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  2. There was some very interesting work done by @real_tabasco_sauce in this area here. I believe there were some cross-platform compatibility issues (IIRC related to mathematical calculations being handled differently on Linux, Windows, and macOS), which, in my view, would be worth revisiting.
  3. Some ideas / thoughts: Ranged soldiers don't always attack the closest enemy unit, but instead semi-randomly any enemy unit in range, where the chance depends on the distance E.g. if two enemy units are almost equally far away the chance the the slightly closer enemy unit is attacked is 51%, the other one is attacked with a 49% chance. If one enemy units is far closer the chances would be more like 80% 20%. Overall that means that ranged soldiers spread their attacks more instead of many attacking the same units, preventing massive overkill and greatly reducing the effectiveness of ranged units During small scale skirmishes, e.g. in the early game, you can manually focus fire to intentionally kill a specific enemy unit Maybe the probability which enemy unit is attack depends on where you attack moved. Instead of prioritizing the closest unit to itself it prioritizes the closest unit to the target location. So you could manually move your archers into range of the opponent's Javileers and then attack move next to them so your archers attack them instead of your opponent's melee units Melee soldiers behave similar. They don't always charge towards the closest enemy soldier but spread out based on probability Random attack delays. SC2 does this. Each unit has a small random attack delay so that two units rarely attack at the same time. That's e.g. why Siege Tanks virtually never shot at an already dead unit. This would also cause units to slightly spread out their attacks as they attack at slightly different times
  4. Today
  5. I agree that automate repetitive tasks is an optimisation in production chains.... for industries, however I don't think this apply to a game, if the game is over automated will lose fun and will reduce player interaction with it. Snipe already exist in the game, is more important the game is fun than take care of mice. In the game this is a kind of "gadget" that could be very good technically, it shows very good skills in programming, however it don't actually improve UX. Instead of that, making the game performance better will. In the bicycle example I mentioned, improving "how you 'pedal' is more important than upgrading a fan to cool your face, while you keep doing a effort in a not-correct way." Think about it.
  6. Horseman with the axe looking a lot like Persian Hyrcanian cavalry.
  7. Currently the keywords are somewhat inaccurate. I suppose if you play enough 0ad it could become a lifestyle.
  8. Replay of the game with the mod Petra (Very Hard) – Petra (Medium). Victory within 11 minutes of game time, total units around 80. Rush with 45 units. PetraVH_PetraM.zip
  9. Yeah I probably should save some keystrokes but I'll repeat it again here: We are not ready for the influx of new players, on a forum/lobby moderation standpoint. We are not ready for the influx of new players with the current mod situation Regarding licensing we can't link with the steam api directly we would need to make a launcher. We haven't looked yet into the specific of submitting a cross platform game. We need to take what happened other games that did https://ftp.fau.de/fosdem/2020/K.3.201/gamedev_spring_steam.mp4 into account Regarding auto updates, the game is now on the Windows Store https://apps.microsoft.com/detail/9n5vvjr2dz9w?hl=fr-FR&gl=US which i believe supports it. I've merged this conversation with the other one.
  10. There were similar threads in the past. I think the summary is that the game is still not ready to attract a much wider player base, from a MP standpoint. There is also a matter of integration with the Steam libraries, which the developers might not want to do.
  11. Disculpe, ahora si me funciona el mod, siento las molestias que les haya podido provocar, por cierto, buen trabajo, seguid asi
  12. You probably disabled TLS encrypted connections to the multiplayer lobby in the past. See:
  13. The problem is that a lot game relevant "skills" is not covered in the scores though. I think a score for "enemy presence", a bit like the exploration score would help a bit. This is more directed to the main game though. A player should get a score from enemy units near him based on time and distance. E.g. player 1 has 3 units, player 2 has 15 units. Player 1 can just run around and make the 15 units chase him. Player 1 should then receive more "enemy presence" points. Currently all would count as idle, not making eco or military score. This would also favor someone who gets 2v1 attacked. LR doesn't make the scores though, only weights whats there.
  14. So, uploaded DE r28 to mod.io tonight. It just needs to be approved. Thank you to all of the playtesters. There are still several things I could fix and improve for r28, but at some point you gotta move on to the next development cycle. Here's something I'm thinking of doing for Release 29 ( thanks to one of @vladislavbelov's latest pull requests):
  15. Honestly, I didn't know that was the case; manually updating the game is tedious. Besides, I thought the Steam Workshop would add quite a few mods to the game.
  16. I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project.
  17. Yesterday
  18. Being open source doesn't prevent you from publishing the game on Steam. Why not release it for free? Releasing it as early access on Steam would provide bug feedback and allow many volunteer developers to contribute to its development.
  19. and also Accuracy depends on the parameter one intends to measure. I assume the comments above refer to "chances of victory" as the parameter that LR is supposed to measure. And I agree, LR is not accurate for that parameter, for the reasons below. The optimal predictor for victory is, trivially, victory/defeat ratio. Take this number, and you will have the highest possible accuracy. But LR does not even include the outcome of the game as a parameter, so it cannot accurately measure how good a player is at winning. Instead, the parameters that LR can measure (and therefore: the parameters LR can be accurate for) are the weights (see "Score Weights" in the LocalRatings Options menu) and any combination of those weights. or "Fortunately I can only see this"
  20. Yep... I found is not accurate. Also I want to propose a name for this mod Maybe a good name could be "Your past condemns you"
  21. LocalRatings 0.28.1 is now available for installation via the game menu: Settings > Mod Selection > Download Mods Enjoy!
  22. @Caterina do you use mods ? If so it is really likely one is not compatible with the new version.
  23. Thanks Obelix. Further testing shows that the hotkeys do work unless there is a conflict with system level hotkeys, which override the 0AD keys. I'll figure out how to disable those. Thanks for your response.
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