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  1. I love 0AD's basegame maps, dont get me wrong, but some of them look a little dated. This is where Map Remakes comes into play. This mod remakes the Base 0AD maps to fit right into the modern era! At the moment, four maps are complete- Mediterranean Coves, Gallic Fields, Gambia River and Two Seas (This map is rather scuffed from the begining, so there is a good chance that I will give it a complete overhaul at some point) Features of the remake(s) - Grass, New flora and fauna, and in general, more detail (The performance impact isn't much however) Also, if you notice any floating grass, this is an game bug and not something I can fix map-remakes.zip
    5 points
  2. 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 overview from the original thread: Changes so far, 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. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also 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. 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 for now, 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 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while 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: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player. In the meantime, you can help me test drive the mod, by downloading the files from the link below. One of them is a README file, which should help you get started. I forgot to change the game name on the main menu, but here is how it looks (also, pretty easy to change): Download link (Limewire): https://limewire.com/d/79Sdu#XsxLknoKrz Thank you for making this wonderful game.
    4 points
  3. I'm here to bring you exciting updates on my project, Mod World Rising! This week, I've been diving headfirst into developing new buildings, units, and technologies that will revolutionize the gameplay experience. Improved Units Units in the game will be enhanced with cutting-edge technologies, such as primitive weapons that replace the crude weapons made of wood, stone, and animal bones. With these technologies, your units will gain lethal new weapons! Furthermore, their protection will also be reinforced with advanced armor, making your units nearly invincible. General Evolution Even your hero, priests, and citizens will evolve over the ages, reflecting the progress and development of civilization. Buildings will also have an upgrade and evolution system through technologies, allowing you to build increasingly impressive structures. New Content This week, I created approximately 10 new buildings, developed new textures, and brought to life about 10 new units with variations. Additionally, I've implemented new technologies and tweaked textures for a more immersive experience. To top it all off, I've added new music that reflects the rich Asian culture. What's next? I look forward to sharing more news soon! Stay tuned to find out what else is coming to Mod World Rising!
    4 points
  4. You can check out the animations in Atlas as shown. Also the mane is funny moving and the horse goes bald for a while. aux-2025-08-19_16_02_31.mp4
    3 points
  5. Walling in 0ad is costly in both resources and the mental capacity required to make sure they are actually sealed. palisades and stone walls need to become easier to seal and place if they are to become more impactful on gameplay. I've had moments before where palisades were remarkably successful in protecting my base from large amounts of cav in p2, but its quite rare to see palisades actually accomplish what the player envisions when they are built.
    3 points
  6. Because when 0ad was designed that was the trend and that was the last of the series with some setting in ancient times. Also some of the artists were AoM heaven modders.
    3 points
  7. Besides the Fanatics, Spartiates are by far the most broken units in the game. Seriously, these units are insanely overpowered and hard to counter. Can anyone name a unit that can reliably stop Spartiates? I bet you can’t. They hit hard, have massive armor, can promote to Olympic status and even have technologies that make them stronger and faster. The only thing the developers could have done to stop the spamming of this unit was to add a population cost of 2. Unfortunately, they didn’t do that. There are players abusing this by spamming Spartiates in P1, and it’s ruining the game for everyone. I wouldn’t be surprised if some ecobot or clever Sparta player designed this unit to exploit the game by spamming them relentlessly for an unfair advantage. What do you guys think? Any ideas on how to properly nerf or counter these broken units? I believe adding a population cost of 2 to build them would be an effective way to balance this unit. Moreover all Athenian Marines should be nerfed for sure. We’ve already banned Fanatics from our games, and Spartiates definitely need to be banned as well. If the developers don’t nerf these units in the next alpha update and keep introducing unfair, broken units, we’ll have no choice but to keep banning them from our matches to maintain fair gameplay.
    2 points
  8. 2 points
  9. Adding a metal cost would be lame. A small adjustment to armor values or hp or speed or a combination would be all that’s needed if anything at all.
