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TJackson0 joined the community
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Thanks! How does it look now?
- Today
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Hi Asher, I read this thread as well as opened your repo on GitHub. Only after reading the first changelog entry I understood, what this Mod changes to vanilla. May I ask you to add a ReadMe.md and/or change the OP opening describing what's the USP of your Mod?
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it's already in replay pallas, if is can be shown in forum or website people will have more visibility, or Replay pallas should be advertised in WFG 0AD web page
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Yes, I also think cache friendly elements is a good idea.
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Even though it doesn't seem to be helping much I thought I add a little more detail regarding the Classical Warfare AEA project. Another thing that separates it a little from the base game is more diversity within units. For example, there were at least 3 common types of bows from 500 BCE to 0/100 CE. You had the simple bow. Cheaper, easier to make, but not as strong/accurate as (Composite/Longbows.) Most of the Greeks were not known for their archery, the mainly used the simple bow. Then there is the composite bow, almost twice the range as the simple bow, popular among the Steppe people, used by the Achaemenid Empire (Persians) Sele and Ptoles. Then you had the more powerful, bigger long bows of the Maurya and Kushites. These bows often matched the range or exceeded that of the composite bow. But do it its size had a slower rate of fire and was not ideal for very mobile units. There were also different types of ammunition used with slings, most commonly stone or lead when available. Again trained slingers with lead ammunition could often out shoot archers as far as distance. The Balearic and Rhodians in particular were highly sought after for their slinging skills. Please correct me if I'm wrong But yes we are trying to make an effort to represent some of the important differences from the time period which made certain archers better than others, while some infantry stronger than others etc.
- Yesterday
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AlexHerbert started following Scouting Mod
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Millennium AD Crash Report
allalongthetower replied to allalongthetower's topic in Gameplay Discussion
If it helps, I tried to run this savegame on the windows side of my computer, and it crashed just the same. -
In the Proto-Mapuche and Pampean Peoples mod, we have champion slingers.
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They aren’t champs in CWA, but they are elite mercenaries. They have special stats, were highly regarded in the ancient world for their sling capabilities. Similar with Rhoadian. part of the problem is what exactly are champs?
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My game just froze when I was in the middle of a game. It didn't seem to log it, but here is my main log mainlog.html For mods, I was using:
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I thought it would be interesting if there was a civ with champion slingers, and I found that the main weapon for the Balearic people was a sling; I didn't do much research though
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Any suggestions/things I should change?
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I found how to open the dev menu
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How do you open the dev menu? If you are not doing revealed map, does it render enemy's units/structures that you can't see/haven't seen?
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What do you mean? Implemented but not shown? I can't see it anywhere in the web page. Is it also a team Glicko-2 version? Edit: Ah! Found it at the player site, when you click on a player
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What you mention is called culling, you can see what's being culled through the dev menu, by locking the camera frustrum. The problem is that at low angles, it's almost impossible to cull stuff, because you see an infinite distance forward. Other than that it's already implemented.
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Glicko2 is already implemented in Replay Pallas.
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We have the LocalRatings Page already: Which has no minimum required games problem. I have written about my criticism of LocalRatings in the mod thread and provided 2 other rating systems in the LocalRatings Mod. Glicko-2 and OpenSkill (or one variant of them). One can list the players by their rating. Atm. I prefer OpenSkill. The ratings are currently mostly taken by games that are balanced by vibe. For the rating to be more accurate one would need a few more automatic paired games by their ratings. E.g. in this game a team with a total rating of 7000 wins vs. a team with 5000. Yet again Decger stacks up more wins and Havran more losses. For a accurate rating win - loss should be the same. So in this example Decger should get players with low rating until he stacks up some losses. It is a bit hard though to convince the players to just accept the pairing, since there is currently already some drift in my database. This already got a bit better imo but I still need to convince the players to accept these teams.
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Anybody played Minecraft? If you have you may know how it loads and unloads chunks. Would it be possible to do the same for 0 A.D., load and unload tiles and resources to help save on ram. Also if it would only render the textures of units/resources that are currently being viewed from the camera or in the render distance. I am not super familiar with this coding stuff, so I probably wouldn't really be able to do it, soon
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What kind of leaderboard?
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Version 1.5.6 is out
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Rumor has it that you are a Mossad agent spying on 0 A.D. gameplays and saving users' data on your servers(USB drive).
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@Stan` Maybe an external app could watch the replays folder and allow users to queue game replays for upload automatically. It could handle the zipping process and make sure the zip file stays within the 5 MB restriction automatically. I think people would use it if you make the process easier. Also, we should have a leaderboard displayed on the game website or here on the forum. Maybe I could make one using cursor
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Can you make it so you can turn features on and off
- 92 replies
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I was trying to make it so Roman has a tech that affects allies, and the ally adv scout cav require that tech; so a non Roman player can only get adv scout cav if a Roman player is an ally. But I think I will just stick with my current setup
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