Hello ! I've just discovered 0AD, and it really seems a cool project (better than MegaGlest IMHO). I'll probably enjoy this game very much ; all the features that I missed when I played AOE2 as a little kid seem to be in it. I haven't seen much documentation about modding in 0AD, so someone could give me a few generic explanations and tell me where to find existing mods to study that would be kind. I would like to make a DotA mod for 0AD, so that we get a free way of playing DotA (for those who don't know, DotA is a very popular Warcraft III mod). This would require a few features quite uncommon in AOE-style RTS games, so I'm asking you (the developpers) whether they're currently available, or will be available, and if they're not, whether you (anyone) would like them or not. I don't know wether I should post this here or in the game development forum. Maybe I'll post about it in the development forum later. Of course it would also require new models, because greek soldiers would look quite odd in DotA, but that is not the question. Some way to emulate an experience and level system, like Warcraft III heroes. This would help any RPG mod (e. g. a hack'n slash solo campaign). 0AD already has a promoting system, but it is quite limited for a RPG.Abilities defined through scripting (or XML). This too would help any RPG mod.Items and inventories. By the way, does the interface support "menus" (you click on an ability, and you get a new set of abilities, like the "buildings" button in AOE2) ?Triggers system through scripting. I'm quite sure this has been or will be implemented.Possibility for a unit to walk on impassable terrain (this is like flying at ground level, and I gather flying units are supported so it shouln't be hard to implement).Some way to turn off the "delete" button (or the formations, or the stances, or any command).Custom keyboard shortcuts for abilities, including user-defined ones. This would also be nice for buildings, in "normal" game. It may already exist, I haven't played much yet.Unit "categories" ("hero", "normal", "machine", building" etc.) accessible from the triggers system. This too is very common., and probably already exists. I can't think of anything else yet, but there's probably more of it. Another point is (but this should definitely go into the developper forum), is it really so bad for performance to have a realistic 3D line of sight ? You don't have to keep trace of all the buildings, just cliffs, rocks and trees, that is things that are already there at the beginning of the game, static stuff. You only need a 2D map of heights, with impassable objects having infinite height. This would be great for modders (to make DotA but also funny mods with mazes or whatever you can imagine) and for games on small maps. I find it really annoying on acropole-style maps when your town gets razed by catapults but it takes you hours to send your troops there because of the cliff, or worse your enemy is waiting down the path, preventing you from going out. On large maps you could turn it off to make scouting less tedious. Well, those were both questions and suggestions, thank you for your future answers and comments. If anyone wishes to start this project I'm willing to help him, or even if he wants to implement the missing features (though I'm not a great programmer...). If you think they're not consistent with the project's current objectives I'm ready to accept it, too.