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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

      47,9k
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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

      44,5k
      posts
    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

      148
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    7. 598
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  • Topics

  • Posts

    • Hi there! I've been on the lookout for reliable information on improving our cybersecurity posture. The amount of misleading info out there is huge, particularly when it comes to network security best practices. I stumbled upon a really helpful blog that I think you'll all appreciate. It’s packed with practical guides on a wide range of cybersecurity subjects. I highly recommend checking it out https://blog.pentestnepal.tech/ if you’re serious about your understanding of cyber threats. I was particularly impressed by the practicality of the articles. You can find discussions on basic principles to complex methodologies, making it suitable for anyone from novices to seasoned experts. Whether you're looking to understand new vulnerabilities or improve your testing methodologies, this site has you covered. It offers actionable advice based on thorough research, something I find incredibly useful in today's dynamic cybersecurity world. It's a true hidden gem for security enthusiasts. New articles are posted often, so you're always getting the latest information and trends. I’ve personally learned a lot from their posts and I'm confident you will too. This has become one of my primary sources for staying informed and sharp in the digital security domain. Check it out and share your thoughts with me!
    • On these cuirasses, I think the armor would have gone a little higher over the clavicles. I know the existing ones aren't really consistent on this or are consistently wrong. 
    • Ah yes, the current body mesh does have some odd distortions. 
    • Here is my attempt at the question what batch size is optimal for a given maximum time batches are running. I wrote a little script to calculate the total alive time of units, based on the batch time formula in the original post (ignoring the auto-queue rounding at first). Let's start with base training rate 10 and modifier 0.8. Plotting it as a heatmap looks like this This doesn't tell too much yet, as more time means more units have spent more time alive. No surprise here. But you can already see interesting irregularities at the lower end, which hints at that there are optima. So, to make them more visible, I normalize each time step by the 1-by-1 alive time The first 10 time steps are now shown white because it's dividing by 0. The upper right corner is black, because the larger the batch, the longer there is no unit yet to accumulate alive time. Makes sense so far. However, it is still a bit mushy, so to really highlight the optimal batch size for each target time, I apply a softmax. You see the result on the left below (notice these interesting secondary modes). In the right figure, I have included that auto-queue rounds up the batch train time, giving it a more jagged shape.   That jagged behavior is at least nice to determine some optimal batch size values. I'll leave some here for future reference: With auto-queue active, for base rate 10 and modifier 0.8, until about 90s target duration 1-by-1 is optimal (without auto-queue the cross over to batch size 2 is around 59s). Then in short window 90s-102s batch size 2 is optimal, followed by a somewhat longer optimum for batch size 4 at 102s-122s. Interestingly, 3 seems to never be optimal, 5 only very shortly. However, batch size 6 is good 136s-240s, surprisingly versatile! Similarly, batch size 9 is useful 240s-340s. Keep in mind that I used a quite strong inverse temperature for these plots, so if there shows some color means it is already close-to-optimal. Similar to batch size 3, the sizes 7 and 10-12 seem generally useless. For other base rates or modifiers the optima are different. With base rate 8 (laborers), 1-by-1 is optimal up to 46s, batch size 2 for 46-93s, 5 for 94-161s (or even down to 200s), and 7 is useful from 130s down to 260s (though in the shortest and longest times only close-to optimal). Batch sizes 3, 4, 6 and 9 are never good here. For Romans the base rate 9 favors batch sizes 1 up to ~70s, 3 for ~70-140s and 6 for ~125-225. Avoid batch size 4. Longer base rates tend to favor smaller batch sizes (though you don't necessarily wanna maximize alive time with these ones), while a smaller modifier favors larger batch sizes. Here is the plot for base rate 10 and modifier 0.7: The graphs without auto-queue are very similar, but look more smoothly and do not have such batch size preferences. Code is attached to play around yourself  Cheers!   batch.py
    • New Production Icons option can be toggled to show what each building is currently producing! Features :  Display productions of own and allied buildings (or all if observer) Resizable Toggle on/off with hotkey Suggested feature by @Ginnungagap. Future potential additions: display a icon for idle buildings and maybe idle units too.  
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