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  1. Hey everyone! I’m back with more news about my mod, World Rising! I’m currently working on implementing the Yayoi culture, and one of my main goals is to make players truly feel their civilization evolving gradually throughout the match. When you advance from the Jomon to the Yayoi, I currently plan to keep the buildings from the previous culture in your city. This way, progression won’t simply replace everything instantly. The old buildings will remain functional and will even be able to produce units from the previous culture. It will be entirely up to the player to decide when it’s time to destroy them, replace them with new Yayoi buildings, or even keep some of them. I want this transition to make each city tell its own story, mixing old and new elements as the civilization evolves. It’s completely up to the player to decide what to do with their city! The Yayoi buildings are still not all finished. Since this culture represents a more advanced period, I’m adding a lot more detail to the buildings, both in their architecture and in the smaller decorative elements. And personally, I think the results are looking incredible! =D There’s still a lot more to show, and I’ll be bringing you more development updates very soon. For now, enjoy these images! And please leave a comment! I’d really love to know what you think. Opinions, suggestions, criticism, and compliments are always welcome, as all of your feedback helps a lot with the development of World Rising. Thank you so much to everyone who has been following and supporting the project! More World Rising updates coming soon!
    3 points
  2. I've been working on a custom random map for 0 A.D. inspired by the continent of Tamriel. It uses a real heightmap to recreate the shape of the landmass, then splits it into distinct climate zones that roughly mirror the regions from the source material: from snowy tundra in the north, to alpine terrain, arid deserts, temperate woodlands, and tropical jungle in the south. The heightmap source is: https://www.nexusmods.com/skyrimspecialedition/mods/573 And I used a simplified version of this work for biomes: I want to thanks both the creators of these artworks. This is the result: And now the sources: tamriel.json tamriel.js You can find it on https://mod.io/g/0ad/m/earth-maps, version 0.28.4
    3 points
  3. https://www.moddb.com/mods/maori-0-ad/downloads/maori-0-ad-v110 This is my first 0AD mod and was originally part of a uni project. It adds new techs, buildings, and units to the game like the Pa or Waka. I would be keen to do some future updates to it, so any feedback is definitely appreciated!
    3 points
  4. Looks amazing! I can't wait to try it out lol. My only critique is that the hay roofs look a bit too shiny; from a distance (like in your last picture) they look more like metal than hay.
    2 points
  5. hello i am back and figured, realistically im gonna come back with questions as i play an it seems to be so. i have three questions about the moblins, lizalfos and development coming, so i hope you can answer if you want. -the moblins are very fun to me, being a nomadic swarm faction that has everything from the start since i imagine they would be stuck at the village phase, that only needs time and resources to have everything faster than most factions gotten is fun. the fact that they need or can spread far across the map, sometimes because of migration or setting up tons of totems, i just like. because of this, i was a little confused that various tech was on the town phase and heroes were on the city phase. i imagine the blins are not fully complete or this wasn't changed yet, but i am curious behind why it is? -the lizalfos are my natural favorite. i like the little lizards and they're little gimmick of choosing a deity and unlocking bonus', units or buildings to that being. however i do feel, especially after looking into they're past counterpart, stuff is missing. i feel that locking the lizalfos into a specific deity and units make them a bit less versatile compared to the 3 of 6 choices from before and all the tech, units an buildings they all provided. i imagine, like the moblins an other factions, its because they are a WIP still an are gonna be more polished down the line or refined to be better. i am just saying, and because i am curious to know. -lastly, how ambitious is the project overall? so far, most or all of old conquest is adapted into revival. though with the twili,a faction that didnt get made properly before meaning designs an tech need to be built from the ground up (i believe?), it makes me wonder how much is gonna be added. the only notable factions from total war i cans see yet to be mentioned to be worked on, is ikana as the only total war major alongside the twili to n be put in old conquest. aside from them, are majora and the oocca planned for, in any capacity too? its mainly not so notable minor factions that are left, but after seeing how many factions from total war were in conquest, i def gotta say props to nephy for converting most factions into conquest and you and your team for recoding just about 80-90ish% of the old conquest into revival in under a year, pretty impressive. do give thoughts and hope it isnt a bother p.s, noticed something along the city phase of lanayru province causes the game to crash. dont know what exactly after three tests but it might be a unit or tech causing it
    2 points
  6. Okay, so I tried yours, but it wasn't very good (I presume you used ChatGPT or something on that level), and it was a messy Python script, so instead I asked Claude to make a new one, in HTML format (meaning it's browser software): 0ad-mod-maker.html
    2 points
  7. Had to run a few commands but seems to work. $ python3 -m venv .myenv $ source .myenv/bin/activate $ python3 main.py $ pip install PyQt6 $ python3 main.py
    2 points
  8. 100! I totally forgot about that! Wall Tower replacement is a crucial item. Let's fix up walls to be really nice abd feature-complete, then let's design countermeasures for them.