    2 points
  10. When there is champion spear cav, the naked fanatics are an effective counter. But now the champion spear cav is banned, the power of the naked fanatics begin to show in TGs. Their problem is speed, damage and decent durability combined together. Although less unbeatable than champion cavs, they have no particular weaknesses and are cheap to make. There are no parallel units for any other civs in phase 2, which makes them OP. In the past, they were truly fragile and costed metal, so they weren't great as late game units / meatshields. But now, it's too easy to spam them and Gauls just got a hypercharged spearman unit that nobody has. This breaks the inter-civ balance. Suggestion: 1. Fanatics cost metal. 2. Fanatics get no shield, or at least are not affected by shield upgrades.
    2 points
  11. For correctness's sake, Temple of Apademak is the Kushites normal Temple. You can check the specific and generic names of the Temple in Alpha 23. Never mind, It's the same name in the latest alpha. I'm just trying to be smartass here and failing.
    2 points
  12. Optimal farm placement in Imperia Vetera. Farms yield about the same food as the most upgraded ones in AoE2. Persians get a bonus 100 food per farm.
    2 points
  13. 2 points
  14. Let's not include virtue signaling in a historical war strategy game. Heroes and generals of the past were usually far from noble.
    2 points
  15. Buenos días, -Aquí les dejo las últimas 3 facciones americanas(haciendo un total de 16); Zapotecas (México) Paiute (EE.UU/Great basin) Hisatsinom (EE.UU/Southwest) Disculpen las molestias*
    2 points
  16. May I suggest using Photopea? It has a Normal map generator out of the box. You can also easily alter the channels of the normal maps after they're made.
    2 points
  17. Well... 1. True, not much to say to that 2. Even if fanatics were op, your solutions are both bad. Adding 50 metal to their cost means they are more expensive than regular champions. Considering that they are vastly more vulnurable, that would make them entirely useless. Restricting them to p3 would just reduce the amount of possible tactics, as going for champs p3 mostly just means ecobotting. Do you want more ecobotting? 3. 4. and 5. are skill issues. If your enemy micros his units better than you, you lose. No "solution" will change that. If they use formations to great effect, why dont you? If they put their hero on flee, why dont you? If they utilise palisades to great effect, why dont you? Saying its a "balance issue" or an "exploit" just because you arent able to use it the way they do is not very honest. 6. and 7. dont have a solution. Using them as cheats is already forbidden by the WFG "Terms of Use" (which you should have read?). But you shouldnt ban any mod from mod.io just because some people edit them to use them as cheats. If I want to play with proGUI and autosnipe in singleplayer, I should be able to download the respective mods from mod.io. They are, after all, marked as incompatible, so you wont be able to join a normal game after just downloading them from there. And if someone is ready to edit files to play in a vanilla lobby with those mods enabled, not putting them on mod.io wont have any effect on them, as you can always download them from github.
    2 points
  18. Changes so far, 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. In the future, there may be some form of requirements for certain buildings, similar to StarCraft. Champion units: They are now much stronger than Citizen Soldiers, but also 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. 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 for now, 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 200. In Age of Empires 2 campaigns, you had only 75 population space. I think 200 should be more than enough. I considered reducing it to 150, but it could have made some scenarios hard. The AI (legacy qBot as base) is now harder, and attacks with more units. Roman AI can train Marian Legionaries from the Army Camps, while 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: There are some features that won't be included. For example, does it make sense for our civilizations to research "Iron Plow"? No, so technologies that can be researched won't be included. For the short term, I will explore other options for bonuses, that don't require compiling the game from source. I would like to implement auras on the more basic level. More changes and testing is on the way. I will provide more when the testing of the current changes is complete in Single player.
    2 points
  19. It's great seeing your progress-I wish you a good portion of endurance! Personally I never crossed the border to modding, only a bit towards development.
