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  1. Dear all, thrilled by the new Alpha 0.26 - great job folks! Though - a little user interface inconvenience: 1 - when selecting a new mod from mod.io via the 0AD mods download menu, it is not possible to see simultaneously which mods version is already installed and which mod version is available for download (I know this is a luxury issue and the new nodal window cannot be moved, unfortunately, unless there is major redesign of the user interface mechanics). I you move the overlapping modal window borders a little bit, the existing mod versions could be seen and compared to those aversions available for download. 2 - sometimes new mods versions are not replacing older ones but are added as new mods. Wouldn't it be nice to have a button allowing to remove (delete) the installed instance of an existing mod? (kind of a clean-up process) ( I do know you could manually remove them from the directories but uI would prefer doing that from within the game) Thanks for your consideration! Best regards, Grautvornix
  2. Hello 0 A.D. friends! Many times I find myself in the situation of having many units under production from several buildings and I want to clear ALL the production queues simultaneously. This can happen for many reasons: maybe I want to get back some resources that had been allocated to units production; or maybe I suddenly need to change type of units being produced if I see that the game steers from the direction I expect. As far as I know (correct me if I'm wrong), there is no explicit hotkey that allows to clear all production queues simultaneously. It is also very annoying to clear production queues by clicking on icons one by one, especially when you have many buildings producing or many units being produced. So, I made a mod for this. The ResetQueue mod (official repository at this page) allows to bind a hotkey for clearing production queues of selected buildings. The default hotkeys can be changed from the Settings > Hotkeys menu. I find this feature very useful and I often use it in game. I hope this feature will be present in a future version of the game. What do you think? Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  3. 这个模组最初是2020年秋天在A23上开始做的,是个修改游戏玩法的模组,适应了我作为帝国时代3玩家的一些习惯。模组第一个版本刚做完的时候刚好A24就发布了,于是半年后我又从A25上从头开始做,到现在修修改改大致作出了想要的效果,所以在这里也发一下。因为我是中国人,大致的介绍我会发汉英两部分,英文部分是机翻,请以汉文内容为准。 This mod was originally started on A23 in the fall of 2020. It is a mod that modifies the gameplay and adapts to some of my habits as an Age of Empires 3 player. When the first version of the mod was just finished, A24 was released, so half a year later, I started from scratch on A25, and now the modifications have roughly achieved the desired effect, so I will post it here as well. Because I am Chinese, I will give a general introduction in Chinese and English. The English part is translated by machine. Please refer to the Chinese content. 相比A25这个模组主要改动如下: Compared with the A25, the main changes of this mod are as follows: 现在的版本是0.25.7,这里提供模组本体以及汉文补丁。 The current version is 0.25.7, here is the mod body and another Chinese patch(Players who do not understand Chinese do not need to download this). Mirror.zip zh-lang.zip Mirror.pymod
  4. Hello everyone! I'm Nagasushi. Some days ago I tried to register a forum account, but unfortunately it didn't get approved, so I have to borrow this account from someone to make a post for my new mod Res Gestae. Please download from my Github link here or at the end of this post. https://github.com/Nagasushi2021/Res_Gestae Res Gestae is intended to be a 'small overhaul mod', which changes many aspects of the game without diverging too far from vanilla, or adding too many complicated mechanics that will be hard to be adapted for the future versions of 0ad. We endeavour to provided a balanced gameplay that will be attested by mathematical calculations and matches between AIs and humans. We will also aim to make sure that the AI included in this mod will employ diversified strategies and tactics at the difficulties that will suit everyone, from absolute beginners to the multiplayer pros. Furthermore, there is an emphasis on the tactics, strategies, and particularly on the viability of diversified gameplay styles. Also as the name suggests, we draw our inspiration from real world history, which means we will try to emulate the military tactics they used, their army composition, and more particular features of each civilisation. Outline of the initial version: Pathfinder: twisted pathfinder parameters in order to prevent unit overlapping and exceedingly smooth movement. Units are able to block enemies properly. Subject to future changes. Unit changes (only done for citizen soldiers, need more testing): unit balance, and various changes making tactics and micromanagement possible. AI: I have made a bot called Catilina based on Petra bot, and tested it with @Yekaterina. Currently the medium difficulty is roughly equal to a 1300-1400 level human player. Note that this bot is intended for testing rather than competing against human players at the moment. We recommend 'balanced' behaviour, and 200-300 pop, very low to medium resource, small to medium map size settings. It should work on any map not divided by water regions (e.g. mainland). If you want to see two Catilina bots fighting against each other, we recommend small Corinthian Isthmus map, since they prefer to head to the opponent's base rather than fighting against its army directly on other maps. Techs: Merged damage techs and added movement speed techs to encourage combined army. ========================================================================================================= 0.0.4 Preview (not yet available on github) This update will focus on champions and clean up some existing civ features that will not be presented in Res Gestae, paving the way for civ differentiation in the next update. It will also include other gameplay changes and hotfixes. Hotfixes: Fixed some incorrect unit stats. Fixed champion movement issue (resulted by low returning rate+pushing mechanic+pathfinder parameters, reported by various players) Civ Features: Removed some existing civ features. Buildings: Towers have bonus against cavalry. (Towers had little use against early cav rush and they usually considered as not worthy in early game. This update makes towers the most effective way to defend against cav rush - an investment that can actually keep your base safe. And it won't a proper siege much harder. So consequently, if the rushing side finds the opponent's base well defended