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Found 19 results

  1. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! DOWNLOAD grapejuice_3.1.6_A25b.zipgrapejuice_3.1.6_A25b.pyromod text version of mod features
  2. 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
  3. This is a topic about Eyecandy stuff. the link is here. https://github.com/0ADMods/eyecandy.git I would include that... things like for now it aren't in the plans of the current project. (0 A.D EA)
  4. This new random map will probably get into the next release of Community Maps. It's mostly Mainland with some elements of Latium added. The res and trees, etc. are the same as Mainland vanilla. Any suggestions for it? Other opinions?
  5. As Atlas is a 3D editor, can a bridge over land be made using Atlas? Something like this?
  6. I would like to see a weather simulation in 0 A.D. It would be nice to have weather events such as rain, dark clouds, bright sun, snow and desert winds. This would produces an entirely different feeling in maps. However, weather simulations can become annoying if they influence the map or game play to much.
  7. User Jontuo95 commented in mod.io: Another user confirmed to have problems with all random maps of the mod. I just tried all of them, but only found problems to generate Fert Mountain, and Forest Nothing with size Large (or larger). Does anyone else experienced problems with other random maps in this mod?
  8. A desert map for four players, very little wood, lots of minerals. Files: Arabia (4).xmlArabia (4).pmp
  9. Hello 0 A.D. fellows. I'm proud to present my first polished map: Four Cities Meet (4). It is a map for 4 players, very assymetric gameplay, but I tried to keep it balanced. There is enough trees and animals, but not a lot of stone and even less metal, so there will be struggle for these resources. Player 1 and player 3 start in a large plain, which has a nice mountain where you can build defensive structures. The entrance of the mountain favours player 3. Player 4 starts at an elevated plateau, surrounded by a dense forest, while player 2 is very well protected by hills and a small stream. A pond in the middle of the map prevents a total war in the center: the players will have to fight in the flanks. Some screenshots: If you try it, let me know what you think. Have fun! Download: [It is part of the community maps mod (you get the whole mod on Github or just the map files for this map). The mod is already submitted to mod.io for approval, but that version still does not include this map.]
  10. I post here because I don't know if the issue is bug or a "feature". I realized that the Amazon map is missing from my installation. I'm using Alpha 23 on a Fedora 29 machine. I have a few mods avalaible but the map doesn't appear even when playing only regular 0AD. I searched the changelog for A23 and A22 and didn't find any mention of the map being dismissed. Did I miss something? Thanks in advance for any useful information!
  11. Hi, I've created a giant map as a skirmish with two players, but my enemy is not improving his civ, they are just waiting like sheeps to be massacred and thats not fun. I would like to keep creating new maps, but until this issue is solved I've no illusion to put any more effort in to create a new one. Any ideas what's wrong? Olimpus.zip Olimpus.zip
  12. Could someone explain to me the differences between 0 A.D.'s random maps, scenarios, and skirmish? I believe I've quite familiarized myself with the game but I still don't understand those map categories ...
  13. Hi, everyone, I have been working for some weeks on mapmaking using the heightmap import from the atlas. I have found it great but found some problems I would want to be discussed here in the forum. Then (maybe) we will have a guide or tutorial with all the precious technical information about heightmap import involving all the process. Please correct me or comment as you wish, so I can edit the post and include more information. I followed the guide in the wiki, but found myself stuck some errors (my fault, but miss more technical information) before I learnt (thanks to vladislavbelov), the bit depth and format that the Atlas require for this import. However, still have questions about that: Which bit depth should I pick? 16-bit gray, 24-bit RGB (8-bit per channel)? In the guide in the wiki I can only read a generic "greyscale" Which formats are supported? BMP, PNG, JPEG, TIFF, RAW... not information about that neither, BMP appears to work, but the way bits are stored vary between these, may the results also vary? I would like to have more information or advice here aswell. Regarding the data sources I found good advise, but I would like to write a comprehensive guide on this also. The sources I found are: NASA blue marble: really great source, here you find loads of data. Specially interesting for 0ad the elevation, bathymetry and satellite images actual "colors" (to know where to apply a green or brown texture). Best of all, the images fit perfectly one onto the other cause all represent the same area and size. The disadvantage? Well... resolution might be enough for some maps, but if you want to make a big map from an small area (the island of Malta, for example), you may encounter the limits of this source. Moreover, I've noticed, the elevation is not proportional (yet should be enough for doing maps), cause Himalaya gets 255 (8-bit