically skilled collaborators, especially modelers and programmers, to bring the vision to life. If you're interested in joining or just following the project, feel free to visit our Discord. The link is in another post I shared. https://discord.gg/v4yHMRaQUv
    1 point
  44. This map is designed to be played in singleplayer/2 players. VI century b.C., Sparta and Argo, are competing for control of the Peloponnese. The other faction starts as neutral, but you can sign alliances by paying the right amount. The map is designed to enjoy hoplite battles and strategy, putting a side the building part of the game (the map is quite full of cities/minor settlement: is there Corinth, Olympia, Messene, Mantinea and various villages). I still have to manage some issues with uploading the map here, but for now I want some comments on it. Let me know.
    1 point
  45. 1 point
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