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  2. New Spectator Features in AutoCiv This version of AutoCiv adds two new features for spectators: gathering rates and gameplay tips. Gathering Rates A new row displays real-time resource gathering rates (food, wood, stone, metal per second) for the selected player. Rates are calculated using a rolling window to smooth out drop-off events and provide stable measurements. Gameplay Tips Context-aware tips appear in a second row, suggesting timely upgrades and buildings. For example: "Ax" suggests researching the axe upgrade "3Fields" suggests building more fields (usually you should have 3 now) Important notes: Tips don't detect queued foundations or in-progress research, so they may appear redundant if you've already started the action Tips are tuned for booming pocket players and based on economic optimization. Take them as suggestions, not strict rules Player strategies vary; tips won't fit every playstyle Multiplayer Behavior Players: Tips and rates are hidden during active multiplayer games (fairness) Observers: Full access to tips and rates for all players Optional: You can completely hide the stats overlay when playing multiplayer, keeping AutoCiv strictly for lobby features and spectating Methodology Tips are derived from two sources: Statistical analysis of high-level replays (field timing, upgrade timing) Economic modeling comparing upgrade costs vs. worker efficiency (capacity upgrades, gather rate upgrades) Development Note Much of the AutoCiv codebase is legacy code. I used it as a foundation because it was easy to modify, but I don't plan ongoing maintenance. I don't typically use this myself. I built it primarily for economic analysis. Hopefully it helps some players improve their gameplay. Future posts may share more insights using the gathering rate data. autociv.zip trainer.patch
  3. Does anyone else love muskets and cannons? I remember there were some mods related to the gunpowder era, but they were all unfinished. Did they really lack appeal?
  4. I can confirm from experience that people often set the screen brightness too high. I keep it in the lower range so that it kind of matches the surroundings and I never have eye strain. But it could also be the opposite and I'd believe that the red or grey color on the black background in the lobby can be harder to read, especially if there is bright light around. Also what comes to mind is that the screen could be flickering. Not sure how to diagnose that. I have a software blue light filter on permanently and I think I'd recommend that one too. I am used to a lot of lag, but I'd believe that when the scrolling is not smooth, or if there is a delay with the UI, it can be pretty tiring. I don't know about the new alpha but some UI reactions used to be delayed as if until the next game turn. I'd probably pick faster response over any kind of graphical effects until the returns diminish. Maybe try taking some vitamin D, many people don't get enough. That's too nice. Nobody has ever made a mod for me. And I confirm. Quite recently I saw PhyZic come by the using his original name.
  5. Today
  6. I know some people (myself included) who use it when designing their base to get a better sense of the spacing between buildings. And having the same icon repeated many times—for example on houses or storehouses, which tend to be numerous and small—could become annoying. I really like the idea! However, having the option to toggle it on and off would be ideal to accommodate both preferences.
  7. Yes, but when the GUI scale is increased to fractional (non-integer) values, the issue still occurs due to "subpixel misalignment and texture filtering." Check this comment of #8759
  8. Regarding blurry fonts. I've noticed the same as you and @trompetin17 is already working on this for the next release. Here are some issues and PR related to this: Issue: #8759 PR: #8793 Using the GUI at 100% shouldn’t result in blurry fonts. One idea that comes to mind is that, in the meantime, you could use a lower resolution when playing so you’re not forced to increase the GUI scale. That way, you wouldn’t have the blurry font issue.
  9. See that house on the middle left of the CC? What if I had a couple of builders right where that house portrait covers the house? How annoying it would be if I had to bring the camera down, just to see those builders?
  10. Hasn't this blur been fixed in R28? It's one of the new features of the latest release.
  11. Small update: I just figured out that my eyes are already tired when sitting in lobby for 2 mins. Idk if it's font size or something else... edit: I can't increase UI to 125%, then it's supper blurry and/or weird.
  12. A quick tips guide should just focus on basics like constant resource gathering and not leaving units idle. New players struggle more with economy than anything else.
  13. I see no case where this wouldn't be useful in birdseye view by default. Perhaps allow it to be toggled OFF, sure, but I think the only real reason to use birdseye view would be to get a strategic view of things and this would assist in that.
  14. Civilization aura joined the chat I love the idea. I would make it optional, with a toggle in the settings, so as not to force a feature that could be negative for some players or in certain contexts.
  15. No, it goes like a projectile, with a straight trajectory.
  16. Nice mod, thank you ffm I am totally for dark background then super bright units to highlight them Now it would be good to make the units have the same skin colours as the player
  17. Yes it should do. Let me know if you are struggling
  18. Perhaps in "Birdseye View", the structure portraits can show up like this for a true strategic overview. Almost as if the whole screen becomes a kind of huge minimap or strategic map. Portraits at 64x64 px and with a 2 px stroke around them of player color (on the left you see white for gaia player color) and a 1 px black stroke around that. I would also suggest the status bars show up by default too and that we put a button by the minimap (in addition to the hotkey) to toggle this. We could possibly go further by adding icons for other things, like berries and huntables, perhaps at a smaller size (48x48?). Huntables genericized to a meat icon instead of their individual icons (deer, etc.).
  19. I use the mod now, just to not get that neon green, because the universe always was sending me that color in all hosts ha, ha, ha.
  20. Do you have animation for the thrown axe mid-air?
  21. last time jimo ported it to A27, but so far I haven't seen anyone do it for R28 @Seleucidsdoes your video on customrating still work in r28?
  22. I need to update the mod, thanks for the reminder Btw I'm not physic, he is here @MetaPhyZic I made the mod for him
  23. I'd personally err on the side of having smaller ships so we can have larger naval battles. Something like -20% in size.
  24. This version is simply the old mod with very few changes, however, in this process I saw several points that could be altered. 1 - Focus on the end of the Bronze Age (Assyrian Empire, New Egyptian Empire); 2 - Exclude the ArkGreek models (generic and uninteresting), and instead develop Minoan and Mycenaean civilizations from the models we already have (I created a Minoan spearman, it was pretty cool); 3 - Includes art for the Jewish civilization (but I will validate if I can use it), however I will be careful not to fall into certain exaggerated content. 4 - I used existing Bkg civilizations, I can create new unique ones for each civilization. 5 - A Nubian kingdom would be interesting and easy to create, in this category a Phoenician kingdom would also be. 6 - I know there are several interesting civilizations to include, but I want to be realistic in this regard. NOTE: Any help is welcome (especially art and code).For those who don't yet have experience in mod development, but are willing to learn, I can help by teaching what little I know.
  25. Update for the Aristeia mod to 0a.d. 0.28. The mod is playable and error-free; anyone interested can download it from this link: https://github.com/0ADMods/aristeia @Stan` Could you help us upload this version to Mod.io?
  26. Yesterday
  27. Hi guys! These are some suggestions some people and I have come up with. SPARTIÁTÊS in Spartans are really good, maybe a little too good, I think if you should only be able to get 10 per military mess hall, that would make them a little harder to get; you would have to expand territory to get a big army. I think it would be cool if there was a day/night cycle setting. Some units could have a light on them, but some could have very little on no light, so the enemy can’t see you unless you move your units into the enemies’s light. All structures would probably make light (some more than others) with the exception of scout towers.
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