maximum) value, whereas greenland about 230, and Southamerica reaches 255 also. imagico.de: awesome, a search tool for various data sources. Sadly most sources only have data from America, while the civilizations present in 0ad are from Europe/Asia/Africa. Yet you get very very good resolution indeed, but only for elevation, bathymetry is missing. What can you do? Well, I have found no better solution but getting this greater resolution images for the most important in gameplay elevation (Earth part), and combine them with the coarse NASA blue marble bathymetry data. I have even written a macro in a scientific imaging analysis tool (ImageJ) for this purpose, given some coordinates and pertinent images, however, I have not been capable of doing a proper and beautiful heightmap import, tend to mess everything during my struggle. Perhaps, if I had more info about the required formats for the Atlas I could fix it. One thing really cool about the data I selected in this search tool (J. de Ferranti) is that images are in 16-bit, so data in Z-axis (height) can have a lot more resolution and (not sure about this, but tested on Sicily's mount Etna) it stores actual elevation in meters. In the case of mount Etna I measured values around 3200-3300 m which is really close to its true altitude. What about that? Well, if you know your image is 1 degree x 1 degree (width x height), the Earth's radius and that elevation values are real, you can work out a 100% REALISTIC MAP! when it comes to elevations. Cool, uh? Yet, I still struggle with the formats and Atlas import as I stated above. Global Data Explorer (powered by GeoBrain): thanks to niektb, for this source. He made a video tutorial about getting data from there and so on. Have'nt tried yet (needs login, and my laziness... well... ), but seems easy to navigate and download, but guess no bathymetry is found. What about its resolution, bit-depth, etc? ... there might be more data sources out there, any collaboration is welcome! Just a final comment regarding realistic maps (which is my goal to achieve realistic historic simulation). Does anyone knows where we can find data about sea level about 1st century A.D.? The coastline might have changed quite a lot. Other factors might have modified this also (read the text below the linked photograph). Well... what do you think? Suggestions? Can we push a bit further the heightmap import?
  14. Hi guys! I have created two scenarios taking as base a map started by Viridis. I found that map last week while looking for a nice numantine scenario and I decided to finish it, trying to make to make it accurate, beautiful and playable. The scenarios are: "First battle of Numantia" and "Siege of Numantia". I attach the scenario files in dropbox links with some screenshots since it doesn't allow me to upload more than 5 mg here (that I used already in other post). https://www.dropbox.com/sh/vjrbcqdpv8kp2ga/AABZoZlNNQ5CpdJTM2n-qxtea?dl=0 https://www.dropbox.com/sh/n69ch85molnt8q8/AADayW9fr9TruR2i9aNAPU2Sa?dl=0 These are the map descriptions: FIRST BATTLE OF NUMANTIA "Numantia is famous for its role in the Celtiberian Wars. In the year 153 BC Numantia experienced its first serious conflict with Rome, when it hosted the rebel inhabitants of Sekaiza. In the year 153 a. C Fulvius Nobilior attacked Numantia with a huge Roman army and cavalry support of the Numidian King Massinissa, including elephants, which unexpectedly went uncontrollable and charged against the Roman soldiers. That fact changed the course of the battle that ended with the Iberian victory." The game starts with the battle where Gaia elephants attack roman troops. As iberian you are quite near the action and can decide if joining the battle (to inflict more damage to the roman troops but putting at the same time your units in risk with the elephants smashing everything around) or complete the retreat of your troops to your town walls. SIEGE OF NUMANTIA "Numantia is famous for its role in the Celtiberian Wars. In the year 153 BC Numantia experienced its first serious conflict with Rome. After 20 years of hostilities, in the year 133 BC the Roman Senate gave Scipio Aemilianus Africanus the task of destroying Numantia. He laid siege to the city, erecting a nine kilometre fence supported by towers, moats, impaling rods and so on. After 13 months of siege, the Numantians decided to burn the city and die free rather than live and be slaves." The roman faction starts with 7 camps and a strong force surrounding the iberian walled town. Some fences are built around the roman camps but not finished yet so the iberian should try to obercome it as soon as possible in order to have access to resources. ****** Unfortunately I found several problems that make these scenarios impossible to play. I number them as follows: 1. The AI, doesn't not attack, build, create units, nor make any attempt to win. Just defend. 2. Many errors appear in cascade as I load it to play, and I guess they have something to do with the AI unactivity. 3. How can I garrison units inside the Roman forts in the scenario editor, so they don't become Gaia's when I start playing? (I was told this will be solved for A22) Please, feel free to comment, download it, explore it or try to repair it. I hope we can resolve these errors (I really have no idea how to do so) so we all can play this scenario that took me time to improve and that I really want to try out. Thank you!