by towers, it would be a better idea to find some hunts or rush another player instead. This helps with building a rush-boom-turtle-rush counter dynamic. Units: This updates contains the initial changes for champions: based on my mathematical model fr production and battle strength, champions, particularly melee infantry types, have much better cost efficiency than in vanilla a25. This makes waiting for phase three a good choice alongside attacking with citizen soldiers and rams in phase two. Different civs have genuinely different champions, with their pros and cons. Further balancing adjustments will be needed. Mercenaries: they are based on a23 mercenaries now - good at fighting; bad at gathering; expensive but fast to train Siege units stats changes AI: various minor AI changes ========================================================================================================= 0.0.3 The first major update of Res Gestae: AI difficulties: There are nine AI difficulty levels now - I found the highest one most entertaining for myself. Note that the rating intervals are merely guidelines, which do not reflect your level in vanilla multiplayer. AI: Various improvements including use of towers, change of combat behaviours, adjustments for gameplay changes, basic support for tiny map and more. Diversification: Catilina has different behaviours in each match - it might rush or choose to attack at different time. Gameplay changes: Arsenal and rams are available for all factions in Phase 2, which encourages more diversified strategies other than booming and attacking when pop cap is reached. Consequently, phase 3 will give players much better options to boost economy and army strength (in this version some p3 techs already have reduced cost). Champions will be addressed together with civ differentiation in future updates. Techs: reduced cost for many p3 techs and phase3 itself. Units: slightly changed gathering rates. Rams have significantly more health and lower damage - siege will last longer and winning battles is much more important for both sides: attacking side should not overspam rams; defending side should not try to 'pick out' rams before defeating attacker's army. Buildings: economic buildings and palisades are much easier to destroy. Lower hack resistance for almost all buildings. Stones towers deal more damage and cost more resources - it should be a good option to garrison towers when you are under attack. Slightly better vision for all towers. Other changes: slightly changed formations. 'Random' draws each civ with equal probability now. ========================================================================================================= Planned features that will NOT be implemented in recent updates: (due to compatibility issues or amount of work required) AI border contact management - we do not recommend having AI closer than 1v1 small mainland (e.g. 1v1 on any tiny map, or 2v2 on any small map) Naval overhaul and AI naval management UnitAI changes - compatibility issues with current release and svn AI defence overhaul - Catilina is using the defence modules of Petra, which should be substantially reworked. Only minor improvements will be implemented in recent updates. ========================================================================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 25. https://github.com/Nagasushi2021/Res_Gestae Still a work in progress. Please report bugs and suggest balancing and gameplay ideas
  5. This is the first version of my Tower Defense mod. Tower Defense maps were very popular in Warcraft III times: Basically a Tower Defense is a game where waves of enemies walk into your base, and you have to build and upgrade towers to protect it from these invaders. In the case of this mod, I included two maps, one for 1 player and another for 2 players. The map for two player can only be played in multiplayer, as the AI cannot play this map. The goal of the game is to protect your base against the invaders by building towers. The one who survives longer wins. The strategy consists of choosing the best positioning and the best types of towers. As you upgrade your towers, there will be choices to be made between different types of specializations. As you kill the enemy waves, you gain loot. With these resources you can trade in the market and build towers/upgrade. Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. Definitely will need balancing. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: tower_defense.zip tower_defense.pyromod
  6. Community Update (8/02/22) Over the course of a few months, we have continued to update our community centered-operations. Today we wish to share those changes and state our plans for the future. Discord Server Our Discord Server is used for many things. It is a community center at heart but also is a hub for everything else. Regular updates, exclusive polls, and an archive come together to make our Discord Server the thriving heart of our community. Our archive includes: Art, Music, Mod Lore, Cutscenes, and more. We are always active and ready to answer any questions you may have and take suggestions on lore, game mechanics, or other things you would like to see in the mod. We always love hearing from you. Wiki (Fandom) We have just begun to break ground on the Fandom platform in order to create a readily available repository of information regarding the mod's lore, mechanics, and more. The Wiki page is unfinished but it has an almost defined framework and we thought it was worth reporting on. Sub-Reddit A small but valuable piece of our community, our Sub-Reddit is basically our forum dedicated wholly to community interaction. We do post content reports here and there but the real goal is to respond to our community and create a friendly environment for discussion. Future Plans: Our current priority is to add our first faction to the game, The Adrestian Empire. The Empire will be the first to join the mod because of the result of a community poll we had a while ago. You can find more information on the Adrestian Empire here in one of our articles. We are also planning to expand our Wiki and continue to add content to it going beyond what it is at the moment. If you wish to help in any way, just let us know on our Discord Server or Sub-Reddit, and thank you. We are trying to avoid spoilers for the mod entirely in this update but we can give you this hint: the "Three Wars" in the title is not just for sake of naming it. Thank you for reading our Community Content Report for August 2, 2022, we hope you have a wonderful day.