    2 points
  9. Yes environnemental snapping is a must, we need to find a way to make sure the wall is impassable. Too many NOMAD games where we discover that there just a tiny little gap that allows all the enemy cav to come right through.
    2 points
  10. I'd also want to have turret restoration patch merged/improved
    2 points
  11. I think firstly that walls must be made more useful and less buggy before another countermeasure to them (new Siege Tower features) is implemented. Walls need: 1. Environmental Snapping, such as to (very important) cliffs and impassable water edges, and to objects such as stone mines. 2. A health/cost/buildtime rebalance once they become more ubiquitous in multiplayer. The balance here will be crucial. Perhaps they should be slightly OP in most situations so that countermeasures such as Siege Towers (and other things? Undermines?) are warranted in the first place. 3. (not crucial) I'd like to add Sally Ports, which are like narrow "gates" but only allow one unit through at a time. So, they allow your units through and are more defensible than gates, but are allowed much lower passable bandwidth (and only let soldiers through, not civilian units, elephants, or siege weapons). Battle for Middle Earth II had these and they were nice. 4. I think the way archers "unturret" off of the wall is goofy-looking. Furthermore, which side of the wall they ungarrison to is not immediately clear nor easily controlled (if currently even possible at all?). We should fix this somehow. Maybe we can animate units running laterally across the wall's parapet to the nearest wall tower and ungarrisoning from those.
    2 points
  12. that is very exciting to hear. im eager to see what the new factions or changes are gonna be that could change/better the mod, nice to hear a response an keep up the good work p.s i changed my mind about the lizalfos, i think the current system is alright like you said but them getting they're tech would be pretty sweet if you ask me
    1 point
  13. thanks guys! now its working, now i will look forward for contributions.
    1 point
  14. Do you mean like you can't use certain structure, until something happens? If that's what you mean, I don't know how to do it... Unless, you could somehow give the player a tech with the script, then you could have that structure require that tech. I don't really know
    1 point
  15. Yeah, those are just bugs that need polishing away; I’ll get those fixed. I may or may not go back to that style of gods; I was told by some people that it was harder to understand as a first time player, since they got stuck at the first god for a while. It really depends on if I can update some of the missing features, including the one that hides locked technologies. We’re planning on simply continuing from where @The Undying Nephalim left off, which includes (but is not limited to): New Factions: Twili, Rito, Guardians, Oocca, Majora, etc. New Features: Necromancy, Hero Abilities, Teleportation, etc. New Lore and Balancing. New Maps and Campaigns. I’ve never encountered that bug before, thanks for the report! Let me know if you have any other questions, I love to talk about Revival!
    1 point
  16. Just for info 0 A.D doesn't use Cmake. I would also advise against putting spaces in folder names. That's indeed what's missing.
    1 point
  17. If you have a good plan, you can talk directly to the AI in VSCode or in the terminal, and it'll edit the files directly
    1 point
  18. Very technical term
    1 point
  19. Yeah, I’ll do that last though; in my experience it’s easier to get the ai to have a working product before splitting it into multiple files, since then it wants you to reupload load them for editing, and bllehhhhh
    1 point
  20. I'll set up a GitLab ig. I don't use GitHub. Yes, it works, at least for making units. I plan on adding a bunch more features to what it can change, including auto-detecting damage and resource types; I also want to add a menu that allows you to access existing files within a mod. In short, I can set something up, but don't touch it for another week or so, till I can polish it a bunch.