  15. Hi guys, This is the scenario I made of Birgantim (modern A Coruña) that served as port to Lucus Augusti. It is quite accurate, fully playable with no detected errors, and balanced forces so it's fun to play with both armies. I hope you enjoy. Please comment and feel free to include it in future releases of the game or give any advice you believe would improve the gaming experience. Cheers! You can download this playable scenario from dropbox (includes the scenario files and some screenshots): https://www.dropbox.com/sh/vc4938ecuce1j35/AADoRvYFiJdZF_W91zZeEtnQa?dl=0 BRIGANTIUM description: Strategic settlement located on the coast of Gallaecia, named that way by the Romans during their invasion of the northwestern Iberian Peninsula, that began in the second century BC and was not completed until the first century BC, after more than one hundred years of fierce strife against the Celtic tribes that inhabited this vast area of forested mountains rich in minerals, rivers, beaches, and fertile waters. Historically the Celtic settlers of Brigantium did not offer resistance to the Roman contingent, whereas in the interior the conquest was not completed until the times of the emperor Augustus. Later, Brigantium become Portus Magnus and the Tower of Hercules (oldest lighthouse of the world still in operation) was build in it. Situation: The bulk of the legion commanded by the legate Julio Cesar, has entered the interior of Gallaecia with intent to subdue the natives. It will not be easy for the Romans. Will the Artabros also rise against occupation on the coast? Factions: 1. Incarnate the Celtic tribe of the Artabros from their settlement in Nostian, being also able to control easily a port of the settlement of Elvina: -Let us expel the invader! Let us wash down the sacred oaks with their blood! Let us return their bones to the sea! Under the light of the moon we will celebrate with mead their defeat! Our mothers and women will rejoice, and our daughters will compose songs of this day! Oh, free people! This is our home! 2. Take the command of the Roman detachment emplaced by Julio Cesar to incorporate this enclave to the glorious Roman Republic: -It's time to get this port out of the darkness! The Carthaginians defied Roman hegemony and bought their stall, before testing our iron! And these wild barbarians will also succumb! Today his pillage is over! Tonight their women will serve us in our beds! Roma invicta!
  16. With the recent questions for help it seemed a good idea to us (shieldwolf and I) to create a tutorial about scenario designing. This post is a small part of it to answer recent questions to creating mods for your maps. (The rest of the tutorial is still WIP and deals with the Battle of Gergovia as you might notice from the text and the screenshots). Click on the images to view a larger size. Setting up a mod and run Atlas Create the folder Browse to <0adfolder>/binaries/data/mods and create a new folder. Call it whatever you like, I call it ‘map_Battle_of_Gergovia’ where ‘map’ is used to distinguish it (for us, humans) from the other mods and ‘Battle of Gergovia’ will be the name of the map. Another option is to browse to My Documents/My Games/0ad/mods and create the folder there. The result is equal. Allow your mod to be recognized by 0 A.D. Open the folder and create a file called ‘mod.json’. Make sure that the extension of the file is changed into ‘.json’. This file is very important! Thanks to this the game will read your mod. Now open that folder in any code editor you like. I use Sublime Text 3 (http://www.sublimetext.com/3) but programs like Notepad++ (http://notepad-plus-plus.org/) are possible too. Your file should read something like my file in the image above. The text you fill in shows up later in the Mod Launcher as you can see further down the post. In the dependencies you define what is needed to run the mod. We choose 0ad since we want people to use it with 0 A.D. It is also possible to specify a version but we don't need that here. Save and close the code editor. Run the Scenario Editor with your mod enabled Now run the game and choose ‘Mod Selection’ in the Tools & Options menu. Select your mod in the list and click ‘Enable’. When in mod is in the lower list, click ‘Save Configuration’ and ‘Start Mods’. After the game has restarted, click ‘Scenario Editor’ in the Tools & Options menu. Atlas will now open and you're ready for the next step. Happy painting!
  17. Skirmish map. for 4 players. Enjoy Dependencies: I tried to use little stuff of mods. But i really don't remember. What im really not sure is the height of the mountains as i used the script, check it here -> http://wildfiregames.com/forum/index.php?showtopic=19775#entry3061057 If you find any bug, please tell me. Aphrodite's lust.zip
  18. Guys, here are a few XML files for the maps I have finished. along with some Images of things im working on. Stay updated for more maps..... suggestions welcome. Done: The Cove Desert Sands In progress: Valley of the kings Mayan Cenote Island The Canyon Brazil Desert Sands (2).zip The cove (2).zip
  19. Guys, Here is a few maps that I have been working on. Some are still in prep. Getting a bearing of the controls and GUI. Enjoy. Let me know what you think. - The Cover - Desert Sands - Valley of the kings - The Canyon Peace. Jfrankay
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