  7. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
  8. Fight the tyranny of the Archbishop as the Adrestian Empire or defend the "Holy Church" as the Knights of Seiros! Journey across Fodlan and take part in some of Fire Emblem's most iconic battles, but this time in an RTS format. As rumors of war begin to formulate in the surrounding villages due to the tensions between the Church of Seiros and the Empire, the Archbishop, Lady Rhea, forms an army in secret just in case the rumors become fact, what happens next is something entirely different than what she had expected and it all began with three students being chased in the woods by bandits... Release Date: TBD An Empire in the Making (View Original Post) The Adrestian Empire is located at the south end of Fodlan bosting the famous Black Eagle house to represent them at Garreg Mach Monastery which lies at the center of Fodlan. It is said that the founding of the Adrestian Empire was aided by Lady Seiros when they helped her defeat Nemesis (The King of Liberation). The "Crest of Seiros" runs through their family bloodline as a gift from the goddess for lending their strength to Lady Seiros. The Black Eagle house was named after the traditionally black armor of the Adrestian knights and the twin-headed eagle on the Empire's coat of arms. The Black Eagles' attendants this year are as follows: Edelgard (The only child left of House Hresvelg and the only heir to the throne of the Adrestian Empire), Hubert (House Vestra), Bernadetta (Only daughter of House Varley), Ferdinand (House Aegir, in line to become the next Prime Minister of the Empire), Capar (One of the sons of House Bergliez), Linhardt (House Hevring), Petra (House Macneary and in line for the throne of Brigid), Dorothea (The only commoner in Black Eagle). Help Wanted: If anyone wishes to help in the development of this mod we will be grateful to hear from you on our Discord Server. We are currently in the need of a 3d modeler, music help, and some artists. If you wish to help in any other way then you are always welcome on our team. Thank you. Fire Emblem: Three Wars Reddit Fire Emblem: Three Wars Discord Server Fire Emblem: Three Wars Mod DB Page
  9. Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod Version from 6.12.2019: fgod23experimental.pyromod (Player statistics overlay fix work for me) New Experimental Version. New features. fgod23_experimentalv2.pyromod (Player statistics overlay doesn't work for me) Older Experimental version fgod_experimental.pyromod Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fgod_v1.6.22.pyromod Main Features: Fixes 0 A. D. v0.0.23 lobby lag, Fixes gamesetup crash (especially on Mac), new features for lobby and additional behaviour (also for lobby dialog), in-game name change (multiplayer-name in general options page), in-game/gamesetup ping nick sound notification from lobby (sound and marker on menu button), replace offline in-game (when lobby authentification on host if disabled), unit experience status bar in-game, pause overlay clickable/actable units/entities, game reconnect on connection lost/kicked, replays/civilization structure tree and civ info/options/last summary from lobby more buttons (hideable), auto-away after time in lobby, highlight colors for buddies, buddy games in lobby, highlight color for user player and user player games, number of players games (and onlines/open games) in lobby, hide profile panel for longer player list in lobby, player / games deselectable (escape key) in lobby, improved nick recognition for pinging in lobby, improved player/game sorting in lists in lobby (and especially remembering sorting), in lobby dialog select game the player is in, more darkend background on overlay windows/dialogs, remember last opened options page, auto-complete tab in chat cycles through all possible names and terms, observer all player statistics in top panel, team statistics in top panel, fight activity ratio in summary, tribute resources show stocks in tooltip for easier resources sharing in team, name colors in chat text in-game, mouse wheel support for changing tabs on summary/options/ gamesetup/credits. and finally mod compatibility to normal 0 A. D. users. So happy testing and multiplayer game hosting to everyone! Easy Install: You now only need fgod.pyromod file (from page https://github.com/fraizy22/fgodmod) https://github.com/fraizy22/fgodmod/raw/master/fgod.pyromod Download & Start it with 0 A. D., To Start it with 0 A. D. do: - Windows/Linux: Right Click On File -> Open With -> Other Application -> Search 0 A. D. -> Open - Mac: Select file in File Manager -> Top Bar Hit File -> Get Info -> Click Open With Column -> Click the Dropdown -> Other -> Search 0 A. D. -> Open When 0 A. D. opens -> select Green fgod in List -> hit Enable -> hit Save Configuration -> hit Start