Eilat Posted December 19, 2025 Share Posted December 19, 2025 16 hours ago, Perzival12 said: That is why I prefer Conquest Civic Centre mode. However, it would be nice to make demands of your opponent, like requesting tribute before agreeing to an alliance or demanding a surrender. I also want a multicultural empire where the conqueror can train units of the conquered. But is it feasible for AI to betray or rebel in the event of conquest? 1 Link to comment Share on other sites More sharing options...
Eilat Posted December 19, 2025 Share Posted December 19, 2025 There are a few instances where the AI doesn't pursue and destroy all remaining units, but instead ignores them. As a result, some units rebuild their civilian centers and rise again, sometimes even conquering opponents. Observing the population or territory graphs after battle is fascinating, with sudden drops and spectacular resurgences. 1 Link to comment Share on other sites More sharing options...
AlexHerbert Posted January 24 Share Posted January 24 (edited) I think would be nice that the game didn't allow to click to train a batch size if it is bigger than the pop cap you have remaining, maybe that the icon was showed red as it is showed when not enough res (So I am not housed anymore xD).. And that Han civ voices was in Chinese Edited January 29 by AlexHerbert 2 1 Link to comment Share on other sites More sharing options...
RangerK Posted February 22 Share Posted February 22 Smoother transitions to new updates. For 27, it look a lot of searching and trail and error figure out how to install auto civ. Now there's 28, and auto civ is broken again, and I can't see basic statistics displayed while I play. Very basic stuff like # of laborers. I'm playing blind. I can't be the only one with this issue. I'm curious how others handle it. Link to comment Share on other sites More sharing options...
Seleucids Posted February 22 Share Posted February 22 1 hour ago, RangerK said: Smoother transitions to new updates. For 27, it look a lot of searching and trail and error figure out how to install auto civ. Now there's 28, and auto civ is broken again, and I can't see basic statistics displayed while I play. Very basic stuff like # of laborers. I'm playing blind. I can't be the only one with this issue. I'm curious how others handle it. You raise a valid point. In the specific case of autociv you can look at the autociv thread where I make bits of updates. I guess very detailed change logs warning mod Devs about expiring function names would be better. If there is a breaking change, just introduce a new function alongside the old one to ensure support 1 Link to comment Share on other sites More sharing options...
Stan` Posted February 22 Share Posted February 22 Everything is supposed to be on there https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28 but it's not always respected; (The new one for R29 is empty) We cannot always keep the old functions; 2 Link to comment Share on other sites More sharing options...
Mentula Posted February 22 Share Posted February 22 Since mods are maintained by "private" users, who are not necessarily into the details of 0 A.D. development, any missing update to mods (or faulty code, or unclear installation instructions, or whatever can be related to mods) is solely a modder's responsibility. In this sense, I don't think this is something 0 A.D. (as a project) is lacking. I know it can be frustrating not to have our favourite mod promptly installed the same day a new 0 A.D. version is released, but as a user... just be patient, updates will come. I find that 0 A.D. devs are doing a good job to signal the changes that may impact mods from one version to another. Maybe modders (I totally include myself here) should be more alert to release dates. And of course, be clear on installation instructions, care about cross-compatibility with other mods, and other stuff that sometimes is done without precise or established guidelines. 6 Link to comment Share on other sites More sharing options...
Stan` Posted February 22 Share Posted February 22 1 hour ago, Mentula said: should be more alert to release dates. To your discharge, it's a bit hard to know when version come out, there is always a RB lurking in the corner causing huge delays. 1 Link to comment Share on other sites More sharing options...
blarp123 Posted February 22 Share Posted February 22 Ray tracing XD Link to comment Share on other sites More sharing options...
