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  2. And how is that an argument for fostering an environment where people wish each other pain and death?
  3. Who cares about the events of the past when atrocities just as terrible, or even worse, are still happening in the 21st century? The real problem is not learning from history to prevent it from happening again. I don't make the difference between burning someone alive and killing them with a bomb while they sleep, when they are innocent it's the same atrocity
  4. Idea number 453 : infantery and cav same stat except speed Make simple changes -> Standardize cavalry and infantry. Their only difference would be their gathering and repair capacity and move speed. This would be balanced by an additional food cost of about 60%. So now the only advantage of cavalry is speed. We remove all specific anti-cavalry counters, it a noob feature. The train time is same as infantery too. Later we can think about giving cavalry units as already exist for the Persians with the axe. cav cityzen example : 50 food 50 wood / 50 HP / 1/1/0 armor 16 pierce attack 1,5 speed / attack capture 2.5 / Move speed no change 80 food 50 wood / 50HP / 1/1/0 armor 16 pierce attack 1,5 speed / attack capture 2.5 / Move speed 16.8 champ cav example : 80 food 60 wood 80 metal /200 HP / 3/3/0 armor 16 hack attack 0.75 speed / attack capture 5 / Move speed no change 120 food 60 wood 80 metal /200 HP / 3/3/0 armor 16 hack attack 0.75 speed / attack capture 5 / Move speed 18 For civ good in cav we have a new tech : HP Cav +10% for a cost +10% cost food. Of course we delete the basic tech of life for all civ. Resume and strategy goal : Make cav a strategic choice and not the best op choice. You still have to produce more food for have a cavalry support Give to noob Attack capture is same as infantry, train time too. Of course they will melt ! but you can runnnnn with them, choose when you want to fight. Delete counter feature, your natural damage without counter or multiplier should be use at good target -> more snipe and move cav where you want to maximize your damage. Reduces classic tactical errors and make the game more noob friendly with this infantry buff. An all-cavalry army will always be stronger than an all-cavalry army, but not in a noisy fight, the units will be equal. There will be ways to differentiate gameplay, don't worry.
  5. Today
  6. You got a 24h timeout (not a ban) for ranting about putting a certain 0ad player into Auschwitz and burning his corpse. That's not a ban for "political incorrectness". Thats just a logical repercussion for your transgressions. Honestly ban-worthy, but we all know nobody can ban you, as you are more than capable of making another account. Therefore I humbly ask you to stop lying by implication about the 0ad-enjoyers discord server- We dont ban for swearing or political incorrectness. We time-out people that seem to be overly emotional, racist or misogynistic. And I hope you do the same on your discord server. Best of luck in your endeavours.
  7. if you wanna go historic route, then every civ should have a cap on cavalry unit as a % of total pop possible. this cap will be unique for each civ and should respect the historical army of each civ. for example, horses are not native to India. they imported them from the middle east and this horse trade was sought after. Persia, obviously, had a large cav force. Hans too, as a result of constant Xiongnu threat ammased gargantuous amount of cavalry force and so on
  8. nice to see new 0AD discord servers! on that note, our discord server has recently crossed over 150 members! we have a 0AD discord server tag as well!
  9. Yesterday
  10. Could always check out historical cav We are trying to figure out how to represent them best historically. Agree with what you say about "auxilliary force" few of these civs used cav as the bulk of their army, if any...
  11. I have created a brand new 0ad discord server for everyone! Join link: https://discord.gg/stGVyADRX3 Features: Discoverable on Disboard and Discord community - we can expect some rapid growth in members Bridging with another revolt.chat server - so if you prefer Revolt over discord, you can still talk with persistent discord users 0AD channels dedicated to helping you improve and discussing gameplay Fun apps and free testing of your own discord apps and bots NSFW area to discuss politics and controversial topics, e.g. religions, conspiracy theories, as well as sort out feuds with other players Preach your Linux distro and flex your setup ! This server is designed to complementary and superior to 0AD Enjoyers, as I offer features and freedoms that they don't have, especially when it comes to risky technical experiments and NSFW content. I will not ban you for swearing or political incorrectness.
  12. To me it’s clear that the counter alone (whether it should be 2.5x or 3x) is not enough to balance the champ cav and cs cav. In my opinion a speed nerf is needed.
