Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Stan`

    archive

    Could be. Although if you read the story we the devs back then actually proposed a game before age of mythology
  3. Today
  4. It seems to me that this system was copied from Age of mythology.
  5. wtf no, it so fast 11Min you can be 120-200 pop in tg , if we boost the boom, we destroy more cav rush
  6. Oh interesting. I hadn't heard the reasoning before but it makes sense.
  7. Yesterday
  8. warcraft 3 and aoe 2 is 0,25 sec if i'm right, so it's ok
  9. Interestingly, there is a difference between HP and armor bonus when it comes to healing: the armor doesn't reduce healing as it does taking damage. That would make an armor bonus stronger than a HP one. When Ptolemies had this cavalry hero that gave extra 40% HP to pikemen in his aura, you could heal the pikemen faster by moving them out of the aura. I remember playing some games from the times before the exponential armor system, and there seemed to be a problem where if a unit or building had more armor points than you had damage points, you wouldn't be able to cause damage to it anymore. And so there was a hard-coded minimum of 1 HP damage (one other detail is that nowadays the HP uses the fractional part, even if it's not shown). That could mean that you were better off using a greater number of very weak units (like archers) because you had the the guarantee of at least 1 HP per arrow shot.
  10. turns are calculated 5 times each second, so depending on your input, there could be up to a 0.2 second delay for a unit to act on your orders. In laggy games with 8 players, this is exacerbated by slower players since simulation waits for the slowest players to "catch up". with substantial performance improvements, it could be lowered to 0.1 sec.
  11. did you try in 1vs1 with someone of your region? you will see , it's good
  12. Hi all, wanted to give a little rant. For an RTS game where you are doing many actions very quickly and need a decent response speed from units having a reliable latency is needed. Its not fun for me when the there is a serious delay between my order and when it actually happens. In single player there is a delay as well but its much faster compared to pvp. Anyone else experience something similar?
  13. About zram, I would suggest starting to use lz4 (it should be faster) rather than zstd, given you already have plenty of RAM. Then, you may want to consider upgrading to Debian testing/13, it has already less known bugs than 12 ( https://bugs.debian.org/release-critical/ ) and it can support building 0ad using its packages, other than natively having 0ad 0.27.0.
  14. Hi! This error is often caused by a blocked port, especially if you are playing through your own server or connecting directly. Here are a few things to try: Open UDP port 20595 in Windows Firewall settings: Go to Control Panel > System and Security > Windows Defender Firewall > Advanced settings. In the Inbound Rules section, create a new rule, select "Port", then "UDP", enter 20595 and allow the connection. Check your router settings (if you are creating a server at home): You need to set up port forwarding for UDP 20595 to your computer's IP. Antivirus exceptions: Make sure that the game itself and the port are not blocked by Windows Defender. Add them to the exceptions list. Run as administrator: Sometimes just running the game with administrator rights helps. If all this does not help, try temporarily disabling the firewall and checking the connection - this way you can definitely understand whether it is the problem. Good luck!
  15. 1. Zram? In my opinion, this invention should be gotten rid of. It may be the cause of delays. The Linux kernel has everything it needs. Now, memories are fast - why waste time on additional compression and decompression? This whole zram is an illusion - if someone has too little RAM, it is better to add physical memory. If anything - 'tmpfs' is more necessary. 2. Compiling 0ad is not difficult. I recommend compiling ver. 0.27.1 rc: https://releases.wildfiregames.com/rc/ But on Debian Bookworm (12.11) you will not compile this version, because the requirements for 'rust' have been raised (Bookworm has ver. 1.63, and a minimum of 1.66 is required). There is a way to do this: https://wildfiregames.com/forum/topic/127464-debian-bookworm-129-rustup-successful-compilation-of-0270-rc2/#comment-592272 If you are afraid that the compilation will clutter your system with various unnecessary packages, you can always compile on Debian Live https://cdimage.debian.org/cdimage/release/current-live/amd64/iso-hybrid/ You have to remember that directories on Live are created in RAM, and compiling 0ad requires a lot of space, so you have to attach external memory and create a compilation directory on it. But be careful - this memory must have a Linux file system (e.g. ext4), because fat32, exfat do not support symlinks and compilation will fail. After compilation is complete, we move the 'binaries' directory with the 'data' and 'system' subdirectories to the target location. The remaining compilation directories are unnecessary. Best regards
  16. https://www.indiedb.com/games/0-ad/news/a-year-in-review "Since the last IOTY we have added two of the remaining civilizations: the Iberians and the Carthaginians. In the upcoming Alphas we will add the final two, the Persians and the Romans." The game was meant to be much more humble originally. There's a lot of interesting points in the article.
