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But have you tried moving a lot of units ? This is a complete mess. The game is still in alpha so what ´s yhe issue of having buggy formations ?3 points
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Having no formations is at least a predictable messiness - units go where you think they'd go. Formations that regroup randomly and split of ranged and melee units are much less predictable. Ideally, I'd like an option for the moment to disband formations the same way you could toggle a formation but leave an option for both at the player's choosing.2 points
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I've made some more performance measurements. I wanted to answer the following questions: 1. What effect does GGC (Generational Garbage Collection) currently have on performance and memory usage 2. What has changed performance-wise since the first measurements in this thread? There have been many changes on 0 A.D., including Philip's performance improvements and AI changes. There have also been some changes in SpiderMonkey since that measurement and in our SpiderMonkey related code. All that could have changed the relative performance improvement directly or indirectly. 3. Have the first measurements been accurate and can they be confirmed again? Based on the experience from the Measurement and statistics thread I suspected that parts of the results could be slightly different if measured again. I didn't expect that difference to be greater than 3% at a maximum, but I wanted to confirm that and get some more accurate numbers by increasing the number of measurements and reducing the effects of other processes running on the system. 4. One mistake I've made in the first measurement was to measure v24 with C++03 and v31 with C++11. I wanted to know how much of the improvement is related to SpiderMonkey and how much to C++11. The measurement conditions were again: r15626, 2vs2 AI game on "Median Oasis (4)", 15008 turns Each measurements was executed 50 times on my notebook by a scirpt (except the v24/C++11 measurement which was executed 100 times). I've posted the distribution graphs just to give a better idea of how close these measurements are in addition to the standard deviation value. SpiderMonkey 24 with C++03 Average: 662.04 s Median: 662 s Standard deviation: 1.68 s Distribution graph of the measured values: SpiderMonkey 24 with C++11 Average: 662.43 s Median: 662 s Standard deviation: 2.47 s Distribution graph of the measured values: It was quite surprising to me that C++11 apparently didn't improve performance at all. At least it didn't get worse either. I have to say that this probably depends on the compiler a lot and I was using a relatively old GCC version which might not be able to take full adavantage of C++11 yet. SpiderMonkey 31, no GGC Average: 661.08 s Median: 661 s Standard deviation: 1.44 s Distribution graph of the measured values: SpiderMonkey 31, GGC Average: 659.94 s Median: 660 s Standard deviation: 1.48 s Distribution graph of the measured values: Memory usage graphs (only from 1 measurement each, comparing v31 and GGC with v24): We see that the average and median values are lower for v31 compared to v24 and for GGC compared to no GGC. However, the difference is so small that it could also be conincidence. That's disappointing because even though the difference in the first measurement was small too, I've hoped for a bigger improvement because of GGC. We don't quite know if the first measurement was conincidence or if some of the changes made the difference smaller again. The memory graphs look quite promising. With GGC there's quite a big decrease in memory usage. Here it's also important to note that this improvement did not have a negative impact on performance. We could have achieved a similar improvement by increasing the garbage collection frequency, but this would have had a bad impact on performance. The additional minor GCs that run between full GCs don't seem to be a performance problem. SpiderMonkey 31, GGC, keepJIT code Average: 572.98 s Median: 573 s Standard deviation: 3.72 s Distribution graph of the measured values (there was probably a background job or something running... the standard deviation is a little bit higher than for the other measurements): So far we have not seen significant performance improvements. Fortunately the impact of SpiderMonkey's problem with garbage collection of JIT code could be confirmed. It's approximately a ~13.5% improvement in this case. There's an additional problem with incremental GC, but I didn't measure that because it's quite hard to setup conditions that reflect the performance of a real fix of this bug. Anyway, "KeepJIT" means I've set the flag "alwaysPreserveCode" in vm/Runtime.cpp from false to true. It causes SpiderMonkey to keep all JIT compiled code instead of collecting it from time to time. Just setting that flag would be kind of a memory leak, so it's only valid for testing. However, SpiderMonkey's behaviour in regard to GC of JIT code has been improved in several changes, so there's a good chance that we'll get a proper fix for that performance problem (unfortunately not with v31).2 points
