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  3. Here it is: binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml ... <ResourceTrickle> <Rates> <food>0</food> </Rates> <Interval>5000</Interval> </ResourceTrickle> ...
  4. lol, I think your right. I thought I did this for some minutes and divided by that time to reduce the error of measuring one small time interval. Needs a revision, but first I'll check the code where the time interval really is handled. Btw. maybe it should be documented XD
  5. Thanks and sorry for the inconvinience =) @ffm2 . Then I guess I was wrong about this.... ^ At the risk of sounding silly, I have another question. I ran a small visual experiment, and it looks like a Cow is providing 3 food roughly every ~5 seconds, not every 3 seconds. The same seems to apply to other animals — I see the resource update about every ~5 seconds, which would be around 0.6 food per second instead of 1. Unless this is related to some delay in the GUI update or something similar. I know those 5 seconds might be slightly off due to my slow reaction time, but I don’t think I was off by as much as 2 seconds. Maybe every 4 seconds? Slap me if needed visual test.mp4
  6. Sure, but in an alternative game type like other map or long game. They'll have a much larger population available for the army; I don't see how they could lose against a 200-population civilization in the late game. but it is not the topic, alright
  7. Thanks a lot. Can you also send the cloud models and textures? If not that’s fine, I can model my own.
  8. :S Man, you don't get my point, but ok. Before the next noob asks me to make sheeps too, where you can pay more and take longer to get the same trickle as the goats, here you go: [Edit: This is wrong! see later post]
  9. This map of mine is quite large, with 768 tiles. I'm currently working on improving the game's performance before moving forward with the project. I've adjusted many things that have greatly improved performance, but there's still a long way to go, haha.
  10. I placed them high above the map just to cast shadows on the ground and reflections in the water.
  11. Yes my friend, I made the clouds using a cloud pattern and texture; this image is just a test. I'll send you the script, no problem.
  12. The Persian's only major eco bonus is their team bonus, which makes production buildings cheaper. Having 220 max pop (and p3 trickle sources) doesn't contribute much to economy growth, just the maximum output after you have completed the exponential curve. I like the idea of letting the ice houses double as a food drop-off point, since that would encourage early game usage. It would allow some wood savings while using stone that might otherwise go to barracks/eco techs.
  13. Yes. How about you? Are the clouds built into 0 A.D., or did you model them yourself? Either way, can I borrow your script?
  14. One could balance differently. Atm. the ice houses are useless. So they are the nerf themself. They are only a distraction. Of course one would first make woman on fields as much as you can first until one resource runs out: population. Here is a detailed analysis of Net Resources over Time when making one corral after the other. Each corral makes cows until 50 cows are reached: [Edit: This is wrong! see later post] Here is a detailed analysis of ice houses when they are produced one after the other. When the last ice house is made, the upgrade is invested: Here they are directly compared: One can see just how much the ice houses pale in comparison. Then the next thing mentioned were the pigs. Here is a detailed analysis of pigs vs cows: Since one could argue that one could go for pigs without going so much in a resource deficit, here is a comparison with setting a limit of -2000. So one would only make cows when the other cows gave a bit resources so this threshold isn't crossed: One can see just how much of a long-term investment the cows are, but you really get something for your money in the end. Meanwhile with the corrals you go into a resource deficit for a bit over 9 minutes and then get a very little trickle. For the pigs i'd say just leave it. Don't waste actions. You'd never slaughter them anyway and replace with the better cow. For a competitive 1v1 I would only go for fields if it isn't a special map. Python file is there if I made a error. AI was used in the making of the script. p_ice_vs_cor.py
  15. https://docs.wildfiregames.com/templatesanalyzer/
  16. Due to the expensive price of the Digital Certification on Windows it's intended. We're currently trying to distribute it on the Windows Store also, which should avoid this.
  17. In this update, siege units remain unchanged. Mod update: Added detailed description in the first post. Elephants are available from phase 1, but their characteristics are significantly reduced. When moving to the next phase, the parameters improve (similar to the Arsenal and Ram). Auras have been added for some buildings. Now, the construction of Barracks, Stables, CivCentres, and Wonders will give bonuses.
  18. @Frederick_1 Debian Sid already has 0AD version 0.28.0, but the dependencies require Debian 14 Forky. https://tracker.debian.org/pkg/0ad Under Debian 13.x Trixie, it can be compiled using the Debian method from Debian sources. The files (‘*dsc’, ‘*debian.tar.xz’, ‘*orig.tar.xz’) are at the bottom of the page: https://packages.debian.org/source/sid/0ad https://packages.debian.org/source/sid/0ad-data An interesting fact about ‘cbindgen’ – version 0.26 is sufficient for compilation (entry in the 0ad_0.28.0-3.dsc file): If you are interested in this method, let me know – I will describe how to do it. Best regards
  19. I think it's fine for the 0 A.D. logo, but a tattoo would give a different context.
  20. Hey folks, I'm excited about 0.28.0 so I made a pull request to winget-pkgs for the update: https://github.com/microsoft/winget-pkgs/pull/341927. Some validation step has an error that I am not sure about (I suspect it is on their end), but I thought I would post here. Is there a good place to contribute some automation around winget package publishing? I also noticed the x86 and x64 packages aren't signed which requires approving an install prompt. Is that expected, or just a temporary gap? Thanks
  21. Is there a comparison table of unit and building stats for all civilizations? A single line displaying hit points, cost, attack types and levels, defense against various attacks, production locations, available levels, and spawn conditions... For example, a comparison of all foot pikemen from different factions, all swordsmen from different factions, all cavalry spearmen, all heroes, all castles and towers from all civilizations, and so on. Such a comparison table would be very useful for choosing a game civilization before a match and for determining counters to various units from different factions and tactics selection. It seems like I've seen something similar somewhere, but maybe I dreamed it? Overall, it would be best to have such a table directly in the game, as unit and building stats periodically change from version to version.
  22. I now have added the data files, and the tests are now fine. So I have to reason which way to go with spieder monkey. @ zyli: Debian is the current stable Version (with some backports), so it is Debian 13 Trixie. The dependency check is fine. What is "cont" have not found this comand. Guess typo "cd" is meant. I have made 30 GB Space bevore I tried to compile.
  23. To accomplish this, I added a file called tributeManager.js. Tribute is paid and a notification appears in the chat box, but I'm also unsure if tribute is still paid when conditions change (vassal budget is lower than required and before the empire launches a war).
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