Mods. The Mod will start and default settings will be setted. Have Fun! Older Install Descriptions: Drag & Drop this file over 0ad start icon and It will start the mod. Or run "0ad fgod.pyromod" from terminal within your download folder. Enable fgod mod in mod selection (settings) hit save and start mods. Mac OS install Video/Tutorial: If that not works download manual the archive https://github.com/fraizy22/fgodmod/archive/master.zip (from https://github.com/fraizy22/fgodmod) or git clone https://github.com/fraizy22/fgodmod fgod Unzip the files mod.json and the other into new folder under 0ad/mods/fgod to path: linux into ~/.local/share/0ad/mods/fgod windows typically: ~\Documents\My Games\0ad\mods\fgod mac: ~/Library/Application\ Support/0ad/mods/fgod or read OS gamepaths: https://trac.wildfiregames.com/wiki/GameDataPaths after start game go main menu under settings -> mod selection -> enable fgod, hit save & start mods Screenshots: Lobby (Profile Panel on click player demand, player/game selection clearable escape, Number of player/games, auto away after time inactive, ...): More Buttons hideable below Chat (Start Replays from Lobby, keep in lobby, show summaries, start replays from in replays and games): Darken Fades (Window dialogs darker background), Gamename remember: Team Presets in Gamesetup: Replace button observer in top-panel (when player offline and lobby authentification disabled), colored names in text chat context: Pause overlay units/entities/buildings everything still clickable/orderable for queueing. Top panel summed resources/pop from all players (tooltip shows also team sum and ofc all players): More Options in lobby Options: Easy Update/Download And Feedback In Forums: Fight Activity Ratio in Summary (Military Points / Economy Points): Also Next and Previous Buttons in Summary When Opened From Replay Menu For Replay cycling:
  10. Hi all, Im making a new map, the siege of Halicarnassus. This is the very first preview, it is still in progress, but i would like to receive some feedback. Yes, it has a lot of props, i like detail, i'm just trying to make it more "vivid". This is the reference im using, i didn't make it exactly as is shown there, i forgot to add some things while making it, but now that is that advanced it may be a pain! http://www.discusmedia.com/maps/turkish_city_maps/5594/ v1.1 v1.2 1.3v This is what it seems to be the end of the map. Perhaps i could release as a 4 player maps (3v1), but, believe me, you cant play it (It lags without unit around, imagine it with units) Anyways, I had to improvise the Mausoleom, with walls and ground elevation. It has some greeks buildings, as i understood while i was reading, they had some multicultural life. I tried to make it, the most accurate possible, obviously, for many reasons there a lot things that cant be made, but in the other hand, i forgot many others . Hope you enjoy it! 1.4v
  11. Talking about mercenaries: This mod gives the ptol hero Ptolemy I the ability to actively convert mercenaries from the enemy for 250 metal each. So why is this mod called Midas you may ask? Because you have no choice. When you have metal left and an enemy merc is in his aura, the unit will convert until you have no metal left. mercenary-patreon.zip merc.mp4
  12. Hello again, I'm glad to present you the second version of the metagame, where many things have changed. Game: Updated 28-11-2016 IMPORTANT FIX - Marian Reforms Missing MetaGameV2_2.zip Patch: Updated 28-11-2016 IMPORTANT FIX - Marian Reforms Missing MetaGameV2_2.patch Docs: CivBalance.odt Main changes: Creation of category subtypes to improve the strong-weakness system (and make it more diverse) Rush: Strongest in phase 1. Weak in phase 2. Weakest in phase 3. Successors Changes Can't build fortress. Siege only avaible on CC. Champions can only be recruited on Militar Colony. Militar Colony can be built on phase 1. Ptolemies No changes Seleucids Changes Seleucid corrals can recruit militia cavalry. Militia infantry also affected in matter of costs and debuff. Rush-Wall: Stronger in phase 1. Normal in phase 2. Weaker in phase 3. Celts Melonas in age 2. Champions can be only recruited on CC. Start with one unit of the same type you'll use to rush. Britons Dog rush. Kennel in phase 1. Cost 0. New tech Woad Painting. Puts a fear aura over your units that'll lower enemy citizen's attack on sight by 20%. Don't affect champs. Lowered dramatically longsword champions armor. They got slow yet deadly attack rates. Gauls Druid rush. Temples in phase 1. Cost 0. Set fanatics armor to 0. Boosted heath, speed and attack rate. They can't capture buildings, only attack. Wall-Rush: Strong in phase 1. Strongest in phase 2. Weak in phase 3. Carthaginians Wall role. Walls cost 0 and have enormous resistance but they've got the slowest build rate. Removed Carthaginian