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  1. Past hour
  2. Version 27.1, Took a break from 0AD, First game as Han in the map Ardennes Forest, I've beaten Iron Turtoise Very Hard(Mauryan-Random Behavior), around min 24 and I was max pop at min 20, there was some attack but its nothing compared to vanilla VH Petra. I've checked the replay and well... it had 15k food with little to no other resources(5-10 workers work on this) once reach T2 at min 10. I'll go play more samples of 4 more and I'll edit this later, respond once I complete it.
  3. Does Protectorate work on r28? Has anyone tried it? Please give me an answer. If it works, I will just fix Iron Tortoise and Economy Master by changing the dependency from 0ad 0.27.0 to 0ad, or if your machine has an IDE, just open the mod json file and edit it.
  4. Today
  5. Another 3v3 match (3 Protectorate vs 3 Petra, Civ: Han, Liu Yi as Empire, Liu Zhuang and Liu Bao as vassals)
  6. Has anyone ever defeated Iron Tortoise or Economy Master? What do you think of them as formidable opponents?
  7. Yesterday
  8. So now that a did a new try, with zylis comands it worked fine. Now the next idea is to compile with machine specific Optimation ( Intel Skylake), to see how much this makes a difference. Where is the place to put the compile options?
  9. hello atrik, thanks for fixing most of problems. but some still persist. When im plying i can only see the stats of 1 ally, the rest of allies stats are shown only when i resigned or im spec. also, i cant close the map when i expand it using hotkeys
  10. Here it is: binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml ... <ResourceTrickle> <Rates> <food>0</food> </Rates> <Interval>5000</Interval> </ResourceTrickle> ...
  11. lol, I think your right. I thought I did this for some minutes and divided by that time to reduce the error of measuring one small time interval. Needs a revision, but first I'll check the code where the time interval really is handled. Btw. maybe it should be documented XD
  12. Thanks and sorry for the inconvinience =) @ffm2 . Then I guess I was wrong about this.... ^ At the risk of sounding silly, I have another question. I ran a small visual experiment, and it looks like a Cow is providing 3 food roughly every ~5 seconds, not every 3 seconds. The same seems to apply to other animals — I see the resource update about every ~5 seconds, which would be around 0.6 food per second instead of 1. Unless this is related to some delay in the GUI update or something similar. I know those 5 seconds might be slightly off due to my slow reaction time, but I don’t think I was off by as much as 2 seconds. Maybe every 4 seconds? Slap me if needed visual test.mp4
  13. Sure, but in an alternative game type like other map or long game. They'll have a much larger population available for the army; I don't see how they could lose against a 200-population civilization in the late game. but it is not the topic, alright
  14. Thanks a lot. Can you also send the cloud models and textures? If not that’s fine, I can model my own.
  15. :S Man, you don't get my point, but ok. Before the next noob asks me to make sheeps too, where you can pay more and take longer to get the same trickle as the goats, here you go: [Edit: This is wrong! see later post]
  16. This map of mine is quite large, with 768 tiles. I'm currently working on improving the game's performance before moving forward with the project. I've adjusted many things that have greatly improved performance, but there's still a long way to go, haha.
  17. I placed them high above the map just to cast shadows on the ground and reflections in the water.
  18. Yes my friend, I made the clouds using a cloud pattern and texture; this image is just a test. I'll send you the script, no problem.
  19. The Persian's only major eco bonus is their team bonus, which makes production buildings cheaper. Having 220 max pop (and p3 trickle sources) doesn't contribute much to economy growth, just the maximum output after you have completed the exponential curve. I like the idea of letting the ice houses double as a food drop-off point, since that would encourage early game usage. It would allow some wood savings while using stone that might otherwise go to barracks/eco techs.
  20. Yes. How about you? Are the clouds built into 0 A.D., or did you model them yourself? Either way, can I borrow your script?
  21. One could balance differently. Atm. the ice houses are useless. So they are the nerf themself. They are only a distraction. Of course one would first make woman on fields as much as you can first until one resource runs out: population. Here is a detailed analysis of Net Resources over Time when making one corral after the other. Each corral makes cows until 50 cows are reached: [Edit: This is wrong! see later post] Here is a detailed analysis of ice houses when they are produced one after the other. When the last ice house is made, the upgrade is invested: Here they are directly compared: One can see just how much the ice houses pale in comparison. Then the next thing mentioned were the pigs. Here is a detailed analysis of pigs vs cows: Since one could argue that one could go for pigs without going so much in a resource deficit, here is a comparison with setting a limit of -2000. So one would only make cows when the other cows gave a bit resources so this threshold isn't crossed: One can see just how much of a long-term investment the cows are, but you really get something for your money in the end. Meanwhile with the corrals you go into a resource deficit for a bit over 9 minutes and then get a very little trickle. For the pigs i'd say just leave it. Don't waste actions. You'd never slaughter them anyway and replace with the better cow. For a competitive 1v1 I would only go for fields if it isn't a special map. Python file is there if I made a error. AI was used in the making of the script. p_ice_vs_cor.py
  22. https://docs.wildfiregames.com/templatesanalyzer/
  23. Due to the expensive price of the Digital Certification on Windows it's intended. We're currently trying to distribute it on the Windows Store also, which should avoid this.
  24. In this update, siege units remain unchanged. Mod update: Added detailed description in the first post. Elephants are available from phase 1, but their characteristics are significantly reduced. When moving to the next phase, the parameters improve (similar to the Arsenal and Ram). Auras have been added for some buildings. Now, the construction of Barracks, Stables, CivCentres, and Wonders will give bonuses.
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