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  1. 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
  2. Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.
  3. 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
  4. 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
  5. 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.
  6. 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!
  7. 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
  8. Overview This mod adds morale system to 0 A.D. Please read an overview of morale in Wikipedia page here. This mod tries to represent military morale and to some extent also employee morale (for workers). Morale system here is inspired from a mix between Total War and Stronghold style morale. So basically the higher the morale, the better your units at gathering, building, and fighting, and vice versa. Morale is influenced by unit's health, being attacked, being near other units, etc. On a very low morale, units will flee the battlefield. I originally develop this mod for Happiness system in my City Building Mod, however it became more complicated so I decided to release it separately as Morale system. Therefore, this mod is designed to be as bare-boned and customizable as possible, so it will be compatible to many mods, although the mod should be quite playable as it is. Features Every unit has morale icon to represent its current state. Some aspects that can influence unit morale: Presence of other units on viewing distance. Allies increase morale and enemies decrease morale. Being attacked. Arrow shots would decrease morale, even if it missed. Health increase/decrease. Morale would increase/decrease accordingly. Unit death would cause significant morale decrease to nearby allies and vice versa. Low morale can cause a unit to have decreased gathering rate, building rate, and attack rate. Extremely low morale cause unit to flee from enemy and became passive. Units reaching max morale would cheer and start becoming violent. Structures can also have morale. Structures with low morale can have reduced attacks speed and also slower training and research time. Garrison units with high morale inside for increased morale. Some variables that can be customized for further modding (mostly need to edit component variable but later planned to be customizable via template): Significance (the higher unit significance the higher influence it has on nearby units) Range (by default it uses unit vision but can be altered) RegenRate (default morale regenerate rate) etc (please look at Init function of Morale.js) Installation Clone or download the mod from GitHub page to My Games/0ad/mods folder. (I will add mod.io link later) Contribute This mod is very much a work in progress. Everyone is certainly welcome to contribute by testing the mod and tell me what you think! If you found issue or have some ideas you'd like to implement, feel free to discuss here or even create Pull Request to the GitHub repo. I also currently have no access to a better quality computer to create high quality screenshot/video preview, so you can share your screenshots here as well! Credits Thank you very much to: @Freagarach, @wraitii for helping out on problems I encountered with some components (see the discussion behind the scene here) @Grapjasfor letting me adapt his Wounded feature from Grapejuice mod (another interesting mod you should check) @wowgetoffyourcellphone for arrow morale damage suggestion and fear units (implementable by Significance, but not yet).
  9. 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
  10. 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
  11. 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!
  12. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
  13. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! DOWNLOAD For A26 i made this temporary release, which should work fine but isn't tested much and the han are excluded. grapejuice-3.1.7_A26_semirelease.zipgrapejuice-3.1.7_A26_semirelease.pyromod A25b versions (old) grapejuice_3.1.6_A25b.zipgrapejuice_3.1.6_A25b.pyromod text version of mod features
  14. 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
  15. Hello everyone! May 15, 2020 So I (@HappyConcepts) am clearly not an artist but ...I like RTS So I am very happy indeed to present my mod for your gaming pleasure. Let’s feed your soul with pursuit of princely treasure! Aye pirates ! Plenty of ships we find laden with cinnamon, silver, or ivory or gold! In this life of adventure, lad You will ne’er grow old Aye pirates , known as scourge of the seas and the shallows! Yet I have known many who Would not rightly deserve gallows There be many with letters of Marque those Kingsmen … those killers! Those wretched devils! Those privateers! Those frigates wreck’d and those thund’ring nines! Watery graveyards remember no crimes. Aye mates rejoice! Brethren drink in this night! Aye pirates! For freedom! For treasure! For fun! For the fight! Ummm yes I look forward to as much input as possible. The art is obviously lacking at the point but there are several hundred hours of play-testing put in over the past 13 months and I must say I really enjoy playing this mod! I hope you enjoy it and please post questions, ideas, suggestions here! The github should be up soon ... Please stay safe, COVID is a killer in these unprecedented times!
  16. Some people like serifs. 0 A.D. uses the sans-serif font Linux Biolinum. I prefer Linux Libertine. Therefore I had a look at the source/tools/fontbuilder2/fontbuilder.py, generated new font images, and bundled them in a mod: linux-libertine.zip With the mod 0 A.D. uses Linux Libertine (Display and Bold) as the default font in game, and FreeSerif as the fallback font, which also happens to have a greater Unicode coverage (over 10,000 glyphs) than the default fallback font FreeSans (over 6000 glyphs). It should work with both the development version (A24) and the stable (A23), as well as earlier versions (A22 etc.), but if experiencing trouble when switching, delete the 0ad cache (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and relaunch the game. [EDIT]: @Itms, maybe something to upload to mod.io?
  17. @Alexandermb, @Stan`, @wowgetoffyourcellphone, are these selection overlays something you'd like to have available in the svn version? 256x256 circle (left) vs 128x512 ellipse (right), for comparison:
  18. I recently created some building for a future MOD which won't include any of the current civilizations. One of these buildings is a large Minoan palace which will act as a civic center. So I was wondering what would be the best way to start testing them. Is it possible to test them as a new civ or should I use one of the current civs as starting point and just replace its building meshes with mines? These are my first steps into the moding area. I'd appreciate any help.