Embassy. Carthage doesn't got barracks. All mercenary citizens and champion elephants are recruited in markets. New building Tophet. Reduces Sacred Band cost and maximum population by 50% for each Tophet. Persians Wall role. Boost walls with Persian Architecture after you build them. Units now cost food only. Persian storehouses give a slow trickle in all resources. Wall-Eco: Weak in phase 1. Strongest in phase 2. Strong in phase 3. Mauryans Pillar of Ashoka effects are stackable. Iberians Reverential Monument effects are stackable. Rework of the Iberian Maisu Burdina Langileak Tech. For each Blacksmith you control you reduce unit's metal costs of your team by 10%. New building: Foundry. Special armory that has the Iberian Special Techs. Unique building. Eco-Wall: Weaker in phase 1. Normal in phase 2. Stronger in phase 3. Hellenes Civic Stoa, Royal Stoa and Theatron are considered influent buildings, they're visible to all players. No Theatron build limit. Spartans New technology Femine Mystique. Improve all women's economic parameters by 25% but increase cost in 25%. Spartan houses can spawn women without need of the house tech. New building Tall Spikes. Special building for Spartan women. Deals heavy damage to cavalry on contact. New building Small Spikes. Special building for Spartan women. Deals average damage to all units except for siege. Athenians New building Propylaea. Doubles other player's structure build time. Visible to all players. Eco: Weakest in phase 1. Weak in phase 2. Strongest in phase 3. Macedonians New tech Military Reforms. Allows to build new building Reformed Army Barracks. Each one can recruit 16 Lothos pikeman lines, which are population free. Can heal Lothos infantry. Siege workshop can also be built on enemy/ally territory. Can build ballistas in Age 2. Romans New tech Marian Reforms. Allows to build new building Tent. Each one can recruit up to 8 Contubernium swordsmen squads, which are population free. Can heal Contubernium units. Rome champions cost the same as the hero, to reduce their numbers in battle and enhance their role as the general's vanguard. Infantry got a vanguard aura that increases hero's armor if the hero is near, and cavalry increase attack. New skin for Rome's outposts.
  13. What is it This mod lets you play alpha 23b balance in alpha 25 Download a23_balance_for_25.pyromod a23_balance_for_25.zip Why? I like alpha 25 but I like 23b balance better. Source code public repository https://github.com/nanihadesuka/a23_balance_for_25
  14. petra_extreme is a new mod that adds a higher level of difficulty to the AI Download
  15. I made a mod called 10ad. It changes the game very little. faster (and cheaper) economy upgrades and fewer houses required. ## Details These upgrades are all free and very fast to complete. ### Storehouse and Farmhouse You can do the upgrades immediately after building them. There is only one upgrade for each resource, but it increases your gathering rate to the same value you'd get after doing the village, town, and city upgrade in the unmodded version of 0ad. ### Housing You can do the home garden upgrade immediately after building a house. It will give you an 80% population bonus. Download
  16. Hi everyone! We have decided to begin work on creating a mythological mod for 0 ad. The first version will include two factions, which two factions will be in the first release will be decided by a poll. This is a Council of Modders project, anyone is welcome to join or contribute. Here is a link to the discord channel, that we created for the mod https://discord.gg/AjZeHA6 https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D. that is the github link. We also have a moddb page https://www.moddb.com/mods/theopolmos Theopolémos (DEVS and contributors): Asterix (Base code, github merging, planning) Angen ((active) coder, planning) Stanilas (answered a lot my questions and helped all round) Alexandermb ((active) 3d work, github merging, planning, gameplay concept) Smiley ((active) coder, planning) Rolf Dew ((active) faction and gameplay concept and planning: forum stuff) Atilla Thorfinn the Shallow Minded (corrections, historical accuracy for units) Sundiata ((active) 2d work) TheScottishFiana ((active)planning and faction concept) Adeimantos ((active) coder) Codeman (2d and 3d work, planning and faction concept) Viyers (concept and planning) Wowgetoffyourcellphone (for favor resource) Council of Modders
  17. Download to test: https://github.com/JustusAvramenko/theban_greeks Ready for testing! Works with Alpha 24. Adds the Theban civilization to the game as a playable faction. They include 3 new heroes, 2 champions, custom actors, a fix for the plumed Boeotian helmet, 2 special technologies, a team bonus, and more! Will release on Mod.io in 2 weeks or sooner if all the bugs are ironed out!
