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- Today
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Yes, it should. Using a VPN would be another option. Also check out the FAQ entry regarding this topic https://gitea.wildfiregames.com/0ad/0ad/wiki/FAQ#what-shall-i-do-when-joining-multiplayer-matches-fails-with-an-error-message In that case you just require a public IP address from somebody else (Cloudflare in your example). Some kind of public endpoint at which a host is available at will always be necessary. In future we might improve the situation by also supporting IPv6, but that brings its own set of challenges. See https://gitea.wildfiregames.com/0ad/0ad/issues/4301 for details. You can join games where servers are hosted on public IPs without NAT being involved. That's true for Minecraft, Wuthering Waves, as well as 0ad hosts who do proper port forwarding.
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Adding storylines to scenarios and campaigns
Atrik replied to Vantha's topic in Game Development & Technical Discussion
Engine.QuickSave and QuickLoad might make the trick for you if you want to return to a point in game, example : when the overlay is closed, return to the point of when it got opened. It's instantaneous. -
My other thought is that if we can improve the engine such that we no longer demand a public IP. Could hosting players use a service like Cloudflare to expose their hosts? With the current setup, I was able to join Minecraft servers and other multiplayer games like Wuthering Waves. Perhaps we can learn something from them? I could join hosts who have enabled Stun and port forwarded their own router. But for hosts who don't have any of these, there is no chance of joining.
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Seleucids started following Can I connect to hosts without having a static public IP?
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My new ISP doesn't give me a static public endpoint / IP, which made me unable to join any hosts. I just get stuck on the "connecting to server" forever. To pinpoint the exact issue, I modified the engine code to see at exactly which step I got stuck at, and the outputs are the following: The ISP does not offer a static public IP service but it does offer a dynamic public IP service for an additional charge of €3/month. My question is: would buying this upgrade allow me to join hosts like normal? Also are there easier, free methods which can help me get around this problem? I have forwarded the ports on my router but nobody was willing / able to join my host. Also the network connection is simply not stable enough for me to host confidently. The overall load in the community seems to affect my perceived speed and latency. Previously, I did have a static public IP with endpoints and port forwarding support so I had no issues.
- Yesterday
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WiseKind started following Are there 'Player Colors' that you associate with each Civ?
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Red - Romans Blue - Athenians Orange - Iberians Yellow - Carthaginians Purple - Han Cyan - Britons ( because cyan is my favorite color and britons is my favorite civ, so maybe this doesn't count ) Is it normal to associate colors with literally everything? I can keep going: Monday - Blue Tuesday - Light brown Wednesday - Green Thursday - Dark brown Friday - Light blue Saturday - Yellow Sunday - Orange Zero - White One - Black Two - Blue Three - Yellow Four - Purple Five - Red Six - Light brown Seven - Dark brown Eight - Orange Nine - Yellow Ok, maybe I got too personal there.
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A complete technology design must be done. Always in the technology trees, there must be economic, military, civic and religious technologies (support units). Economics must improve resource efficiency and health. Improve units and structures as well as mechanics (components). Speed and capacity and also for each in general bonus of gathering for each resource. The only missing thing in this one is the speed of the villagers. Military is divided into many, defense and attack both structures and units. Increase LoS (Line of Sight).Here you can divide by structures into military, civil and support units. Defensive structures include CC. Here you can play with armor, HP, attack range, number of arrows, (there are several things are implemented). In the blacksmith it is quite complex, it would need to have a post. Special technologies. Those that go in the Fortress or the Wonder. For late game. Naval technologies, similar to economic and military ones. Unique technologies of civilization. Technologies of the civilization group, all those shared by related/parent civilizations. Religious, which are like civic, can improve the temple, the priests and even the soldiers, it is more like the spiritual psychological part of civilization. Civic tech on how civicization is organized and It speaks volumes about the identity of a civilization, whether they live in a kingdom, a republic, a nomad, or an oligarchy. This goes for government centers, libraries, etc. Technologies for components, such as capturing and handling frontier the civics area of influence. Technologies to develop the hero.
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Adding storylines to scenarios and campaigns
Stan` replied to Vantha's topic in Game Development & Technical Discussion
This would help with trailers We only use the cinematic features for camera controlling purposes. -
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Regarding voicelines, they would indeed be neat, but not being able to make them shouldn't be reason not to create singleplayer content. I too would be in favor of voicelines being spoken in ancient languages, that would also save the trouble of having to translate them into different languages. The only problem is that that will just work for Latin and Greek, many of the other languages are too incomplete to write (and then speak) full sentences and texts in them. I think there has been a misunderstanding. What I am currently working on and was talking about earlier is something like this mockup: When I wrote "dialogue" above, I was referring to speech, the possibility to make characters of a story talk. I think the game shouldn't be paused while a cutscene like this is running. What I settled with is to provide two options and leave it up to individual scenarios whether to disable hovering, selecting and giving commands or not, but always let the player move around the camera. And by the way, yes, the narrative overlay I opened the PR for already pauses the game behind it. -
If you replay the match, does it crash?
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When me and my bro made women's fight
Deicide4u replied to AlexHerbert's topic in Gameplay Discussion
It's in the houses. -
AlexHerbert started following 0AD Memes, jokes
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When me and my bro made women's fight
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
@Player of 0AD I didn't have that tech, and my bro had more in quantity. I was looking for that tech supposed to be in cc, but I didn't find. -
WiseKind started following Adding storylines to scenarios and campaigns
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Adding storylines to scenarios and campaigns
WiseKind replied to Vantha's topic in Game Development & Technical Discussion
Now, I'm just a nobody here, and can't really help with the project right now. But I just want to make sure we are all aware that the current voices that exist (such as when clicking on a unit or giving an order) are in Latin or whatever language existed in the time this game portrays. Obviously, you can't write the whole campaign in Latin, so if you want to have the option for campaigns and scenario maps to have voices related to the story, you would have a difficult decision to make. Do you want the important characters' voices and plot lines to be in Latin, with captions in English or the player's language? Or do you want to actually do the voices in English? Keep in mind that if you do the voices in English, then that would make them stand out from the voices that already exist, which are in Latin (or whatever language, I'm probably embarrasing myself rn), and probably aren't going away. My opinion is that you should do the voices in Latin (just going to keep saying Latin, even though the actual language isn't even consistent bewtween civs, you know what I mean), but have captions in English (or the player's (modern) language). The 0 A.D. Vision states that the artwork and sounds for the game should immerse the player in a historically accurate world, and make the player feel like they are actually transported back in time, and not into some fantasy alternate universe, and I think that having ancient historical figures speaking in a modern language would take away from this. The Vision, for reference: "Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home." More specifically, it says "voices will hearken back to an ancient time". I don't think this could be achieved if the voices were in a modern language. I do think there should be voices of some kind in the campaigns. I think that forcing the player to read through the characters' dialog in silence would make the game feel shallow. After all, sound will be critical. I feel like I'm just stating the obvious here, and not really adding anything to the discussion. This just seems like the elephant in the room to me, but I guess it's worth asking the question: should 0 A.D. campaigns have voice lines for the characters (and not just when you click on something, which we already have)? And if so, should it be done in a historically accurate language for immersion, or in a modern language for accessibility? Maybe we can do both, and make it an in-game option, similar to how we already handle "specific names" and "generic names". - Last week
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Guys, I've found the ultimate fix to lag. It's simple, really. All you have to do is
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