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Possible Performance Optimization
vladislavbelov replied to Asher's topic in Game Development & Technical Discussion
Render consumes CPU each frame but without spikes. So if you have freezes then it's simulation if you have lower average FPS then it's render. I plan to reduce the render bottleneck in the future versions by moving it to separate threads. -
vladislavbelov started following Possible Performance Optimization
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Possible Performance Optimization
vladislavbelov replied to Asher's topic in Game Development & Technical Discussion
Do you have V-Sync enabled? -
Emacz started following Classical Warfare AEA
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Well p1 there is the spearman, they dont cost metal P2 yes romes melee unit from barracks is sword and cost metal.... But again I think by the mid repulic they were really standardizing their army. I do think AI is harder in our game, which is somewhat intended. I think AI is too easy Although I'm not sure what level you are playing on. It might be good to play some MP games, we could play against the AI.
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Thanks for the explanation What are your proposals regarding dedicated server functionality? There are for sure bots inside the lobby such as moderationbot and wfg bot. Could we make the uff-bot an approved one too? I understand the concerns regarding privacy. However, I'm not sure why that is worse the current human hosts, who can obtain the IP address and GUID of all players who join
- Today
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curiintu joined the community
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You might not be aware, but uff wasn't the first to do that. @victorcrimea is working on this topic as well (https://gitea.wildfiregames.com/victorcrimea/0ad/src/branch/feature/dedicated-server/server) and at one point had a bot, similar to uffs, running in the lobby as well. He registered and used multiple accounts, which violates the terms of use. In addition, as a general rule, we don't allow any kind of bots in the multiplayer lobby. That's primarily to prevent abuse and protect the privacy and security of all users and it's also why @victorcrimea wasn't allowed to run his dedicated hosting stuff in the official lobby any further. That said, I suggested to uff yesterday to get in contact with @victorcrimea to collaborate on dedicated server functionality so we get something we can supported officially. We're an open source project after all, so we expect such contributions to be made using our usual processes and not in a way without us even knowing. I'm sorry that I wasn't able to better explain that to uff.
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uff has pioneered hosting remote servers with fully automatic management - a step closer to games rooms hosted not on players' hardware dependent computers. This was a valuable experiment and his servers were very stable and fast in comparison to many player hosted games. From a moderation perspective, he has not beached any TOS and has behaved well in the lobby. his mods contributed to moderation. It really baffles everyone why he is forced to stop his valuable contributions. @Dunedan any explanations from your side?
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I feel compelled to ask those who are in a position to implement it: why is this not so?
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I'm not sure how that would fit, and if it does, I guess it wouldn't be ordered by remaining time, which seems quite important. Personally, I dislike top-center notifications, it seems cleaner to me to show them on the corners (which corner depending on which type of notification). I would make them permanently visible, but detachable/reattachable by right-clicking on the main icons (which now does nothing). That is, using my example, if one right-clicks on the Match Settings icon, the three "Wonder" notifications disappear, and reappear if done again. Then one has fast and easy control of what wants to be shown.
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This is an interesting take. In my version I was aiming to show diplomacy related items (ceasefire) under the diplomacy icon and match related items (wonder/regicide) under the match settings icon. I'm not sure if you mean for it to be permanently visible or visible on hover? But if permanently visible it could replace the wonder notifications that normally show in the top-center text notifications area. I like @Obelixidea of putting (a more concise) version string to the left of the main shield AND @wowgetoffyourcellphone we can have the version string added to the screenshot name as described already. I think I should try to implement these ideas in my mod for testing.
