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Posts posted by Andrettin

  1. On 25/06/2022 at 11:02 PM, Stan` said:

    Keep up the great work. With a bit of luck we can sync when you are done so that I can sign your campaign mod so it's ready to be downloaded when A26 comes out.

    Is it possible that the mod may be included with the base 0 AD itself in the future?

    A single-player campaign is something I'd personally wished was present in 0 AD for a long time.

    • Like 2
  2. 12 minutes ago, ThuleDragon said:

    I know the game has the gauls and the britons already, I guess if those factions will be left in the game with the mod installed then that's good.  I was just wondering where if there would be celts.  it is aristia which I thought was bronze age.

    Yes, Aristeia is about the Bronze Age. Adding Bronze Age Celts to it would be great IMO.

    @Gurken Khan did you think this was a suggestion for the main game?

    • Like 1
  3. On 06/09/2021 at 10:16 AM, Ceres said:

    Well, I agree that deforestation is in general, i.e. also in real life, ugly. But for realism in 0 A.D. I would doubt that trees regrowing during a match would be good. If you built too many e.g. ships, you should cope with "empty forests". And if trees would regrow, you could not chop some away to later have place for e.g. a new CC.

    IMO it depends on the time it takes for trees to regenerate. If they take 20-30 minutes to regenerate or more, then you will still have to cope with wood overuse, while still having forests be reusable at some later point, especially if the match drags on.

    About building locations, that could be solved by making it so trees don't regrow if a building was constructed on top of them. Or that trees don't regrow within a certain range of buildings, so that the latter don't get surrounded by regrown trees.

  4. There's a pretty interesting RTS game on Kickstarter right now, Liquidation. It looks like a cross between Warcraft, Starcraft and Warhammer 40,000.


    I backed it, and hope they get funded! We really need more quality RTSes like in the golden age of the genre.

    PS: In case it's not allowed to post links to kickstarter here, please let me know and I'll remove the link.

    • Like 3
  5. 22 hours ago, crazy_Baboon said:

    Thanks @wowgetoffyourcellphone,

    It still rocks and it is great eye candy, IMO.

    Perhaps it would be too much of an hassle to implement people dying from falling trees...

    IMO: even if feasible to implement people dying from falling trees, I'm not sure I see a gameplay advantage to doing it... it would be cool the first time to see it, but then it would probably either be ignored (if units deal with it on their own) or get tiresome (if the player has to micro their wood gatherers).

    • Like 1
  6. 1 hour ago, Stan` said:

    They got a cease and desist letter. @feneur
    might know more.

    For the whole project (IIRC), yes, but I imagine the individual structures wouldn't be breaching copyright anyway, unless they were directly based on buildings from LotR official games.

  7. 50 minutes ago, m7600 said:

    This thread is for the development of a Medieval Fantasy mod. @Stan`has done work on the Elves and the Dwarves, the idea would be to complete them and incorporate them into a single mod. It would also be necessary to make other factions. Here is a possible list of civs that the mod would have, but the list is subject to change of course:








    Regarding the name of the mod, Stan suggested either Bellum Artis or Polemikó skáfos.

    At this stage, we mostly need ideas and a good design document. For example, what Wonder would each civ have? We also need a story for the mod, and stories (or a "history") for each faction.


    There were some fantasy models I commissioned from the modeller Kwaliti to produce rendered sprites for Wyrmsun from which might be useful for your project (if the models can be made work with Pyrogenesis):

    Skeleton Warrior


    Orc Spearthrower


    Hobgoblin Warrior


    Gnoll Warrior


    Clay Golem


    Hope this helps!

    • Like 1
    • Thanks 3
  8. On 8/27/2019 at 5:01 PM, av93 said:

    Finally, I bought it. I would say that, although not perfect, the game in SP is a huge improvement.

    The really thing that I miss is the lack of gates (and the addition of triggers would have been a very quality improvement). Some guys before the launch, were complaining about farm reseeding saying that the game have been dumbed down for kids :self_hammer:

    I think it's quite good, yes, though clearly not as lovingly done as AoE2: DE.

    • Like 1
  9. On 6/28/2020 at 3:57 PM, m7600 said:

    Yes, I have Battle for Wesnoth, it's a great game. It uses its own markup language together with Lua. I've seen some really creative mods for that game.

    It is a great game. But the gameplay would be completely different if you did a 4x with it than with 0 AD. Do you prefer real time or turn-based? If the former, 0 AD would be a better choice. Neither is specifically geared towards being a 4x, and both are pretty moddable, so they're about equal on those aspects I would say.

    You might also want to check out Widelands, which is an open-source implementation of The Settlers:


    I don't know whether it is still being actively developed, though.

  10. Has thought been given to the idea of players gaining "experience" (or similar) during scenarios, and accruing persistent bonuses?

    Similar to the various persistent bonuses in Age of Empires Online, or the commander levels for Starcraft 2 co-op. I feel this sort of thing enhances the player feeling of achievement when playing the game.

    For 0 A.D., it might be better to keep such bonuses for single player only (and stored locally), so that the server does not need to keep track of that for players, and so that competitive multiplayer isn't affected by this.

  11. 5 minutes ago, Stan` said:

    Did you use mozilla build starting from a 32bit msvc command prompt.

    I just started "start-shell.bat", since the "start-shell-msvc2015.bat" described in the readme wasn't present. Doing as you say could well fix the issue. I've already deleted the files from my previous attempt, but when I try again I'll do that then.

  12. 16 hours ago, Stan` said:

    @Andrettin Spidermonkey is used by the Pyrogenesis engine to understand the Javascript code we use for map generation gui and simulation and AI. Usually it would be done in LUA but the founders chose Js instead.


    4 hours ago, Itms said:

    We are lagging behind SpiderMonkey and the version we use (SpiderMonkey 45) did not support VS2017, as it was released in 2016. (Actually, the code is probably buildable with VS2017, thanks to backwards compatibility, but Mozilla's build system from 2016, needed to build version 45, did not know how to use VS2017 tools)

    Upgrading SM is one of my highest priorities, but it's a lot of work. From SM52 on, VS 2017 will be supported and we'll enable support for it. (and maybe 2019 will work too, since Mozilla's build system hasn't changed significantly between 2017 and now) :)

    Thanks for the info!

    I tried using the latest version of mozilla-build and NSPR, but to no avail: I still got the same error when building NSPR (I didn't even get to building SpiderMonkey itself). I'm clearly doing something wrong, but I'm not sure what...


  13. 29 minutes ago, Stan` said:

    Indeed. I have not successfully managed to build Spidermonkey myself sadly. There are instructions on how to do so here though: https://trac.wildfiregames.com/wiki/BuildingWindowsDependencies

    Thanks! I had seen the instructions in the repo, but I haven't got past trying to build NSPR (the "configure" step fails, even with the patch listed in the readme). I've also got some other unrelated errors in the compilation of Pyrogenesis (related to the core CRT).

    What is SpiderMonkey used for, by the way?

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