45 | | (1) Try to disable all mods not compatible with the new version via the `Mod Selection` page.[[BR]](2) If you cannot access the `Mod Selection` page, you should locate your `user.cfg` file (see [[GameDataPaths|wiki/GameDataPaths]]) and either delete it or search for `mod.enabledmods`. Replace this line with `mod.enabledmods = "mod public"`.[[BR]][[Image(FAQ:enablemods_user_cfg.jpg,center,500)]][[BR]](3) In some cases after disabling old mods, you might also have to delete the contents of your `/0ad/mods/user` folder. The wiki article [[GameDataPaths|wiki/GameDataPaths]] should tell you where to find it. |
| 45 | 1. Try to disable all mods not compatible with the new version via the `Mod Selection` page. |
| 46 | 2. If you cannot access the `Mod Selection` page, you should locate your `user.cfg` file (see [[GameDataPaths|wiki/GameDataPaths]]) and either delete it or search for `mod.enabledmods`. Replace this line with `mod.enabledmods = "mod public"`. |
| 47 | [[Image(FAQ:enablemods_user_cfg.jpg,center,500)]] |
| 48 | 3. In some cases after disabling old mods, you might also have to delete the contents of your `/0ad/mods/user` folder. The wiki article [[GameDataPaths|wiki/GameDataPaths]] should tell you where to find it. |
410 | | There are three types of damage: `Hack, Pierce and Crush`.[[BR]] |
411 | | (1) `Hack` damage is usually inflicted in close combat by infantry or cavalry units.[[BR]] |
412 | | (2) `Pierce` damage is dealt by ranged units, either infantry archers or skirmishers or even special siege units such as bolt shooters.[[BR]] |
413 | | (3) `Crush` damage is caused by siege units such as catapults or rams.[[BR]] |
| 413 | There are three types of damage: `Hack, Pierce and Crush`. |
| 414 | 1. `Hack` damage is usually inflicted in close combat by infantry or cavalry units. |
| 415 | 2. `Pierce` damage is dealt by ranged units, either infantry archers or skirmishers or even special siege units such as bolt shooters. |
| 416 | 3. `Crush` damage is caused by siege units such as catapults or rams. |
546 | | (1) Total = Sum of economy, military and exploration score[[BR]](2) Economy = Resources gathered + trade income, divided by 10[[BR]](3) Military = Sum of enemyUnitsKilledValue, unitsCapturedValue, enemyBuildingsDestroyedValue and buildingsCapturedValue, divided by 10[[BR]](4) Exploration = percentMapExplored, multiplied with 10[[BR]][[Image(FAQ:score.jpg,center,500)]] |
| 550 | 1. '''Total:''' Sum of economy, military and exploration score |
| 551 | 2. '''Economy:''' Resources gathered + trade income, divided by 10 |
| 552 | 3. '''Military:''' Sum of enemyUnitsKilledValue, unitsCapturedValue, enemyBuildingsDestroyedValue and buildingsCapturedValue, divided by 10 |
| 553 | 4. '''Exploration:''' percentMapExplored, multiplied with 10 |
| 554 | [[Image(FAQ:score.jpg,center,500)]] |
818 | | There are mods that add more factions to the game (see [https://github.com/0ADMods github.com/0ADMods]).[[BR]]Likely candidates: [https://wildfiregames.com/forum/topic/38729-addition-of-han-chinese-to-0ad Han Chinese] (20/Apr/21) , [https://wildfiregames.com/forum/topic/22111-zapotecs-10 Zapotecs] (7/Apr/17) and [https://wildfiregames.com/forum/topic/22832-faction-nomads-xiongnu/ Nomads Xiongnu](29/Apr/17)[[BR]]The concerns, for adding new factions, mainly revolve around balancing all the factions so that they are equally strong, but still different from each other and to be historically accurate. |
| 827 | There are mods that add more factions to the game (see [https://github.com/0ADMods github.com/0ADMods]), see the forum links below for some likely candidates. |
| 828 | - [https://wildfiregames.com/forum/topic/38729-addition-of-han-chinese-to-0ad Han Chinese] (20/Apr/21) |
| 829 | - [https://wildfiregames.com/forum/topic/22832-faction-nomads-xiongnu/ Nomads Xiongnu] (29/Apr/17) |
| 830 | - [https://wildfiregames.com/forum/topic/22111-zapotecs-10 Zapotecs] (7/Apr/17) |
| 831 | - [https://wildfiregames.com/forum/topic/20122-japan-in-the-period-of-0-ad/ Japan] (17/Oct/15) |
| 832 | - [https://wildfiregames.com/forum/topic/18576-for-a-new-faction-lusitanian/ Lusitanian] (28/Apr/14) |
| 833 | The concerns, for adding new factions, mainly revolve around balancing all the factions so that they are equally strong, but still different from each other and to be historically accurate. |