  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. This will be a project to carefully document with as much detail as possible what is being changed in the Borg gameplay Mod offered for download on mod.io New Balance. New Technology Trees. New Bonus. New Auras. New Units. New Buildings and much more. All of these changes need to be enumerated and tracked, as this mod or parts of it may end up being rolled into a future release of 0ad Alpha (vanilla). This is being done so that current vanilla 0ad players can make informed decisions about how to adapt current strategy to these significant changes should any or all of these changes make it into the next or some subsequent Alpha release. The approach will be, first, to communicate the changes from the actual experience of playing the Mod against the AI, to second, loading the mod into the Eclipse IDE and finding the actual changes that are being made and clearly enumerating what they are. For the purposes of clarity, I will as much as possible list what the current stat of a unit or tech is in the current release, and then what the new values are in the mod. This will give the players complete transparency on the changes. Phase One: Apparent Changes from actual GamePlay Test One - Britons against the AI on Oasis 1. CC has been changed - cannot train citizen soldiers, only women. (need to verify if this is the same for all civs now) Concerns: Training male unit types in the CC was not the same for each civ - so this is a very significant change that is effecting each civ in a non-uniform way. Must now build three different buildings to get the same type of units out that were available in the CC before this change. Barracks produce Melee units, Archery Range produces ranged units, Stable produces Cav units. Please note that all three of these unit types were previously able to be produced by the CC. 2. Two new techs in CC - "Siege Rations" and "Peasant Laborers" ( will need to find and enumerate in IDE) & (need to verify if this is the same for all civs in game) - "Siege Rations" described in game as "+5 Health for all organic units" cost is 500 food time is 20 seconds - "Peasant Laborers" described in game as -10% build time for all structures cost is 100 food time is 20 seconds Concerns: Do all civs build structures at the same speed? If not, if the civs that build structures at a faster speed research "Peasant Laborers" early in the build order, they will now have a massive advantage over those that don't and have slower build times. (need more data) 3, Wardog Kennel now build-able in Age 1 Concerns: This gives what is already considered an OP civ in vanilla the ability to harass early resource gathering of opponents. 5 war dogs plus the starting dog for Brits is a significant capability. The cost for these dogs is only food, women have a bonus for gathering food. Not really sure why this is being moved from Age 2 to Age 1. Test Two - Persians against the AI on Oasis 1. Persian stables now the same as stables for all other civs- there was a differentiation in a24, where as - all other civs built barracks only, but Persians could build both barracks and stables. Concerns: Unique attribute of the Persian civ has been affected, perhaps unintentionally. (need more data) Test Three - Seleucids vs AI on Oasis 1. Elephant Stables can now be built to produce elephants. There is no limit on the amount of these stables that can be built. Elephant Stables significantly cheaper and faster to produce than Fort. Concerns: The ability to make Elephant Stables is a unique Mauryan tech in a24, giving this to other civs negates that unique tech. The "Elephant Stables" are significantly cheaper to make than the Fort (in a24, Seleucids must build a fort to train Elephants), and forts are limited to 10. This means Seleucids can now produce more elephants much faster (this needs much more investigation, will be testing the addition of Elephant Stables extensively in the coming days) - (need to carefully investigate all elephant producing civs in both a24 and borgmod) (to be updated as I make progress)
  21. 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
  22. This is my first time making a topic here I believe. Of course, my memory isn't exactly the best but lets not dwell on that. This here is a place to throw up concepts and ideas for all to see for review, constructive criticism, and inspiration. Perhaps even garner support for someone to aid in making the mod a reality. Mods can be either implementing your favorite franchises into the game to duke it out (example Warhammer vs Warcraft), to suggestions for gameplay elements for other people to use, or even concepts you've conjured in your Original Setting that you have in your head. Example: If you have Ideas for the modding community to use or make, pitch them here for inspiration or review. If you like an Idea, be sure to click the heart of the post and copy past it into your computer just in case.