  13. Consider that a lot of players already expressed they wish that cavs in general get nerfed. Some ideas where to decrease speed as we're talking above but also make cs cav 2 pop and 3 for champs... Theses ideas would nerf cavs much more then making their counter actually works. I also agree with players saying that cavs should ideally be an auxiliary force of an army and rarely it's main force. So even if you invest more to make cavs, you aren't guaranteed to be able to take out a similarly sized inf army. Cavs can already choose what fights to take or not which is their core strength in the first place, and alone could justify a greater price. Beside the fact cavs can hardly be caught by inf spears cav have a lot of extra hp: Cs melees cavs have x1.5 (1.6 with Horse breading) of melee inf Cs ranged cavs have x2 (x2.2 with Horse breading) of ranged inf These hp make them tougher to projectiles, but also spears x2.5 counter was making them barley catch up with the extra hp... From here I'll be in favor of making melee cavs roles more defined. Spear cav could get their damage against other cav increased, and sword cav could benefit from more pierce armor for them to be more effective when trying to kill ranged units or raid enemy base.
  14. I didn't receive vladislavbelov's modified version of the A27 pyrogenesis.exe. Besides, I think that is for issue 1, the Alt+Tab issue, not issue 2, the crash issue.
  15. Good luck with this, although I would recommend you use one of the A27.1 RC version https://releases.wildfiregames.com/rc/ for this, because they are truly able to take advantage of all clock cycles whereas A27.0 idles the core. From what i have observed in A27.1 and B28, they are both using 1 CPU core. But as Dunedan suggested, it might not be a bad thing.
  16. Hi @little Guest, for your "issue 2", did @vladislavbelov send you the modified test binary mentioned in the other thread? As far as I can see, Vlad went inactive before fixing this specific crash, so it is still an open issue. Thanks for the reports.
  17. Most of what you're describing could be fine. But it doesn't match the resource cost of cav, which is 50% more than inf. Champ melee cav, especially, is very difficult to justify the cost of if they die so quickly and cannot effectively capture/kill CCs. Cav rushes will also be easier to defend (because CS cav is nerfed) and come with a heavier cost since cav cannot simply go back and go eco after a rush the way the inf can. Also, I don't think the bolded was ever the intended purpose. The problem was always champ cav--not CS cav. The community mod simply uses to blunt an instrument that nerfs all cav when a more tailored approach was necessary.
  18. It's a good think if CS cav aren't always better then inf. This counter effect is supposed to be a mitigation of cav strength instead of nerfing their speed or any stats. The way formation works make indeed hard to outmaneuver infantry back-lines with melee cavs, but they still have use cases too (mostly rushing and raiding, but forcing enemy to call formations multiple times make melee cav worth it). I like that cav remain strong and mobile, but have very hard time if they fight polearm inf.
  19. I played several com mod games today. I basically only paid attention to cav balance, which I think is off. Champ cav balance seems ok-ish. CS cav dies way too fast to inf, though. Cav is very easy to counter by just making spear and using formations. CCs seem to be much more difficult for cav to capture. I think this is probably a good thing. I, again, state that I think the bonus multiplier should be added for champ cav but not for CS cav.
  20. it clocks decently high, and if two cores are all that matters I'm thinking of overclocking, because i have plenty of thermal headroom currently. my gpu is also underclocked currently, but I'll overclock the vram and see how that goes. Do you think this will change in the future, or will it always be dependent on two cores?
  21. Last week
  22. I managed to update the version with fatpak though
  23. Thanks for the update, I added the 0ad repository in the Linux VM but the apt update failed:
  24. The AI logic was historically and it still is one of the bigger performance bottlenecks. This is related, in part, to the fact that most of the game's logic is still single-threaded. Pathfinder got its own thread in alpha 25. Sadly, this means that your "6 hyper-threaded cores" won't help you much. They might even be worse than a standard 2-core PCs of the past. This is because modern hardware design is focused on having many slower CPU cores, while older design retained fewer, but faster CPUs. So, your CPU clock speed is what matters the most, followed by the GPU memory (if you want high details on everything).
  25. I'm on windows 10, my cpu has 6 hyperthreaded cores, should I grab the latest build from the site, or maybe switch from vulken to opengl? I can take a screenshot of my task manager during a game if you'd like.
  26. That's wrong. You might have been thinking about interpreted languages which use a Global Interpreter Lock (GIL), like CPython, which results in them not being able to utilize multiple CPU cores when using threads, but that's a limitation of such languages and doesn't apply to C++. And as a side note: Even in languages which use a GIL, multiple threads can be faster than multiple processes, depending on the kind of work to be parallelized. Check out for example the commit linked below, where I speed up validation of entities. I compared using multiple threads vs. multiple processes, but as more time is spent loading data from disk than doing actual CPU heavy computation, using multiple threads instead of using multiple processes was significantly faster, thanks to threads having a much lower overhead than processes. https://gitea.wildfiregames.com/0ad/0ad/commit/e755ef715565409b93cecdb2d84b5098a518fef6
  27. "Nababu" painting from the Renaissance . Author - unknown. You can see that he was already bounded to a great destiny
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