    2 points
  20. No man... Spear cav are better than them. Everyone calls everything OP. Also marines are better than fanatics. Not fanatics vs cav, but in general. 9 marines beat 10 fanatics. +-------------+----------------------------+-----------------------------+ | Attribute | Marines | Fanatic | +-------------+----------------------------+-----------------------------+ | Cost | 60 Food, 40 Wood, 60 Metal | 120 Food, 100 Wood | | Total Cost | 160 resources | 220 resources | | Train Time | 15 seconds | 15 seconds | +-------------+----------------------------+-----------------------------+ | Attack | 16 Hack | 10 Hack, 8.5 Pierce | | Interval | 0.75 seconds | 1 second | | DPS | 21.33 Hack/sec | 10 Hack/sec, 8.5 Pierce/sec | +-------------+----------------------------+-----------------------------+ | Health | 200 | 200 | | Resistance | 3 Hack, 5 Pierce, 20 Crush | 3 Hack, 2 Pierce, 20 Crush | +-------------+----------------------------+-----------------------------+ | Speed | 11.4 | 13.3 | +-------------+----------------------------+-----------------------------+ + Athens have Hippo in p2 in combination +slingers that can rank up from the back This is ok imo, since athen have no champ cav at all. The play style in the community is very conservative and a bit uncreative. Meow came along and showed everyone how good elephant archer can be when utilized right. Stockfish rolled over other players with 30 rams. My point is not that any one of these is OP, but that a lot of units can be very good.
    2 points
  21. Mascotte of Primal Age. Ready for war
    1 point
  22. Please no, one thread arguing in circles about one random unit is bad enough, we don't need another one....
    1 point
  23. Is it possible for someone to check the animation for Auxiliary Cavalry Spearman. While playing I got the feeling that my ally was doing nothing but eventually saw damage being done so I reckoned it was just the animation of this unit when attacking is just the same as when idle.
    1 point
  24. Besides cost effectiveness, you must consider the activation cost. Champs are much more cost effective than citizens but they have such a large initial investment that blocks players out from making them. Fanatics are the champs with a low activation cost, because food and wood are gathered en mass and the 100 each is nothing for a P2 player. You can put 70 units at one forest and station 55 womens to farm, but the metal mines and stone mines allow up to 24 units only @TheCJ raised a good point about viability. Fanatics are only available for Gauls and other civs Dont have effective counters
    1 point
  25. The problem in this forum is that we have to argue with three group of people 1 people who never player multiplayer games 2 people who rarely play multiplayer games 3 people who play multiplayer games, but not op games. Only noob games What we say is based on experience and observations and what they say is based on their dreams
    1 point
  26. Yknow, thats something you could say about the "send your cavalry hero alone into the enemy food economy"-"tactic"... Thats a weakness in gamedesign. But using formations to trap enemy units? skill. And while hero dancing doesnt take much skill, it also doesnt take much skill to just not follow the hero and have an eye on what your units are doing. If you blindly send your units to attack the enemy hero and then stop looking at them, thats your problem. 1. I didnt defend cheats, I just pointed out how nonsensical your "solutions" are. Come up with a solution that actually helps and you wont get any comment from me. 2. None of my friends cheat. While I dont have any problem with @Atrik (who you're probably referring to?), I dont know him enough to call him "friend".
    1 point
  27. Are you using normal maps on your units? If so, you may need to invert your green channel.
    1 point
  28. Hello @cephalotusmind if you help with some information regarding your Linux Manjaro, im not sure what version of wxWidget you have there, can you tell me about it? why?: the Atlas Editor relay on wxWidget to capture keyboards keys, so maybe can be related to a bug or kind of wxWidget but i would like to discard if this is the issue first
    1 point
  29. I proudly present my first game modification I've replaced the weird Hellenic infantry spearman portrait (found here) with a more aesthetically pleasing one (just a previous icon, really): Here is how it looks in-game: Now, let's see if I can replace that ugly old Barracks portrait. And maybe fix some bugs by backporting code to this version. EDIT: I've replaced the icons for both Barracks and the Roman Army Camp. Alpha 9 used Fortress portrait as a placeholder for the camp. EDIT2: Persian Barracks and stable portraits also backported. It's already much nicer to look at.