Stan` Posted February 22 Share Posted February 22 25 minutes ago, blarp123 said: Ray tracing XD There was a raytracing demo for 0 A.D Link to comment Share on other sites More sharing options...
guerringuerrin Posted February 22 Share Posted February 22 4 hours ago, Mentula said: Since mods are maintained by "private" users, who are not necessarily into the details of 0 A.D. development, any missing update to mods (or faulty code, or unclear installation instructions, or whatever can be related to mods) is solely a modder's responsibility. In this sense, I don't think this is something 0 A.D. (as a project) is lacking. I know it can be frustrating not to have our favourite mod promptly installed the same day a new 0 A.D. version is released, but as a user... just be patient, updates will come. I find that 0 A.D. devs are doing a good job to signal the changes that may impact mods from one version to another. Maybe modders (I totally include myself here) should be more alert to release dates. And of course, be clear on installation instructions, care about cross-compatibility with other mods, and other stuff that sometimes is done without precise or established guidelines. I'd like to add that this time autociv update was even faster than before. r28 was released this wednesday and we already have compatibily with it 2 1 Link to comment Share on other sites More sharing options...
Dunedan Posted February 23 Share Posted February 23 17 hours ago, Mentula said: Maybe modders (I totally include myself here) should be more alert to release dates. As soon as a release candidate gets published, mod authors should take care to update their mods. From this point on breaking changes are unlikely and a release candidate is a clear sign that a release is about to come out soon. 1 1 Link to comment Share on other sites More sharing options...
Stan` Posted February 23 Share Posted February 23 11 hours ago, Dunedan said: As soon as a release candidate gets published, mod authors should take care to update their mods. From this point on breaking changes are unlikely and a release candidate is a clear sign that a release is about to come out soon. The problem is that with the long release cycles such updates like @Perzival12 for Hyrule can take months. 1 Link to comment Share on other sites More sharing options...
Perzival12 Posted February 23 Share Posted February 23 42 minutes ago, Stan` said: The problem is that with the long release cycles such updates like @Perzival12 for Hyrule can take months. Luckily from what I can tell, there are only a few changes I need to make, though I haven't had much time to look. I'm probably just going to release for A27 this upcoming one, then try to get it to work on R28. Link to comment Share on other sites More sharing options...
BeTe Posted February 23 Share Posted February 23 I think I already wrote these, but lemme write it here too x) - Performance, especially in TGs then few spaces empty and then: - Fewer units in general, ie. less/slower units spam so you can micro a bit more (like in Starcraft, AOE, etc.) - Matchmaking - Ladder website - more 1v1/2v2 tourneys Link to comment Share on other sites More sharing options...
Arup Posted February 23 Share Posted February 23 2 hours ago, BeTe said: Ladder website What's that Link to comment Share on other sites More sharing options...
Stan` Posted February 24 Share Posted February 24 9 hours ago, Arup said: What's that Something like replay pallas where you can see charts summaries and stuff like that 1 1 Link to comment Share on other sites More sharing options...
AlexHerbert Posted March 30 Share Posted March 30 (edited) I know is not the same period in history but I think would be nice have Troyans! (the civ, not malware) And Hector as hero Edited March 30 by AlexHerbert To add hero Link to comment Share on other sites More sharing options...
Seleucids Posted March 30 Share Posted March 30 6 hours ago, AlexHerbert said: I know is not the same period in history but I think would be nice have Troyans! (the civ, not malware) And Hector as hero Aristeia bronze age mod 1 Link to comment Share on other sites More sharing options...
DesertRose Posted March 30 Share Posted March 30 Hotkeys for buildings Grid hotkeys preconfigured Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted 13 hours ago Share Posted 13 hours ago The game lacks order and some coherence among its gameplay features. The problem of citizen soldiers who don't know when to be soldiers and when to be citizens. There are people who complain that sometimes when you're attacking you make a mistake and press the wrong button ( or you give wrong or DER with mouse pointer)and the soldier system starts collecting instead of attacking. Link to comment Share on other sites More sharing options...
