Eilat Posted 5 hours ago Author Share Posted 5 hours ago Infantry fighting vehicle on the move A quick update on The Great War mod regarding tracked combat vehicles: as someone who values detail, I prioritize realistic movement. The models now kick up dust and smoke from the ground, leave track marks on the terrain, and of course, feature a powerful, aggressive engine roar. Recording 2026-09-23 144500.mp4 2 Link to comment Share on other sites More sharing options...
LeJardindEpicure Posted 2 hours ago Share Posted 2 hours ago 10 hours ago, Eilat said: Technically speaking, this mod focuses on the 21st century, the present day, though it prioritizes gameplay over historical accuracy or realism. The factions are fictional, albeit inspired by real world counterparts. If this mod proves successful, I plan to develop subsequent mods set in the gunpowder era. While those would be technically much simpler than this one, I would hope to incorporate historical consultation for them. I dont think 0AD engine is well suited for 21st century warfare. Maps are too small and 21st warfare is way more complex than 0AD warfare. You'd have to add drones (both recon and suicide) that means implementing some degree of AI behaviour + jamming mechanics + an implementation of data-link. Weapons like heavy artillery (CEASAR, HIMARS) would be : 1 very hard to balance, 2 not well suited for such smalls maps (portable mortar would be ok i guess). Also you'd have to think about AA defences, radar mechanics, MANPADS, and "modelling of missile behavior" --> implementing some simplified state-space model + control laws like in War Thunder. etc etc... Maybe what you can do is focus on late 20th / early 21st century asymmetrical warfare like the French war in Mali ? Or do a CQB based mod (which implies huge assets developpement) like 6 Days in Fallujah Link to comment Share on other sites More sharing options...
Lopess Posted 2 hours ago Share Posted 2 hours ago 5 minutes ago, LeJardindEpicure said: I dont think 0AD engine is well suited for 21st century warfare. Maps are too small and 21st warfare is way more complex than 0AD warfare. You'd have to add drones (both recon and suicide) that means implementing some degree of AI behaviour + jamming mechanics + an implementation of data-link. Weapons like heavy artillery (CEASAR, HIMARS) would be : 1 very hard to balance, 2 not well suited for such smalls maps (portable mortar would be ok i guess). Also you'd have to think about AA defences, radar mechanics, MANPADS, and "modelling of missile behavior" --> implementing some simplified state-space model + control laws like in War Thunder. etc etc... Maybe what you can do is focus on late 20th / early 21st century asymmetrical warfare like the French war in Mali ? Or do a CQB based mod (which implies huge assets developpement) like 6 Days in Fallujah Creating mods about exactly that, advancing and developing things normally within the limits of what is expected in a game, besides that I disagree about map sizes, normally the maps in 0ad don't go to maximum capacity of the engine. Wait and see, don't say something is impossible unless you've already tried it and seen that it really isn't possible. In that case, it would be interesting to hear about their experiences and gain some knowledge from them. Link to comment Share on other sites More sharing options...
Eilat Posted 1 hour ago Author Share Posted 1 hour ago 26 minutes ago, LeJardindEpicure said: I dont think 0AD engine is well suited for 21st century warfare. Maps are too small and 21st warfare is way more complex than 0AD warfare. You'd have to add drones (both recon and suicide) that means implementing some degree of AI behaviour + jamming mechanics + an implementation of data-link. Weapons like heavy artillery (CEASAR, HIMARS) would be : 1 very hard to balance, 2 not well suited for such smalls maps (portable mortar would be ok i guess). Also you'd have to think about AA defences, radar mechanics, MANPADS, and "modelling of missile behavior" --> implementing some simplified state-space model + control laws like in War Thunder. etc etc... Maybe what you can do is focus on late 20th / early 21st century asymmetrical warfare like the French war in Mali ? Or do a CQB based mod (which implies huge assets developpement) like 6 Days in Fallujah There are certainly plenty of challenges, but I still want to give it a try. The map is actually the aspect I'm least comfortable with; in reality, I could create maps many times larger than "gigantic," but crafting the terrain for them is truly exhausting, and it seems to impact performance as well. Link to comment Share on other sites More sharing options...
Eilat Posted 1 hour ago Author Share Posted 1 hour ago 20 minutes ago, Lopess said: Creating mods about exactly that, advancing and developing things normally within the limits of what is expected in a game, besides that I disagree about map sizes, normally the maps in 0ad don't go to maximum capacity of the engine. Do you have any specific information about this? Actually, I’ve created maps larger than the ones in the game, but I haven’t tried playing on them yet because they were made for Hyrule Revival. Link to comment Share on other sites More sharing options...
Lopess Posted 1 hour ago Share Posted 1 hour ago 5 minutes ago, Eilat said: Do you have any specific information about this? Actually, I’ve created maps larger than the ones in the game, but I haven’t tried playing on them yet because they were made for Hyrule Revival. I'm considering only the base game—specifically the Atlas map at the "Giant" size—but we can still remove the map's circular boundary, which gains us a good amount of extra surface area; I don't think we lose much compared to *C&C Generals*. I've never tried it, but I believe map size is a limitation related more to performance than an actual limit of the engine itself. Link to comment Share on other sites More sharing options...
Stan` Posted 1 hour ago Share Posted 1 hour ago Also worth noting that if you scale everything to a factor two, your map is twice as big 2 Link to comment Share on other sites More sharing options...
Eilat Posted 41 minutes ago Author Share Posted 41 minutes ago 58 minutes ago, Lopess said: I'm considering only the base game—specifically the Atlas map at the "Giant" size—but we can still remove the map's circular boundary, which gains us a good amount of extra surface area; I don't think we lose much compared to *C&C Generals*. I've never tried it, but I believe map size is a limitation related more to performance than an actual limit of the engine itself. Creating large maps is easily done by importing a large sized heightmap, I’ve done it many times, the scale far exceeds giant size. Link to comment Share on other sites More sharing options...
Thalatta Posted 29 minutes ago Share Posted 29 minutes ago @Eilat I recommend you to have a look at the game Earth 2150. It's near futuristic war and the way it deals with supplies is great, the best I've seen yet never found it in another game. Size of maps shouldn't be an issue if you concentrate on particular missions as part of a larger campaign map, for which there are also projects around. 1 Link to comment Share on other sites More sharing options...
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