    1 point
  30. Due to janky animations, it is hardly noticeable. Units either die too quickly or are practically immune to attacks. Some balance changes need to be made to make it work as intended. For example, units died to siege very fast. That's why I made organic units almost invulnerable to crush attacks, as they are in recent alphas.
    1 point
  31. AN RX 550?? IN THIS ECONOMY? you're rich
    1 point
  32. Totally agree on this. But I'd say that every unit should have a counter unit to make the game more dinamically. If a unit doesnt have a counter at least from a good number of civs, then the game just turns into a champcav race. And thats make some kind of boring gameplays
    1 point
  33. What is much more desireable is a short description of their role in combat (if there isnt one already? Would the encyclopedia contain smt like this? I dont know tbh). Like "The Spearman is a versatile melee unit especially strong against cavalry, but weak against siege units.", "The pikeman is a heavily armoured melee unit with relatively low damage but long range.", "The Swordsman is an offensive melee unit with high damage but a short range. It excels at taking out siege." Much more useful for new players.
    1 point
  34. Anyone else miss the Millennium AD mod?
    1 point
  35. We really need a more direct and clear way to display unit stats.
    1 point
  36. Wildfire Games is proud to announce the release of the Patch Release A27.1 for 0 A.D. Alpha 27: “Agni”. This is the first patch release of 0 A.D., made possible by the new development environment put into place last year. Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. Changelog Here are the changes included in A27.1: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) fixed support of Windows 7 a fix for modifying your lobby password when you have an uppercase letter in your username a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for changing player perspective in replays a fix for an out-of-memory crash in the JS engine when generating random maps a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails a fix for a memory leak in the renderer fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) Thanks to all the community for your continued support and enthusiasm, which allow us to deliver these updates! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Bluesky or webmaster at wildfiregames dot com.
    1 point
  37. I think this is one of those things that does not need to be universal/standard across civs.
    1 point
  38. Your horse doesn't fit in a tower. In the cc or fort it's ok. Except when the game setting is regicide and hero garrison is off, then also no additional arrows. Maybe just change the tooltip to "it's complicated".
    1 point
  39. Yes, this is what is needed. Options. Cavalry can raid well, but it should 100% die to spears. At least, it shouldn't be cost-effective at killing it's supposed counter unit.
    1 point
  40. Boats: Request: Boats should be made more intuitive to use with visual or sound indicators. Problem 1: Sometimes you think you should be able to go somewhere in a boat but you can't because: The passage is too narrow The water is too shallow (I think). It should be clear to the player where they can go. Ideas for solutions: Make the water incrementally lighter the shallower it is. Play a sound effect if you click to travel on an area a boat can't actually go on. Play a sound effect if the boat takes a path significantly longer than the straight-line distance to the destination. (So you know right away if its gonna take the long way.) Problem 2: Sometimes you think you should be able to garrison/ungarrison or repair a boat but you can't. Ideas for solution: Have a docking mechanism with a visual or sound indicating that the boat is now docked, so it can be repaired, garrisoned, or ungarrisoned. The dock-able positions should be defined and intuitive. Players should be able to recognize them. For example, beaches. (I think that is already how it is basically.) If you attempt to dock but cannot, there should be a sound indicating the location is un-dockable. Attempts to garrison a docked boat should never fail if the unit is coming from an appropriate level. (For example, if the boat is docked on a beach, units on an adjacent cliff cannot board. This also means that when you click to have a unit garrison a boat, the boat should not automatically start moving towards the person. So that would have to be changed from the current boat behavior.
    1 point
  41. I absolutely agree. There are some maps with very small bodies of water and I have to train a stinking merchant vessel just to get a shipwreck on the shore, after that the boat is useless. The merchant boat only mechanic is not realistic and it does not make gameplay any better so I vote we kick it.