  18. Let's Fight 0 A.D. is an open-source RTS game (https://play0ad.com/) Let's Fight is a 0 A.D. gameplay balance mod for Alpha 24 (Xšayāršā) Motivation Currently the meta of Alpha 24 is skewed towards turtling via walls, towers, and forts. This problem is exacerbated by the advantage that archers, units that already have high range, have over other ranged units. This mod aims to provide gameplay that is more rewarding for aggressive players and roughly equalize the strength of civilizations to allow for a greater variety of strategies. In particular, there is an emphasis on encouraging players to utilize different strategies depending on the civilization and situation of the game. Several balance changes in this mod were based on discussions in the "Gameplay Discussion" and "Balancing Discussions" sub-forums. Installation Drag and drop the pyromod file over the 0ad start icon or open the pyromod file with pyrogenesis.exe The mod will be downloaded and you will be taken to the "Mod Selection" page (if not, then click "Settings" -> "Mod Selection") Click on the "letsfight" mod in the "Available Mods" and click "Enable" in the bottom left Click "Save Configuration" in the bottom right Click "Start Mods" in the bottom right If you have an older version, go to your local mods folder (https://trac.wildfiregames.com/wiki/GameDataPaths) and delete all other versions of the mod before downloading a different version If you're still having trouble, see https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods Updates Thanks to the 0ad community for their feedback. Some people have had questions about the changes or wondered about the justifications. The reasoning behind each change is placed in brackets behind each bullet point. v0.2.3 Gave auras to Chandragupta Maurya and Agis III Buffs to auras of Pericles, Arakamani, and Alexander III Increase damage of melee infantry and cavalry [Thanks @borg] Decrease armor of pikeman [Thanks @borg] Increase crush damage of catapults [Thanks @maroder] Fixed fortress, civic centre, and military colony minimum distance [Thanks @Nescio] Limit of 1 fortress and 10 towers for each civic centre [Thanks @Nescio] Group armor of buildings based on economic, civic and military, and defensive classes [Thanks @Nescio] New stable technology for Britons to increase vision range of war dogs Buff to team bonus of Britons All Changes Thoughts, Comments, Suggestions? Discuss! I've tested this mod against the AI, but the best results are from real players. Try some games with other players and then let me know what changes you liked and disliked. Feel free to make other suggestions that you would like to see in this mod after testing it out. letsfight_v0.2.2.pyromod letsfight_v0.2.1.pyromod letsfight_v0.2.pyromod letsfight_v0.1.pyromod letsfight_v0.2.3.pyromod
  19. Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.
  20. Heavily inspired by the morale mod: https://wildfiregames.com/forum/topic/37755-morale-system-for-0-ad And this idea: https://wildfiregames.com/forum/topic/38187-give-elephants-area-damage/ I want to explore a new mechanic for elephants. (Just for fun, so the effects may be unrealistic) Original version, now outdated: Historically elephants were especially effective against cavalry, because if the horses were not used to the presence of elephants, they would get very nervous and flee when they saw something that big walking towards them. This would disrupt the battle formation and cause disturbance in the enemy lines. I am basing this mostly on wikipedia quotes, so if some of the historians want to explain more if this is historically accurate or if these are just some anecdotes, feel free to do so Therefore the Idea would be that elephants have an aura that changes the stance of enemy cavalry to passive and forces them to flee. It should only affect unhabituated / basic rank cavalry, as the horses loose their fear over time. So advanced /elite cavalry is not affected. Current Version (V 3.0.0): Elephants have the aura "Fear" which affects a random percentage of all basic rank enemy Infantry and all of the basic rank enemy cavalry. The affected units get scared and will flee, but they try to attack again. Every time the elephants get hurt (under a certain threshold) there is the probability that they also get scared and fall into rage. So you have no longer control over them and they may attack your own units. scary-elephants.zip battle-test.mp4 So let me hear what you think about it Thanks to @wowgetoffyourcellphone and @azayrahmad for the tips.