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Good Morning all. As I was playing this game, I thought that the Kingdom of Kush would be a great civilization to have. They were fierce warriors, iron workers, and had trade routes that extended beyond Egypt's reach. In terms of the warrior specifics and such, this is a very lose idea. Maybe Kush's weapons could be a bit stronger due to their Iron skills, or speed, since many times they would hire Sudanese nomadic mercenaries. There was a legend that said that The Kandake of Meroe (Queen, many times warrior queens) fought off Alexander the Great on an African war elephant. The kingdom of Kush was ruled by many powerful queens. The village women could look like the hand maidens in the first image, in simple linen wrap dresses, with very short hair/ shaven heads, or more like (far left): Except not topless...gotta keep it family friendly. ;P For the wonder, the narrow and smaller "Nuri Pyramids" would be a good choice. A single pyramid. Nubia learned a lot from their neighbors to the north, the Egyptians, but they were still a unique civilization. So the town center wouldnt mimic the Egyptian Per'a, I would say make it look a bit like the big white building shown here: For houses, the typical mud brick box houses would work, maybe with some sort of simple pattern painted on (more like what you see in the nubian regions of Aswan today. It may be something too current, but since not much is known of Nubia/ Kush, this could have been rooted in ancient times. I should also mention, that the Nubians were known for the "Nubian dome, which is still used in architecture today. A second idea for the houses could be the round ones with cone shaped roofs (again, pictured above.) Perhaps the store house could be the larger hut shaped structure with a semi circle wall with exposed materials. The grainaries could be simple mud brick domes with African baskets sitting outside. The temples could look like the the typical egyptian pylon temples, but smaller of course. idea for relief/ mural for the outside of the temple front: Queen, King, Princes, and the war god: Apedemak. In honor of the Mauryan and Iberian column monument, one could add one to this civilization. One idea could be a tall black granite king statue with a cap and necklace of gold. Perhaps this could increase attack or civilian work speed. or a column with these lions (representing Apedemak). This could boost attack. And of course, music could be more African strings and percussion. ANYWHO, I have rambled on long enough. I don't want to take every aspect of the civilization and dictate and point how it should be done, haha. I hope you enjoyed this idea. I think this mighty warrior kingdom would be a fantastic addition to this game. I think it would work well with the civilizations that are already in the game, without jumping continents. This is a very lose idea, and it would be great to see someone take the strings and pull it together. Have a great weekend!1 point
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crashlog.dmpcrashlog.txtinterestinglog.htmlmainlog.htmloos_dump.txtsystem_info.txt1 point
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may be traning ground at last hehehe you know a place with dummies and weapons. They don't uses horses so, is more simple to do.1 point
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My stance on formations: Formations are a cool concept, but as of right now, I do not feel they are ready. Sure, they look cool and organized, but there are some (frustrating?) bugs with it. Notably, when a unit in a formation dies while regrouping, the whole formation will try to reformate into a different shape due to having one fewer member in their formation. More often that not in large battles, another unit will die before they reach their formation shape and they will attempt to reorganize again. This cycle repeats until the formation is wiped out without a chance to attack. In addition, having no formations seems to make the game less laggy (this may or may not be true, but it feels that way )1 point
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Thanks man, just committed together with the Han hero Han Xin. Added portraits too. Liu Bang is trainable at the farmstead from town phase on due to his common origins. Han Xin, the military genious, is recruitable in the fortress in city phase. Added more appropriate history to Liu Bang and Han Xin (Liu Bang was not all glory and essentially let his strongest general Han Xin be killed only years after he helped him conquer Xing Yu's Western Chu). Han Xin has a strong Aura that increases military units' speed globally due to his camouflage and swift tactics. Also vision range of nearby units is increased. You can also use Han Xin as logistics officer as Liu Bang first did until Xiao He convinced him of Han Xin's talents and made him chief general. As logistics general keep Han Xin close to your home base (houses) which allows you to have a bigger army by increasing the pop-cap.1 point
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Gravedigging? Btw, in svn (a17) tower range is reduced and can be upgraded via tech. Great solution, imho.1 point
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