  23. Summary For a while I've been working on a new mod to balance 0 A.D. for pro players. It features a lot of changes, and may take some getting used to. A counter system: melee infantry counters cavalry which counters ranged infantry which counters melee infantry (rock paper scissors) All techs are now useful and new dilemas have been added: many techs were too expensive to be worthwhile before Only six civilizations: each one very different to the others, with more depth and possible strategies More military buildings: units are split between barracks, archery ranges and stables Balance severely nerfs "dancing" but allows for tactical manoeuvres Battering rams and bolt shooters are now available in the town phase, but catapults are still city phase-only Citizen soldiers cannot gather resources (except cavalry can still hunt) but they can still build Women can build all buildings but civic centers can't build military units any more Many features from similar civilizations have been merged into the six available civilizations Stone and metal are more limited and only 16 women can gather from a mine at one time Numerous small improvements: rams don't attack fields, loot is consistent, etc General Meta The game encourages rushing more since citizen soldiers cannot gather resources. Generally players will produce women at the start while using their citizen soldiers to build and defend the women from rushes. Some civs can use dogs/tigers/lions for very early rushes. It's important to build at least any two of the barracks, archery range and stables fairly early so you are able to counter incoming attacks. The civic centers can build "Minutemen" which are cheap, have high attack and train fast, but slowly lose health over a minute. They're ideal for buying time if a rush catches you by surprise. There are now extra techs in the civic center and houses to increase women's vision, health and attack which can be used to mitigate against rushes. In the town phase siege is available in the workshop and some civilizations get access to weaker champions. Many civilizations also have special buildings available. In the city phase heros and more tech becomes available. Champions dominate in the late game. Unit Counters The barracks now trains melee infantry: swordsmen, spearmen and pikemen. Spearmen and pikemen are now fast moving and are particularly effective at countering cavalry. Swordsmen "soft" counter cavalry and other melee infantry and have strong armour making them useful as a "tank" unit, but they're slow moving. The archery range trains ranged infantry: skirmishers, slingers and archers. All these units are effective at countering melee infantry. Archers have the greastest range but are slower to move. Slingers do the least damage to infantry but are somewhat effective against buildings and siege. Skirmishers are fast moving and soft counter other ranged infantry but have less range than archers. The stables train sword cavalry and spear cavalry. Sword cavalry is stronger in almost every way but only Brits and Mauryans have access to them. In addition, Ptolemies have access to camel archers which are weak and mostly only useful for hunting. Brits Opening Strats Starting units: 6 women, 2 spearmen, 2 slingers, sword cavalry and a dog. Brits are good at rushing with their strong sword cavalry. However Brits also have access to dogs which can be used to rush very early in the game. It's a risky strategy though since if you don't kill enough enemy women you will fall behind economically. Dogs are only useful while your enemy may not have much army and become useless after 2-4 minutes of play time. Brits also have access to slingers and spearmen. Iberians Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and walls. Iberians walls are more effective than in vanilla because of the fewer ranged units. Iberians have access to swordsmen, slingers, skirmishers and spear cavalry making them quite versatile. They also have upgraded towers with no minimum range. Their early game is mostly defensive and economy focused. They become stronger in the town phase with access to cheap Embassy swordsmen. Mauryans Opening Strats Starting units: 6 women, 2 spearmen, 2 archers and 2 worker elephants. Mauryans are good at rushing with sword cavalry and upgradeable archers. They have access to tigers in the civic center which can be used for very fast rushes like Brits dogs. Mauryans start with two worker elephants which allows them flexibility in taking resources however they're the only civilization not to start with any cavalry which means that women have to gather chicken instead, slowing their economy. Ptolemies Opening Strats Starting units: 6 women, 2 pikemen, 2 skirmishers and 2 camel archers. Ptolemies have free houses, farmsteads, storehouses and corrals making them great for booming. However early in the game they don't have access to any strong cavalry which means they need to exclusively build skirmishers and pikemen, which are slightly strong than spearmen. In the town phase they have the easiest expansion with cheap military colonies. Rome Opening Strats Starting units: 6 women, 2 swordsmen, 2 skirmishers, spear cavalry and a healer. Rome are mostly defensive early in the game but they can do small very early rushes with lions. Since they can build ranged units in their barracks, they they are slightly more versatile in the opening period. Rome become much stronger in the town phase with their strong siege. Sparta Opening Strats Starting units: 6 women, 2 spearmen, 2 skirmishers, spear cavalry and a farm. Sparta start with strong women (+100% health, +200% attack) which helps them if they're rushed. Sparta's early game should be focused on reaching the town phase and spamming their strong champion units and skiritai. Be warned there may be bugs! Use at your own risk. Please send me your suggestions and thoughts! champ-mod.zip
  24. Please make sure that you apply all the steps correctly. 1-Download "AutoCiv" mod from the first post of this link: https://wildfiregames.com/forum/index.php?/topic/24649-autociv-mod-less-clicks-more-civs/ 2-Unzip it. / I'm using this app: https://theunarchiver.com/ 3-Change the name of the folder as "autociv". / it's very important. 4-Go to the mods folder. ~/Library/Application Support/0ad/mods Here you have two options to find mods folder: Option1: -Open Finder. -Click on "Go" / "Go to Folder..." on the top left of the screen and press enter. -Copy this path: ~/Library/Application Support/0ad/mods A window should pop up if it doesn't, try the second option: Option2: -Open Finder. -Click on "Applications" on the left bar. -Right click on "0 A.D." Folder / Show Package Contents. -Click on "Contents" / "Resources" / "data" /"mods" Let's move on 5-Move "autociv" folder into "mods" folder. / There is another folder called "mod" so be careful it should be "mods" folder. 6-Launch the game. 7-Click on "Settings" and then "Mod Selection". 8-You need to see "autociv mod" under Available Mods. (If you cannot see it that means you did something wrong when you try to move the folder. Go back to stage 4). Click on "autociv" and press "Enable" on the left bottom corner. 9-If you have "fgod" mod make sure that "autociv" mod comes after it. /this is also very important otherwise you gonna have error messages. 10-Click on "Save Configuration" and then "Start Mods". Done!
  25. 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
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