  17. Maybe we should adjust the answer to the corresponding FAQ. IMO: Abandoning the alpha-versioning doesn't mean the community is resilient enough for a murderous increase of players and need for moderation due to a listing in Steam etc. I take over the 'disgusting place'-argumentation of @Seleucids. Have you used the search function of the forum software with the query 'steam'? There are many more arguments than the ones stated in this thread.
  18. On some of the maps all the enemies are completely passive. They don't build anything or expand their population. It's the case for example in White Cliffs of Dover (5). Difficulty settings doesn't matter.
  19. I'm thinking about adding this question and answer to the FAQ. But I need some time. If someone's willing to add it earlier, I'd be happy.
  20. LR checks metadata.json, which doesn't store the date. commands.txt does, but would be another step costing time. I appended to my replays also a string so I can mix replays of different pcs but I can change that to cater to LR too.
  21. there's a template for the decay, but not used actually atm. LR gets the time by the replay folder. But downloaded replays from replay-palas don't have the date in their name like the ones from the game. Like with "2025-05-21_0001", another shared replay would have another game 0001 on that day.
  22. Hey guys. Was there any discussion about this recently? I think that's good way to find games, to engage community, to advertise 0AD on Twitch/Youtube with some fun content, to encourage players to practice, etc. My idea would be to organize something like "0AD Summer League" which would be 4 rounds (swiss format or groups) + play-offs, 1 match peer week. And to have 3-4 such tournaments per year. Alternative would be longer league (if we can have like 20 participants and do round robin/league format), but I think this is better b/c I doubt we will get 20 signups in reasonable amount of time. Better to split in smaller tourneys so people can join each, which'd not be case with long league. Additional details: - Stream. It'd be fun if someone can stream/cast games (i'd prefer 1600 MMR or better players who will explain what's going on - I can't do it). Ideally find some popular streamer with many viewers, from AOE or whatever other game so we advertise 0AD more actively. Could be co-casted with some 0AD top player. - Prize pool. If someone is credible in the community and willing to collect money on Patreon, Ko-fi.com or similar platform. And sponsor would be awesome. - Test gameplay/balance changes. These tournaments is good way to test all balance changes. Community-mod used to hold these tourneys iirc. - Share to in-game news. Over there in the lobby. How it works, who has permissions? What do you think guys? If noone else wants, I can take organization which would include: preparation invitations/forum posts, making event on Challonge, collect replays, communication with players, etc. Other parts, I'd need help with.
  23. How do you account for RD increasing over time? do you factor in the replay date?
  24. I modified the mod so it calculates a glicko-2 rating. Glicko-2 should get a bit faster to a correct rating than elo (which I tried before). The old local rating is preserved and in the graphs still shown. I only display the glicko-2 rating in the lobby and game setup. Glicko-2 starts at 1500. The other number next to it is volatility. Volatility starts at 200 and goes lower to find the accurate rating and stabilize there. Games are only evaluated if the victory state of all players are won or defeated. The result is not satisfying yet for me. I have played/spectated a lot of games this alpha, more than one could demand of another mod-user. I release it anyway for testing or if anyone else want to play around with it. It could be that this works better if: Team pairings are consequently made by this glicko-2 rating. This way if underrated players gets teamed up occasionally they could gain rating. This feedback loop could benefit the rating. On the other hand if e.g. one player is very strong and known for it, he might get paired with many very bad players and lose rating. Maybe it should not be done locally as then the rating pool gets bigger and better connected. Atm. good players only play with good players and the rating of them doesn't get elevated as high. Atm. I'm a bit disappointed and may not follow up on this but wanted to drop it here. But I mean, if you doubt the team game pairing this could be used as a guide and if it is wrong rating got distributed so it should work better next time. But before one trusts the algorithm I wouldn't put in the work to include the graphs. localratings_glicko2.zip
  25. Added warning of idle players after 30 seconds without command. I think this is important as some games are ruined by players suddenly leaving a 4v4 without notice. In lower rated games this gets triggered occasionally. I can't relate to that but I left the older version (the one without v00) without this if this is annoying. The chat command now also sends the version number (now 00), so if this gets a update and a version was known for false positives one can inform the mod user of the update.
  26. Firstly, you installed the outdated A26 version. This is because Debian always gives you outdated packages. You should download the latest release A27.0 from another source. However, A27.0 also stutters a bit, in which case, you can help by testing the RC version A27.1 at http://releases.wildfiregames.com/rc/ The build instructions is here https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions
  1. Load more activity
×
×
  • Create New...