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0ad 0.28 on Fedora Linux / Flatpak / Flathub
LeJardindEpicure replied to LeJardindEpicure's topic in Help & Feedback
Thank you for your work @ShadowOfHassen, works perfectly -
How exactly does attack moving works? I feel like the moment you press attack move the units will target the nearest enemy unit, and if that unit dies they stop moving. At about the 18 minute mark I give the archers in the south the attack move command into the woods between our bases several times, but eventually they always just stop moving. skip to about 18.zip
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@guerringuerrin you didnt come online
- Today
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AlexHerbert started following Game pauses when game is unfocused.
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It's rather frustrating, even for not so new players. I just lost the last two matches against Medium AI. This new AI doesn't leave room for mistakes. Pretty depressing when you look back at the last hour and realize you just wasted it because none of your old tactics work. And I didn't get to have fun, either. Don't know, I'm on the fence here. On one hand, I need to improve in order to just beat the default AI. On the other, the AI now requires knowing the competitive meta in order for you to stand a chance. Here is the last match, for what it's worth. RomansVS_MAI.zip
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I don't use ModernGUI, but well, I put it and errors disappeared
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@wowgetoffyourcellphoneThanks so much! great game - it works nicely and is indeed another level of gameplay. (Just does not work with the SVN version yet as it seems.) Edit: and it has beautiful new maps as well!
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@AlexHerbert try putting delenda est above moderngui in your mod settings (basically put delenda est before the moderngui in the list of enabled mods) that fixed the giga errors for me
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Hi! I am getting this when moving mouse in setup page, in game, no errors. This mod is great, I would like to see many buildings and some other elements in Vanilla
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I heard that OpenGL is outdated so I tried Vulkan, but lol..... Why I see this?? Doesn't happen with OpenGL
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now after i do what you said you to do, this is what it says. im gonna lose my mind......
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Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Unknown (0xE06D7363)) Location: unknown:0 (RtlUserThreadStart) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set)
- Yesterday
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Batch Training (The Good, The Bad and The Ugly)
ffm2 replied to Micfild's topic in Gameplay Discussion
Tbh. I didn't fully understand what each is doing here. But as I understand it, the pro of small batch is the units can get faster to work, the pro of higher batch sizes is the total train time decreases. In this simulation a unit with total cost of 100 gets produced, gathers with 0.75 without ways to drop of, at different batch sizes from one cc. To account for the ways one could reduce the gather rate. I wouldn't take any practical advice from this. Just spectate some games with good eco scores. This leaves out the timings of the next barracks which costs again. batch.py -
They are pretty good.
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Batch Training (The Good, The Bad and The Ugly)
Seleucids replied to Micfild's topic in Gameplay Discussion
yes -
Batch Training (The Good, The Bad and The Ugly)
guerringuerrin replied to Micfild's topic in Gameplay Discussion
are we still talking about batches here? -
Happened to me some time ago as well
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Batch Training (The Good, The Bad and The Ugly)
Seleucids replied to Micfild's topic in Gameplay Discussion
Interesting I will try 3 by 3 then 4 by 4 and let you know The bigger the batch the less flexible you are though -
Not surprised lol
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Not needed, but it might be necessary to protect against incompatibilities.
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Also need the metadata file
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Batch Training (The Good, The Bad and The Ugly)
DesertRose replied to Micfild's topic in Gameplay Discussion
If we compare no batch to 2-10 batches. After 60 seconds: 2 1.02767254972061 3 0.985794108773369 4 0.96419601647961 5 0.842511233639707 6 0.809886682621353 7 0.787635316056181 8 0.725540687970097 9 0.624656521911935 10 0.485888389876762 Meaning after 60 seconds only 2 batch production is ahead, and only by ~2.8% After 90 seconds: 2 1.07140697286798 3 1.08663652712691 4 1.07784597069266 5 1.03953334109689 6 1.03076486879081 7 1.00244494770787 8 0.923415421052851 9 0.849421381590345 10 0.855485117783215 After 90 seconds 2 batch production is ahead by ~7.1%, 3 batch production by ~8.7%. After 120 seconds: 2 1.09181637033674 3 1.12649376026016 4 1.13088261599208 5 1.13147699124358 6 1.13384135566989 7 1.10268944247865 8 1.07930705300764 9 1.0801167081955 10 1.05440758719945 This is what I found surprising. After just 120 seconds even producing Civilians in 10 batch sizes you are already head of producing them 1-by-1. 2 batch production is ahead by ~12.6%, and 3 batch production by ~13.1%. After 180 seconds: 2 1.10904224897359 3 1.16689945242606 4 1.20032846736228 5 1.21690362218682 6 1.22988990026177 7 1.23128368774283 8 1.23040276261435 9 1.21621697818618 10 1.22489914591688 4 batch production and up is at least 20% ahead. After 240 seconds: 2 1.12005300060407 3 1.1872998244697 4 1.22837249668105 5 1.25907655790822 6 1.2772006075362 7 1.29365142554231 8 1.30261196052646 9 1.30358913058077 10 1.30814403567772 After 360 seconds: 2 1.14110639562759 3 1.21895993515409 4 1.27224294299109 5 1.31293842431479 6 1.34318602533905 7 1.36823258770606 8 1.38768049672411 9 1.40154527962407 10 1.4115504443423 I have updated the sheet with the table above and with a column how much batch production increases production speed, assuming a batch multiplier of 0.8. 2 1.14869835499704 3 1.24573093961552 4 1.31950791077289 5 1.37972966146122 6 1.43096908110526 7 1.47577316159455 8 1.5157165665104 9 1.55184557391536 10 1.58489319246111 I have not looked (yet) at how producing from more buildings with less batch sizes compares to less buildings with bigger batch sizes (but both having the same total production speed). 0AD_Batch_Size_Calculations.ods
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