    1 point
  21. I’m too lazy to read the entire thread, but here’s my general opinion on this topic: AI Art: No, it looks fake and will give us a bad image. AI Music: We don’t really need more music or sound effects, and any new stuff can easily be found, or made. AI Writing/Translation: I mean, not really needed, but in general we should avoid this. AI Code: This is fine imo, as long as an experienced coder looks through it and makes adjustments. Also, I think using AI to quickly run through your code for bugs is a good idea, even if we generally decide to avoid AI otherwise
    1 point
  22. Recently I have studied the source code of pyrogenesis engine. And there're few confusing implementation. For example in the function "CPatchRData::BuildIndices" I can see indices in clockwise order - [0,0] -> [1,0] -> [0,1] -> [1,0] -> [1,1] -> [0,1] for (ssize_t j = 0; j < PATCH_SIZE; j++) { for (ssize_t i = 0; i < PATCH_SIZE; i++) { if (texgrid[j][i] == tex) { bool dir = terrain->GetTriangulationDir(px+i, pz+j); if (dir) { indices.push_back(u16(((j+0)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); } else { indices.push_back(u16(((j+0)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+0))+base)); } } } } However the default triangle winding of OpenGL is counter-clockwise. Anyway in the Atlas editor the terrain is stil visible with front faces up. I wonder whether such implementation is rectified with projection matrix and orientation matrix, Or this is just my misunderstanding in some point? Hope that some expert can provide help. I really appreciate that!
    1 point
  23. Probably because bots posted here before getting deleted...
    1 point
  24. https://github.com/Jeff-web-sketch/AdCreator I know it says AdCreator, but it isn't for creating ads, it is ad as in 0ad
    1 point
  25. Also Heros are completely broken : +200% speed movement ??? +300% attack ??? Is having all units trainable in the civic center a deliiberate choice ? I would make the Ranagatiras and many even the Mou Rakaus only trainable in the barracks.
    1 point
  26. Units are very cool and i like the animations. One change i would do is lighten the units icon in the barracks/cc. We are under the impression that we lack the ressource to train units / we have trained too much when its just that the icon is very dark. Try getting the same background color as other civs.
    1 point
  27. I was asking myself, since Naked Fanas are naked would it be possible to make it so the armor upgrades dont affect them (if not already the case) so they would be very good early game but die like paper as the game progresses
    1 point
  28. You should be able to review translations now.
    1 point
  29. I was thinking about this at work. I don't like the idea of walls being useless because of a siege engine and that you'd have to garrison men inside the walll all the time, but i think the idea has promise. I was wondering if we could make walls big enough that units could move them. Defenders can get through the walls through wall towers that are upgraded to be entrance stairs. You can garrison mele units on the wall in order to shoot down at attackers. Then when seige towers attack they just drop units on the wall and then you can have a fight on the wall with the melee units fighting to get into the town. You'd kinda also seriously buff the walls so they couldn't just be destroyed by soldiers, but it may be a good idea.
    1 point
  30. To make a visual difference on the civilian's Roman's tunic:
    1 point
  31. @wowgetoffyourcellphone Scaled, changed proportions, the columns and the gate. I also added some more deco around the top and closed some supposedly "hidden" downward faces, because I could imagine a cutscene walking up the acropolis with the new camera path possibilities. The Nike sculptures are those from Athena Parthenos. temple_athena_nike.zip
    1 point
  32. I appreciate your enthusiasm. However, any mod that automates anything beyond the tools already explicitly provided in the game is a cheat mod. Every single game studio in the world would agree with me here. I'm not sure why Wildfire Games alone is expected to be different and allow cheat mods.
    1 point
  33. The gameplay effect that is attractive is how players will handle the early eco. The overall eco effect shouldn't be as strong as romans (-10% barracks train time, but usually players have 3 barracks by around 5-7 mins), but there is a time value where the CC is a bigger proportion of a civ's eco. I'm envisioning a good variety of ways to use this, like 0 barracks fast p2 builds, a basic boom, protective infantry early, early infantry pushes/tower war or other things. Maybe the only conflict is what happens to the han "super cc" upgrade.
    1 point
  34. 20% sounds like a lot. Anyway, Silk Road shouldn't be a team bonus AND a tec.
    1 point
  35. Han chinese team bonus as of a26: 10% trade international bonus. idea for han team bonus: Centralization: CC trains citizen soldier inf 20% faster, cavalry 10% faster and women 5% faster. Han dynasty was notable for having a strong centralized government.
    1 point
  36. It probably took me longer to do worse
    0 points
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