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0ad — manual page for 0ad 0.0.18 Rhododactylos


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0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. In short, it is a historically-based war/economy game that allows players to relive or rewrite the history of Western civilizations, focusing on the years between 500 B.C. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D graphics, detailed artwork, sound, and a flexible and powerful custom-built game engine.

The game has been in development by Wildfire Games (WFG), a group of volunteer, hobbyist game developers, since 2001.

Basic gameplay:

load a map instead of showing main menu (see below)
launch the Atlas scenario editor
start the game using NAME mod
load faster (disables audio and some system info logging)


enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
sets the AI for PLAYER (e.g. 2:petra)
sets the DIFFiculty of PLAYER's AI (0: easy, 3: very hard)
sets PLAYER's civilisation to CIV (skirmish and random maps only)
sets the seed used for the AI random generator (default 0, use -1 for random)


sets local player NAME (default 'anonymous')
sets multiplayer host mode
sets NUMBER of human players for multiplayer games (default 2)
sets multiplayer client to join host host at given IP address

Random maps only:

sets random map SEED value (default 0, use -1 for random)
sets random map size in TILES (default 192)
sets NUMBER of players on random map (default 2)


set a config value
set the gamma correction to 'F' (default 1.0)
disable audio
disable loading of the user mod
enable shadows
enable VSync, i.e. lock FPS to monitor refresh rate
set screen X resolution to 'N'
set screen Y resolution to 'N'

Advanced / diagnostic:

creates a file entity.rng in the working directory, containing complete entity XML schema, used by various analysis tools
non-visual replay of a previous game, used for analysis purposes PATH is system path to commands.txt containing simulation log
store runtime game data in root data directory (only use if you have write permissions on that directory)
dumps simulation state in binary and ASCII representations each turn, files created in sim_log within the game's log folder. NOTE: game will run much slower with this option!
checks simulation state each turn for serialization errors; on test failure, error is displayed and logs created in oos_log within the game's log folder. NOTE: game will run much slower with this option!

Archive builder:

system PATH of the base directory containing mod data to be archived/precached specify all mods it depends on with -mod=NAME
system PATH to output of the resulting .zip archive (use with archivebuild)
enable deflate compression in the .zip (no zip compression by default since it hurts compression of release packages)


1) "Bob" will host a 2 player game on the Arcadia map:
-autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
-autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra

Reporting Bugs

Bugs should be reported on Trac. For information on reporting problems and finding logs, see http://trac.wildfiregames.com/wiki/Repo…


0ad 0.0.18 Rhododactylos Mar 13 2015