Thalatta Posted 3 hours ago Share Posted 3 hours ago 9 hours ago, Nicolaus_von_Kues said: The problem of citizen soldiers who don't know when to be soldiers and when to be citizens. Some have complained about the very existence of CS. Others say that it's an intrinsic characteristic of the game. Of course they historically make sense, but given what you say, and to find a middle ground, maybe they could "upgrade" between roles (it's actually, and should be called, a "switch", since it's reversible, similarly as how the Immortals "upgrade" between spear and bow). To reduce micro, and considering that it's not good to fight while carrying resources (because of loot, and I don't remember if it also penalises stats), there could be a "Call to Arms" button (instead of just some unassigned hotkey, as I think it is now) to make the selected CS leave resources at their closest dropsite and upgrade to soldier role, which could then be queued with whatever order. @Emacz, that would look a bit like what you were proposing of having CS gather their weapons, although from dropsites, and those who are not carrying resources wouldn't even need to go there, since it just tries to solve the actual problem @Nicolaus_von_Kues mentioned. As previously discussed, one could make them go to the Barracks or CC to actually take or leave weapons, but maybe this would be too much, and it's just an alternative to do things, not that one makes more sense than the other from a game point of view. Link to comment Share on other sites More sharing options...
Emacz Posted 1 hour ago Share Posted 1 hour ago I am already receiving grief for farms not being able to be placed next to ccs There can be too much realism, as I think @Thalatta has mentioned too. But this is something that has annoyed me, especially if you have a women chopping wood and she gets attacked, fleas and all the men right next to her keep chopping wood... Or even if its another soldier... it just doesn't make sense to let you friends get attacked and you mind your own business and keep gathering resources. I think maybe a stance would work better. If there are enmey within x range and ur in that stance you will always attack first gather resources second. But you dont want them chasing.... Ill have to talk to op @stevenlau about if we can code something to help... Link to comment Share on other sites More sharing options...
Dakara Posted 1 hour ago Share Posted 1 hour ago 2 hours ago, Thalatta said: Some have complained about the very existence of CS. Others say that it's an intrinsic characteristic of the game. Of course they historically make sense, but given what you say, and to find a middle ground, maybe they could "upgrade" between roles (it's actually, and should be called, a "switch", since it's reversible, similarly as how the Immortals "upgrade" between spear and bow). To reduce micro, and considering that it's not good to fight while carrying resources (because of loot, and I don't remember if it also penalises stats), there could be a "Call to Arms" button (instead of just some unassigned hotkey, as I think it is now) to make the selected CS leave resources at their closest dropsite and upgrade to soldier role, which could then be queued with whatever order. @Emacz, that would look a bit like what you were proposing of having CS gather their weapons, although from dropsites, and those who are not carrying resources wouldn't even need to go there, since it just tries to solve the actual problem @Nicolaus_von_Kues mentioned. As previously discussed, one could make them go to the Barracks or CC to actually take or leave weapons, but maybe this would be too much, and it's just an alternative to do things, not that one makes more sense than the other from a game point of view. Call to Arms" button exist already ! Link to comment Share on other sites More sharing options...
Dakara Posted 1 hour ago Share Posted 1 hour ago 2 minutes ago, Emacz said: I am already receiving grief for farms not being able to be placed next to ccs There can be too much realism, as I think @Thalatta has mentioned too. But this is something that has annoyed me, especially if you have a women chopping wood and she gets attacked, fleas and all the men right next to her keep chopping wood... Or even if its another soldier... it just doesn't make sense to let you friends get attacked and you mind your own business and keep gathering resources. I think maybe a stance would work better. If there are enmey within x range and ur in that stance you will always attack first gather resources second. But you dont want them chasing.... Ill have to talk to op @stevenlau about if we can code something to help... This seems to be a minor issue or rather, a case of player inattention; if a player decides to gather resources while under enemy fire, that’s not a problem (towers or archers deal low damage). Link to comment Share on other sites More sharing options...
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