    1 point
  42. Hello! I would really like to see in the game, in addition to demolishing buildings, also the ability to disassemble them and return some of the resources spent. What do you say to this? Something like a command button that sends construction workers to dismantle the building. Or you can simply return part of the resources to the treasury when a player simply demolishes a building. If the building is damaged, then the percentage of resources should be calculated from the current hit points of the building. This option, which is simpler than the one described above, allows the computer player to use this feature too. In addition, I noticed that, unlike Age of Empires II, repairing buildings and mechanical units for some reason does not consume resources. Is this how it should be?
    1 point
  43. It really depends on what you like. Tigris and Euphrates is a classic game set in Mesopotamia. It focusses on heavy area control with occasional wars that can completely level cities you have carefully cultivated. Concordia is a fantastic game set during the Pax Romana period. You establish trade networks and try to dominate different Roman provinces. Hannibal and Hamilcar is a card driven wargame that models the 1st and 2nd Punic Wars. The games can be long yet in theory a good sort of long. Not for the fainthearted. Command and Colours Ancients is part of a simple but classic wargame system that serves as the basis for the more popular Memoir '44. You can recreate a variety of historical engagements with it. Paolo Mori's Caesar! is apparently an incredibly well made game for representing Pompey and Caesar's war in only 20 minutes. Also, if you like Pandemic, there is a Pandemic variant representing the migration period, where you play as various Romans trying to stave off the barbarian threats. I especially enjoy the fact that the game models the historical paths the various tribes took.
    1 point
  44. Some of these are inactive or very rusty. In my opinion the list is as follows: 1. berhudar / felixix (Has beaten Vali and borg and Book.) @felixix 2. ValihrAnt (we all know his OPness) @ValihrAnt 3. vinme (very OP rusher and 1v1 player) @vinme 4. defenderbenny (aka Deathwing-) (veteran player who returned recently with some smurf accounts, I only put him before hamdich because I don't know his exact strength) 5. Hamdich (hugely underrated; OP at rushing and Ptolemies, can smash anyone below him in this list whether you like it or not whether you agree or not) @hamdich 6, 7. LetswaveaBook / weirdJokes (former is stronger in 1v1 and the latter is stronger in TG) @LetswaveaBook @Player of 0AD 8. Choose from list below: Andreassadi - return of an OP rusher Rorrosaar - similar to hamdich but didn't practice enough Roscany - similar to rorrosaar Wendy - Return of an old Pro Rauls - OP boomer and Pusher, also decent at rushing reza-math - OP rusher, 2000 fighting skills but slightly slower boom Filipos - Havran's brother, very strong indeed Havran - OP at booming then P3 Push, also surprises you with a sneaky rush Father (and his smurf accounts) - just strong, likes champions SaidRdz - used to be 1800+ Some smurfs (NoobDude, Anka), dakeyras (if he is still active) @Dizaka (unstoppable merc cav rush). DoctorOrgans / JC / corona-virus (Spartan Brutality) Cl2488 (1v1 player who has beaten me in a 1v1 after a 40 minutes long struggle) ------------------------------------------------------- Feld, Jofur, borg are not active enough; stockfish is a bit rusty (got beaten by me before), but can return to the list if he revises his skills Anyone whom I have beaten directly in a 1v1 or a similar situation is automatically disqualified for the list.
    1 point
  45. Wasn't victory points the reason why people got extremely mad at Total War Rome 2? I believe it lessens strategy and should only be used in very certain scenarios. Like in a campaign: capture the city. That is the only time, capture/victory points are acceptable.
    1 point
  46. Indeed I don't think 120 minutes is a realistic option, but I do think people should be able to chose whatever value they want. For example if someone really wants to try for 2 hours to defeat the enemy before the timer runs out but still having the opportunity to end the game automatically in case there is no decision on the battlefield. Also it is planned to allow combining victory conditions (somewhere mentioned in this thread long ago iirc). So you could be able to play regicide + conquest + wonder victory + relic victory all in one game.
    1 point
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