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There is an ELO rating system implemented in the MP Lobby for 1v1's. A notorious problem with it is that it doesn't handle matches where one of the players disconnected before it was over, these matches simply aren't counted. Some players exploit this by leaving or closing matches when they realise they are about to be defeated, in order not to lose any rating points. This obviously goes against the rules, which is why this thread exists for reporting it: However, I think we can all agree that, ideally, bypassing the rating system like this wouldn't even be possible in the first place. This would save players the frustration and moderators the work of checking submitted replays. While talking about it in this thread the following idea came up: There are two cases of players quitting, firstly the one hosting the match, and secondly the one who joined the hosted game (the client). - If the client leaves, currently, the match continues, just without anyone controlling one side. If the host now finishes the match as usual by defeating the opponent (who doesn't defend himself anymore since the client left), it should still count as a win for the host and as a defeat for the client. If the client disconnected for a different, valid reason and planned to return, he should communicate that to the host beforehand. I'd argue it's the clients' responsibility to ensure they have a somewhat stable internet connection, so that they aren't completely disconnected frequently, and when they are, can still rejoin quickly. The downside is that it incentivizes hosts not to wait for the client to come back, since they no longer have to. - If the host leaves, currently, the match is immediately ended, without the client having a chance to continue the match in the same way as proposed for the host. In that case, the game should count as a win for the client. I know this sounds harsh, but as far as I can tell from the code, this only happens if the host manually exits the match or terminates the program. If the host only loses internet connection, all clients (one, if it's a 1v1) are disconnected from the match, but they are able to reconnect as the match itself on the host side persists. So the only way this can happen unintentionally is if the computer crashes, but again, that's probably something the host is responsible to ensure that it doesn't happen. What do you think? Is there anything I'm missing? An issue I can think of is that it enables hosts to exploit the system by starting a match, immediately kicking the client or blocking his connection deliberately in another way, and then being able to easily win the game and still be awarded rating points. Although, that's something that should just be reported as well.
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what's the hardest, most toughest to beat bot we've got here?
- Today
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Protectorate isn't significantly different in power from the other two bots, as they share similar logic. The difference lies in the tribute and troop deployment mechanics, so if you've defeated the other two bots, you'll likely defeat it as well.
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I remember seeing "this also unlocks undergirding cables for some civs" in one of the tech descriptions. was always confused what it meant
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@Atrik Moderngui does not reflect This . it just says "reached city phase" in your mod.. can you fix that please uwu
- 501 replies
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- hotkeys
- autoassign civ
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out of topic but I realized that y'all wrote it as "nayara" which reflects the Magadhi Prakrit not having that "ga" sound but rather the "ya". I like these little odes to history (In current sanskrit its pronounced Nagara)
- Yesterday
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Thank you all for the help, it worked now. Interestingly, when compiling the libs spider mokey failed. At least with optimisations. Second pass without they were built fine. After that I was able to built pyrogenesis with optimizations works fine so far.
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When user leave rated game it should be automatically reported
Obelix replied to BeTe's topic in General Discussion
Please have a look on @Stan`s precise answer to this question in the thread 0AD on Steam? (last answer 1 hour ago). -
When user leave rated game it should be automatically reported
King_Kreg replied to BeTe's topic in General Discussion
Why not just get rid of the exit option in 1v1 games? Where the only option is "Resign"? -
@Vantha has merged above-mentioned pull request with commit c799e4221a. Thank you all for the joint endeavour!
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In theory it's possible, but this would require some work.
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IMHO, that would be a more consistent long-term solution. However, considering the technical challenges involved in implementing it, I don’t think it’s a bad idea to add this functionality in the meantime. (Correct me if I'm wrong but) It should be simpler to implement, would address a current need, and would also reduce the workload for the people who have to review replays in the Rating Disputes thread.
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King_Kreg started following Ratings Disputes and Offence Reporting
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@user1 On February 21, 2026, the player goingloko ended a game without resigning just after I conquered his main civic center. My lobby name: King_Kreg Offenders name: goingloko commands.txt is attached. commands.txt
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King_Kreg joined the community
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Both of these would solve that, yes. But I personally wouldn't mind too much if the host was treated more harshly than the client, as @guerringuerrinsaid they have more responsibility already and the main thing is that either side can't ruin the game.
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Weird, works on my end. You have another mod enabled? Are you testing on the released version of the game or on the development version?
- 90 replies
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- new particles
- new tech
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Hard crash
- 90 replies
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- new particles
- new tech
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Out of curiosity, is making a .DAE plugin for Blender that runs on the latest versions on the table for you guys? It's a problem that is very easy to workaround at the moment as you only really need to go to an older version of Blender to get .DAE support again, but it would be nice to not have to juggle between different Blender versions whenever I want to work on art assets/mods for 0 AD :p
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Which thing?
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Host migration. or Dedicated Server. (lol, yes pl0x)
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Ideally, yes, but I don't really see a way around it, since the client should be given the chance to reconnect, which isn't an option for the host.
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