All Activity
- Today
-
It's a powerful tech/unit. But it's hard to adapt eco to it as you are now forced to send any new recruit into battle. Also it's competing with other metal hungry options, even more powerful like champs...
-
Sometimes: if I don't have enough wood but plenty of metal and food. (happens rarely but it provides the same as standard hoplites I think)
-
Did you manage to play?
-
Does anyone research this tech? Is there a point to it, besides interesting historical trivia and an additional spearmen unit for the Spartans?
-
under_10_perc.zip 0_perc.zip
-
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
It would be really quick to implement. We already have a "cinematic mode" and apart from that it is literally just two black bars, a text field, and a portrait. The only thing a bit more tricky is that exclamation mark above the talking character. -
over_70_perc.zip over_10_under_70_perc.zip
-
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
-
Adding storylines to scenarios and campaigns
Deicide4u replied to Vantha's topic in Game Development & Technical Discussion
That mockup looks straight from Age of Mythology. It's awesome. The overall graphics style also reminds me of Titan Quest a bit. -
Visualizing Technology Research Timing Based on Public Opinion For each technology, I created a diagram showing the optimal research timing based on aggregated player data. Key Metrics and Axes X-axis (Progress Score): Reflects the advancement of a civilization, calculated as: score = resourcesUsed['food'] + resourcesUsed['wood'] + resourcesUsed['metal'] + resourcesUsed['stone'] - unitsCapturedValue - unitsLostValue - buildingsLostValue - buildingsCapturedValue + lootCollected - tributesSent + tributesReceived + tradeIncome Y-axis (Progress Score by Minute 13): Indicates how efficiently a player progressed. Higher values denote better development. Expected Trends Faster-developing players tend to research technologies closer to the optimal timing. Slower-developing players show more deviation, ideally forming a Gaussian distribution around the optimum. Natural barriers (e.g., resource constraints) may prevent earlier research, allowing further refinement of the optimal timing. This approach leverages the Wisdom of Crowds principle. Why Progress Score Over Time? Using time as the X-axis would skew comparisons between fast and slow players. Instead, progress score ensures fair benchmarking. E.g. a for a faster developing player it makes more sense to research p3 earlier, so the dots would lean to the left going upwards. However, for practical player reference, iso-lines mark when different player segments (e.g., top 25%, 50%) typically achieve key progress milestones. These lines are smoothed averages from 60-player samples. Visual Enhancements Top Histogram: Shows the distribution of progress scores when players research the tech. Solid black line: Mean research point. Dotted black lines: ±1 standard deviation (68.2% is inbetween). Colored solid line: Your personal mean-helping identify biases for improvement. Right Histogram: Blue bars: Fraction of players who researched the tech at a given progress level at 13 min. Gray bars: Fraction who could have researched it but didn’t. Note: Naval techs (requiring water maps) are currently not accounted for (less than the grey bar actually have the chance to research them). Civilization-Specific Behavior Technologies with differing research patterns across civilizations (e.g., Ptolemaic farming phases) are split and annotated. Data Interpretation Top Players: While highlighting top performers (e.g., Stockfish, Havran) is possible, overemphasizing them may not be useful. Rankings can shift slightly with minor metric adjustments (e.g., using minute 12 instead of 13). How to Run the Analysis Place the folder in your replay directory (e.g.,~/.local/share/0ad/replays). In A_fastest_boom_at_time_eco.py: zeroad_data_folder needs to point to the game. The icons, descriptions and prices are pulled. Set you = "ffm" (your username). Adjust top = 2000 (sample size) and your_top = 49 (minimum personal records included). In B_tech_of_fastest.py: Configure multiprocessing (cores, top-player highlighting). how many cpu cores you player name again Tech Categories: Over_70_perc: Essential techs (good for beginners). Over_10_under_70_perc: Situationally valuable (deeper insights). Under_10_perc: Rarely used 0_perc: Never used Limitations & Feedback The tool lacks robust error handling, so use caution. Exceptions for some edge-case techs are accounted for. I welcome reports of anomalies, I hope I didn't mess up anything big. Enjoy optimizing your boom. top_analysis.zip
-
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
I agree. Any ideas on how could we use it in combination with that parchment? -
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Maybe we can do both. An introduction at the start like this: "It's the year ___. The ___ wars have ended a few years ago. ___ has died and was succeeded by ___... " and then switch over to a monologue of the main characters. We could communicate the difference between the two by adding quotation marks to the last one and showing an image of the character, for example. These images look indeed quite nice and I'll experiment with them. And I agree the charcoal style fits really well. In general, though, I'm very reluctant with using AI images. For actual campaigns we'll have to find an artist somehow. I'm sure this charcoal drawing effect can be replicated in Photoshop. Then there's also the option of having the characters talk in the game view directly (or a cutscene). Here's a mockup created by @wowgetoffyourcellphone: -
Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
Well done. If we want more color, we can also add a few shields on the sides. Maybe on both ends. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
really nice @Lopess! i love them! is there any chance you could add some of the distinguishing features for the larger vessel? curved upper beam at the bow (like @Genava55's reference image above) Straight, shorter lower beam at the bow. like this pic: One prop point on each side of the hull near the bow (for shields, which i have ready) side note @Genava55 very recent publication on trade and simulated sailing trips. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0320791&utm_source=pr&utm_medium=email&utm_campaign=plos006 https://phys.org/news/2025-04-reveals-bronze-age-scandinavians-sea.html i'm not sure how they came up with that 2 part mast design. -
In terms of design, I also like the use of overlapping. It removes rigidity and allows the figure to connect even more with the text. Also as u say, having different predefined layouts with slight variations in this design could help speed up the process of creating narratives for the campaign. Personally, I like campaigns where a character is developed over time, because it builds a certain empathy with them and I think that creates excitement. In this sense, first-person narration can deepen the player's connection with the character, but it might pose a greater challenge compared to third-person narration, which allows for the inclusion of more general contextual elements. In the case of 0 A.D., it might be interesting to combine this with a certain level of historical accuracy that, without turning it into something purely educational, allows the player to learn verified historical information. I think something in this same style done in charcoal helps integrate the image more easily with the GUI you're creating than if we used color images. I also think it might be easier to produce something of this size that looks nice or aesthetically coherent than if we tried something similar to the current portraits in 0 A.D. But in the end, it all depends on the artist =). These images were created with DALL·E. They might be useful to start working on the GUI. If you think they could be helpful to use in the meantime, feel free to ask me if you need something specific — I still have plenty of prompts available this month.
-
CS carrying resources while walking around the enemy base
Deicide4u replied to Deicide4u's topic in General Discussion
Yeah, I do this when I need to defend. I was mostly commenting on some of the pro matches I've seen -
CS carrying resources while walking around the enemy base
Atrik replied to Deicide4u's topic in General Discussion
Use "call to arm" when bringing CS to fights. -
Civ: Germans (Cimbri, Suebians, Goths)
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
-
B K joined the community
-
commands.txt This one is the crashed game In this second game, the game window freezes from time to time, turning white. The longer I play, the more often this kind of freeze happens. If the freeze lasts for too long, the OS will think the app has crashed, but 0ad doesn't print out any lag messages. This is not systematically reproducible, it just happens at random times. It happens all the time if I play continously for more than 2 hours, but disappears after I reboot pc commands.txt I don't think gitea topic is necessary at this point. Could be a hardware issue or some libraries in the system being too recent.
-
Jomax1 joined the community
-
I found an old ticket, maybe good for some development nostalgia: https://trac.wildfiregames.com/ticket/952
-
Latest Topics