  21. Auto-Queue is an ability of a building to loop through production queue indefinitely as long as resources and population limits permit it. So instead of training units repeatedly, you can simply set the queue once and set the building to auto-queue. If you played Age of Mythology you probably have used this features. In Rise of Nations it's called Infinite Queue. I have searched through the forum in case this topic has been discussed before, but I can't find any. So I decided to make a small mod to demonstrate this feature, inspired mostly from RoN's infinite queue. I attached the mod below (also accessible from GitHub). Here is the screenshot of 0 A.D (Alpha 24b release) using Auto-Queue mod. The button is accessible in middle panel at the bottom (command section, beside delete and rally point button). When the button is toggled on, units in queue will be indefinitely looped. It doesn't work with technologies as they are one time only. I know that auto-queue is generally considered as a rather controversial feature in RTS, as it is reducing micro but also can be dangerous if left unattended. I personally think that 0 A.D. vision is to reduce repetitive actions, so this feature is a must. What do you think about adding auto-queuing in 0 A.D? 0AD-Auto-Queue.zip
  22. Introduction: The purpose this mod is to clearly define the role of buildings, which then leads to a (slightly) more realistic city layout. It is a follow up to this proposal: https://wildfiregames.com/forum/topic/37294-storehouse-and-farms-rework please look there for additional reasons why I think these changes are good. So please take a look at the following building and ask yourself the following questions: Does this look like a place that you can pack full of soldiers and defend like a fortress? Does it look like a good place to store your food, stone or metal? Well, at least to me it doesn't. And this is imo one of the reasons for the gameplay balance problems. Therefore, introducing a mod, that clearly redefines the role of the basic buildings. Features: The civic center is no longer an all-purpose storehouse nor an easy to defend mini fortress. Its ability to shoot arrows has been removed and replaced by an aura, that increases the attack and armor of soldiers close to it. That is done because it is the center of your civilization, which should give the soldiers a boost of morale and it also prevents you from getting overrun in the first 5 minutes of the game. The storehouse is now the main place to store wood/metal/stone and its cost are reduced to 50 wood. Wood can still be stored in the CC to allow wood income in situations where all storehouses are destroyed. The farmstead is now the main place to store food and its cost are reduced to 50 wood. What do I hope are the benefits? A city layout that looks more realistic (e.g https://en.wikipedia.org/wiki/Roman_Forum) and less like someone decided to turn the center of their city into one giant farming area. Easier to understand game logic. Defensive structures are for defense, economic structures are for economy. Better ability to rush in early game Because I don't want to make two mods, there are also other changes (maybe more unrealistic) based on the following complaints I have read on the forums: Rushing is too hard defensive structures are too effective (e.g. https://wildfiregames.com/forum/topic/37687-lets-fight-gameplay-balance-mod/) Changes: Towers: Towers do no longer have an minimum distance between them, because that restricts player freedom (and I don't like it ) To balance that out , their ungarrisoned arrow count is reduced to 0, because it was imo not realistic that they had a default arrow count (indicating a person inside) but they did not contribute to the pop limit. To have any effect of the towers, you now either need to keep men around or let them stay inside, which should prevent an extreme overuse. The tech is removed, that adds one standard arrow to towers The tech is removed, that gives 40% more arrows per garrisoned soldier The stone tower can now garrison only 3 soldiers (same as the sentry tower) but it is still harder to capture and more resistant. Palisade related: Palisades have very weak crush damage, which means that rams and catapults are way more effective against them Women now have a torch as weapon, which allows them to burn palisades. (A few hits are enough, the palisade will continue to burn until its gone) Here is a test of how effective different unit types are at destroying palisades: test.mp4 Nice new fire effects: showacse.mp4 Here is the mod (v 0.0.3): increased-realism.zip
  23. Aye Pirates Mod attached as .zip version 0.9 BLM Captain your crew in the Carribbean back in the 17th century ... Boats -- Whales -- Boars -- Cannon(ish) -- Slaves (can become free) Muskets -- Original Music -- Re-worked gameplay -- Tides!!! I know Lion has asked for screenshots but my rig is broken ATM. More to follow ( I hope) Enjoy! aRRRRRRRRRRR - happy ps its really rough and a work in progress here is the hash ayepirates_0.9.zip MD5: 4e01f885ee0d237f09cdc5fe6ee4317b ayepirates_0.9.zip
