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  2. Here it is: binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml ... <ResourceTrickle> <Rates> <food>0</food> </Rates> <Interval>5000</Interval> </ResourceTrickle> ...
  3. 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
  4. 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
  5. 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
  6. Thanks a lot. Can you also send the cloud models and textures? If not that’s fine, I can model my own.
  7. :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]
  8. 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.
  9. I placed them high above the map just to cast shadows on the ground and reflections in the water.
  10. 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.
  11. 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.
  12. 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?
  13. 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
  14. https://docs.wildfiregames.com/templatesanalyzer/
  15. 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.
  16. 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.
  17. @Frederick_1 Debian Sid already has 0AD version 0.28.0, but the dependencies require Debian 14 Forky. https://tracker.debian.org/pkg/0ad Under Debian 13.x Trixie, it can be compiled using the Debian method from Debian sources. The files (‘*dsc’, ‘*debian.tar.xz’, ‘*orig.tar.xz’) are at the bottom of the page: https://packages.debian.org/source/sid/0ad https://packages.debian.org/source/sid/0ad-data An interesting fact about ‘cbindgen’ – version 0.26 is sufficient for compilation (entry in the 0ad_0.28.0-3.dsc file): If you are interested in this method, let me know – I will describe how to do it. Best regards
  18. I think it's fine for the 0 A.D. logo, but a tattoo would give a different context.
  19. Hey folks, I'm excited about 0.28.0 so I made a pull request to winget-pkgs for the update: https://github.com/microsoft/winget-pkgs/pull/341927. Some validation step has an error that I am not sure about (I suspect it is on their end), but I thought I would post here. Is there a good place to contribute some automation around winget package publishing? I also noticed the x86 and x64 packages aren't signed which requires approving an install prompt. Is that expected, or just a temporary gap? Thanks
  20. Is there a comparison table of unit and building stats for all civilizations? A single line displaying hit points, cost, attack types and levels, defense against various attacks, production locations, available levels, and spawn conditions... For example, a comparison of all foot pikemen from different factions, all swordsmen from different factions, all cavalry spearmen, all heroes, all castles and towers from all civilizations, and so on. Such a comparison table would be very useful for choosing a game civilization before a match and for determining counters to various units from different factions and tactics selection. It seems like I've seen something similar somewhere, but maybe I dreamed it? Overall, it would be best to have such a table directly in the game, as unit and building stats periodically change from version to version.
  21. I now have added the data files, and the tests are now fine. So I have to reason which way to go with spieder monkey. @ zyli: Debian is the current stable Version (with some backports), so it is Debian 13 Trixie. The dependency check is fine. What is "cont" have not found this comand. Guess typo "cd" is meant. I have made 30 GB Space bevore I tried to compile.
  22. To accomplish this, I added a file called tributeManager.js. Tribute is paid and a notification appears in the chat box, but I'm also unsure if tribute is still paid when conditions change (vassal budget is lower than required and before the empire launches a war).
  23. @Frederick_1 What Debian? Saying you followed the instructions is imprecise, as they are very extensive. But let's get to the point. Compiling from the 0AD sources is simple and straightforward. A preliminary note: The compilation files take up a lot of disk space – mine is about 10 GiB. If you don't have that much space, compile on an external drive. Even a USB flash drive will work, as long as it's formatted with a Linux file system, e.g., ext4. If you use Windows file systems (e.g., fat32, exfat), compilation will fail. Checking required dependencies. dpkg -l build-essential cargo cmake curl libboost-dev libboost-system-dev libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev libwxgtk3.2-dev libxml2-dev llvm minisign python3 rustc zlib1g-dev If something is missing, we install it. Next – with user rights: cargo install --locked cbindgen@0.29.0 echo 'export PATH="/home/user_name/.cargo/bin:$PATH"' >> ~/.bashrc source ~/.bashrc Command list without unnecessary comments. Debian 13.3 Trixie. All commands as a user. After compilation, we are only interested in the 'binaries' directory. mkdir -p 0.28.0_Final cont 0.28.0_Final wget https://releases.wildfiregames.com/0ad-0.28.0-unix-build.tar.xz wget https://releases.wildfiregames.com/0ad-0.28.0-unix-build.tar.xz.sha256sum wget https://releases.wildfiregames.com/0ad-0.28.0-unix-build.tar.xz.minisig wget https://releases.wildfiregames.com/0ad-0.28.0-unix-data.tar.xz wget https://releases.wildfiregames.com/0ad-0.28.0-unix-data.tar.xz.sha256sum wget https://releases.wildfiregames.com/0ad-0.28.0-unix-data.tar.xz.minisig ls-al minisign -Vm 0ad-0.28.0-unix-build.tar.xz -P RWTWLbO12+ig3lUExIor3xd6DdZaYFEozn8Bu8nIzY3ImuRYQszIQyyy minisign -Vm 0ad-0.28.0-unix-data.tar.xz -P RWTWLbO12+ig3lUExIor3xd6DdZaYFEozn8Bu8nIzY3ImuRYQszIQyyy sha256sum -c 0ad-0.28.0-unix-build.tar.xz.sha256sum sha256sum -c 0ad-0.28.0-unix-data.tar.xz.sha256sum tar xpf 0ad-0.28.0-unix-build.tar.xz tar xpf 0ad-0.28.0-unix-data.tar.xz cd 0ad-0.28.0 cd libraries/ nproc # We'll see the number: N, e.g.: N=8 ./build-source-libs.sh -jN # So -j8 cd ../build/workspaces/ ./update-workspaces.sh -jN cd gcc/ make -jN cd ../../../binaries/system/ ./test ./pyrogenesis cp ../../build/build_version/build_version.txt . # Don't forget the dot at the end DONE If the compilation completes without errors with the final message: "Linking test," this is good. If for some reason you need to repeat the compilation, before issuing 'make', run the command: 'make clean'. Archive the 'binaries' directory and its contents and transfer it to another PC with Debian 13.x Trixie installed. But first, delete all '*.a' files from the 'system/' subdirectory. Leave only the '*.so' files and the 'ActorEditor', 'pyrogenesis', and 'test' files. Alternatively, leave the 'readme.txt' and the previously copied 'built_version.txt'. Do not touch the 'data/' subdirectory. The 'binaries' directory and its contents take up 5.0 GB of disk space. If '0ad' has never been run on this other computer in an earlier version, first check for the following packages: dpkg -l libenet7 libfmt10 libgloox18 libminiupnpc18 END Best regards
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