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https://fr.pinterest.com/siresasa/dipylon-and-boeotian-shields/
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other question, what are the ideas/houghts behind the unreleased minor factions? i got the idea that they are all meant to serve a niche and benefit different factions needs, an had a thought about three in particular. like the volvagians being a heavy unit, fire damage niche, the subrosians maybe good defensives builds or farming stone/metal like the ridge's niche, or the huskus being a budget swarm niche/anti-swarm/gohma niche because of lore? just curious is all
- Yesterday
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That wouldn't have been necessary :P. Certainly they knew about Late Bronze Age armour because of oral traditions, the Iliad was written around 700 BC, yet gets many things right from 1200 BC (like boar's tusk helmets), while also committing anachronisms (funeral pyres). I've also read that these ("Boeotian") shields could have been kept by some families as heirlooms.
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Maybe it is just because I haven't been playing it that much, and maybe I don't have a good strategy, but it seemed hard to defeat what I could kinda easy in the base game. So, I was playing Romans, and the Siege catapult from the army camp, seemed pretty much useless, at 20 crush. Also, I think there should be a cs unit that doesn't cost metal and is not ranged that is in cc and barracks
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New Civ emblem: Did the Theban army carry aspides of this shape in classical times? Debatable to probably not. It's likely a shape based on earlier archaic examples which are lost to us, but what's not debatable is that the Thebans themselves used this design to represent them. I imagine the design is a part of their national identity and founding iconography. It's all over their coinage and even today is a well-known symbol for Thebes. My head canon can imagine a scenario where during some excavations on the Cadmean hill to level it off and build their religious and civic monuments they uncovered evidence of their 'glorious' bronze aged past, which included shields or votives in this shape, so they built their founding myths around these objects and possibly even displayed them in their major Cadmean shrines or temples.
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@lilypoppy I think the 'Persia' biome terrains are going to be closer to the 'rugged iberia' you're going for. Check out the Hindu Kush skirmish map for example, or the Zagros Mountains skirmish map. You can also use the tree types on those maps to approximate what you'd see in the drier parts of Iberia. I'd swap the gazelles for deer and you're probably only going to see palms only on the coasts.
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Never mind. I was using another mod that must be conflicting with CWA
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"No surrender" is an obviously false statement, that's exactly what they did. I'd advise not to use AI too much, there's plenty of things it doesn't consider. But I prefer to discuss these kind of details by PM and not here. Thomson's gazelle is certainly from East Africa, so that's quite wrong. I'm not familiar with all maps, plants and animals from the game, I don't know if it has lynx or ibex, but goats, rabbits, wolves and bears could be used, for example. There should be hard-leaved bushes, semi-evergreen forests, and depending on the exact region, the landscape can be dry-looking. But all these things can be easily found out first (and then check what the game has, and even propose to add what it lacks).
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Hi @Thalatta END - NO TRIUMPH, NO SURRENDER Tantalus lays down his arms. Caepio, for once, is merciful. The Lusitanians are given land — not as conquered slaves, but as a people allowed to live. The war ends. Not with a triumph. With a silence. In eight years of war, his army — drawn from a dozen scattered tribes — never once turned against him. They followed him to the end. And beyond it.
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Top Panel UI Opinion
wowgetoffyourcellphone replied to manowar's topic in Game Development & Technical Discussion
Just have it show up when you take a screenshot. -
@Perzival12Great idea; I’ve tested things like that in the past—it’s really good! @guerringuerrinJust a reminder: all victory conditions in the game are optional. In other words, if a particular victory method doesn't appeal to you, you simply don't have to play with it—and that's perfectly fine.
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So, I'm not quite sure if this is some kind of development bug, or something on my end, but I've been setting up VSCodium so I can work on some mods for 0ad, so far the .rng schema's from the base files (mod and public) have been working quite well and linking them as references for the xml files hasn't been difficult. But when I created and then added the entity.rng as a schema for the entity xmls in the simulation folder, I get a ton of validation errors for nearly all of the entity xmls. I did check that when dumping the entity.rng schema from the game, I did not have any mods enabled apart from the base game. I'm just wondering if this is purely an issue with using the redhat xml extension, or if this is a larger problem with how the entity.rng file is made, if this even is an issue? Mind you, I'm just testing against the base files from public.zip. entity.rng settings.json
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