  24. So I'd like to create a Morale system mod... My plan is to make it to be some kind of Aura of units that influences other units in range. However I need it to be more dynamic, i.e. the effect strength would change according to unit's own morale strength. I decided to create separate component. Morale.js. There are two mechanisms in this component: (1) Morale level and how it affects unit performance. This is similar to how Health.js works. (2) Unit effect on other units in range based on its own morale level. This is intended to be similar to how Auras.js works. The first one already work, but the second one is not yet. I still don't understand why the effect is not applied yet. This is the repository on GitHub: https://github.com/azayrahmad/morale-system The problematic part is in simulation/components/Morale.js. Here are the snippet of the relevant parts: Init: Morale.prototype.Init = function() { this.affectedPlayers = []; ... this.CleanMoraleInfluence(); ... }; The CleanMoraleInfluence(), intended to be similar to Clean() function from Aura.js. The target here is to apply morale influence to any allied units in 10m range. (GetAllies() also includes player's own units right?) Morale.prototype.CleanMoraleInfluence = function() { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); //Remove Morale let targetUnitsClone = []; if (this.targetUnits) { targetUnitsClone = this.targetUnits.slice(); this.RemoveMoraleInfluence(this.targetUnits); } if (this.rangeQuery) cmpRangeManager.DestroyActiveQuery(this.rangeQuery); //Add Morale var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if (!cmpPlayer) cmpPlayer = QueryOwnerInterface(this.entity); if (!cmpPlayer || cmpPlayer.GetState() == "defeated") return; this.targetUnits = []; let affectedPlayers = cmpPlayer.GetAllies(); this.rangeQuery = cmpRangeManager.CreateActiveQuery( this.entity, 0, 10, affectedPlayers, IID_Identity, cmpRangeManager.GetEntityFlagMask("normal"), false ); cmpRangeManager.EnableActiveQuery(this.rangeQuery); } Here is the apply and remove morale influence functions. The intention is to apply the effect (add Morale regenrate by 1 per second) and remove it if no longer in range). Morale.prototype.ApplyMoraleInfluence = function(ents) { var cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager); cmpModifiersManager.AddModifiers( "MoraleSupport", { "Morale/RegenRate": [{ "affects": ["Unit"], "add": 1 }] }, ents ); } Morale.prototype.RemoveMoraleInfluence = function(ents) { if (!ents.length) return; var cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager); cmpModifiersManager.RemoveAllModifiers("MoraleSupport", ents); } And lastly OnRangeUpdate. This should run apply and remove functions when units are moving in/out of other units range right? Morale.prototype.OnRangeUpdate = function(msg) { if(this.rangeQuery) { this.ApplyMoraleInfluence(msg.added); this.RemoveMoraleInfluence(msg.removed); } } I have been looking at the code all day and still don't understand why does the effect not apply. In the repo I added template units that includes Morale which start at 50%. The intention is that every players unit within 10m range should have increased Morale, but they don't. If you want to test this with Aura and see how I intend this to work, you can put these snippet inside template_unit.xml: <Auras datatype="tokens"> morale_friendly </Auras> Any help would be extremely appreciated. Thank you!
  25. Forum discussions are nice and all, and there is certainly no shortage of good ideas, however, what matters is how things work out in game. Because using the development version and applying patches is challenging for many, I've decided to bundle several related patches proposed for A25 as a mod for A24. Their purpose is to address the frequent complaint that defensive structures are too effective in A24 and therefore attacking is too difficult. The eight patches included here are: https://code.wildfiregames.com/D2845 https://code.wildfiregames.com/D2854 https://code.wildfiregames.com/D3601 https://code.wildfiregames.com/D3602 https://code.wildfiregames.com/D3668 https://code.wildfiregames.com/D3672 https://code.wildfiregames.com/D3684 https://code.wildfiregames.com/D3686 I sincerely believe each of them is an improvement on its own and also that they work nicely in combination with each other. Nevertheless, I'm biased by my own ideas and different people may have different opinions, of course. Hence this mod, to broaden the audience and have more people play and test. Feedback is appreciated, especially from people who've played at least several games with it. Anyway, here it is: balancing_defensive_structures.zip I've also uploaded it to mod.io to make it available via the in-game mod downloader, but I'm not sure it's working (@Itms?): https://0ad.mod.io/balancing-defensive-structures
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