Leaderboard
Popular Content
Showing content with the highest reputation on 2014-12-28 in all areas
-
Secret stuff. (Still needs some cleanup to remove some code duplication, but I'll commit that to my fork soon)4 points
-
Cool Would be possible to make it dynamic? I mean to be able to access it during a game and see the researched techs coloured, while the one still to be researched on a grey scale. Maybe also adding the count of every building already built.2 points
-
0 A.D. Gauls Strat (tested (many times)on pve vs very hard IA) This is a build order I use against IA (very hard level), tried only one time against human player (and win but this doesn’t really validate this strategy against human players yet). I think it can help beginners to have detailed Build orders and anyway I love strategy so just want to share with you guys. There isn’t any subforum for strategy so I just put it here for now. I'm french so sorry for english mistakes. C means cavalry V means female villagers S means soldiers # means production 1C → Chicken then go around the base to find some animals to hunt. At 6/7min, go scout 4V → Farmstead near fruits → fruits, they’ll do a farm after finishing the fruits 4S → wood near CC Research fruits upgrade #5V → 1V will makes houses non stop, when you reach phase 2, she will make a market, 1V will go on fruits, 3V make a stock for wood near a good forest at the back of your base #5V → wood #5V → wood Research wood upgrade after starting to build 4 Houses #5V → wood (You should have 18 villagers on wood at the back of your base now) #5V → farm Research farm upgrade after starting to build 6 Houses #5V → farm #5V → farm 4S that are on wood near CC → barack (before 4min) in front on your base then make a stock for wood near a forest in front of your base #5S from Barack → wood #5V → farm #5V → farm #5S from Barack → wood (at this point, I like to do some outpost (1 or 2) to see where the enemy will attack me) #5V → farm #5V → farm (Now you should have 8 farms) #5S from Caserne → wood #5S from CC in continue→ wood #5S from Caserne in continue → wood Usually the IA attacks you now, you'll be ready to defend. Upgrades from House (2 upgrades,I don’t know the names in english, one to increase your pop and one to make your villagers stronger) Research transport ressources upgrades (i dont know the english name, it’s on the stocking building for wood/stone/metal, the upgrade on the right) When you have 100 population, go on phase 2 (you should click before 10min) What you do during transition to phase 2 depends on your strategy for phase II. I have two strategies I like with gauls, an economic one and an aggressive one. ECONOMIC STRAT this strat in base on the fact than infantry slinders don’t cost wood or metal, so you can use your wood and metal to research all the economic upgrades, use extra wood to add barracks, towers, market. use your food to make villagers and food+stone to make slinders. If you do this strategy, on phase 1, when you make soldiers, make more spearman than infantry skirmisher. For this strat, during transition to phase 2, upgrade stone and put some soldier on stone, you want to create lot's of slinders when you reach phase 2. AGGRESSIVE STRAT If you do this strategy, on phase 1 make more inf skirmisher than spearman. This is by far my favorite but more difficult to manage (however much more fun and exciting strategy). During transition to phase 2, you need to upgrade metal, send soldier to metal, make 2 barracks. When you reach phase 2, produce 15 cav swordsman non stop (this cost losts of food, you’ll need to add extra farms). Make groupes with CTRL+1, CTRL+2 etc. harass non-stop. When you harass, send 15 cavalry on the right side of his base and the next 15 on the left size etc..(Don’t fight his army, you want to harass not destroy his army), these are the thing you want to kill/destroy first: villagers on wood/stone/metal not too close from their CC isolated infantry archers/skirmicher/slinders NOT Spearman ! an isolated barrack. if your enemy don’t have many spearman, destroy the houses ! he won’t be able to make any spearman and you’ll win with your cavalry. Try not to lose any cavalry, never engage the fight, if his army follows you, just turn around his base, soon you’ll have 3-4 groups of cavalry in his base so he won’t be able to defend everywhere Don’t forget to take care of your base during the harass, make villagers, soldiers, upgrade your economy, expand etc... Please try it and give me some feedback and advices !1 point
-
I have just started developing a more advanced(?) attack/defense system for AI bots. I feel the current common-api a bit hard to use: For example, in entity.js the definitions of entity and -templates are lined up one after another, with member functions not sorted. I (have to?) scroll through the whole file when searching for some entity property. So, i got the idea of improving. I have used JsDoc with satisfying results for documenting JavaScript code and applied it to a patched version of the common-api to get a doxygen-like representation. The tool is Apache-licensed, runs on (at least) Windows, Linux, BSD, and is highly customizable on the generated document format (see attachment description below). It should be possible to find or build a layout to fit nicely into the current 0AD documentation. Question: Is there any interest in "officializing" this approach, and to adapt the whole common-api for generated html-docs as in the attachment documentation-proposal.zip? Any comments welcome. The zip archive contains the following sub-sections: /common-api.original: The original common-api files for reference /common-api.jsdoc-compatible: A patched version. JsDoc does not accept the new Map-compatible JS loop style used in the EntityCollections. The module can be run within 0AD but i introduced some bugs (petra is training entities but does not gather/build at the moment)./common-api.documented: The patched version with documentation added./default-layout: The JsDoc output via the default JsDoc template/special-layout: The JsDoc output via the template i use for my AI experiments/documentation (based on an elder JsDoc version). A sample on customizing documentation. I can provide the template if desired.Notes: I have not adapted all parts of the common-api to not waste much efforts if this proposal is rejected. The description of the "EntityCollection" class gives a good idea on how the results may look like. As far as i know, Doxygen does not support JavaScript as an input language. There is a perl script which can convert JS sources into Doxygen-compatible C++. To me, this seems to much "make-do/Rube-Goldberg" style.1 point
-
Hello, made this animation today. I plan to use it for a mod, but maybe it could be used in the main game. It's for the new units mesh1 point
-
Thanks for that video too. No doubt it will be useful in the future when a skilled animator comes around =)1 point
-
Thanks a lot for the quick reply! My intention was to advance the AI with several selflearning features. One of these features should be to remember past skirmish statistics. Even after shutdown the system. To do that, I need to write files to the HDD/SSD. As far as i know there is no option to write/edit files for the AI right now. (in general for JS) So I wrote a C++-Component, which can do it. -> But AI can't use the component via "QueryInterface". Do you know an option for the AI to store informations or writing/editing files? Is there any function or something else I can use? (Maybe the vfs.?) Or maybe there is another way to do this?1 point
-
I'm thinking in build form / format to crate customs builds This way as Feneur say we can create own our BO in Wiki trac. The format can be the follow: title Description BO difficult map pro & cons Hint & tips1 point
-
1 point
-
1 point
-
In the Mount and Blade Warband mod, Pelopennesian Wars, this is what the back of the Gaulish Linothorax looks like.1 point
-
My idea is more of an API documentation/reference for the "customers" of the common-api (the bot writers) than the API designers. I got into 0AD AI programming by modifying testbot, which was a rather simple construction. With the AIs getting more and more advanced and the API following, i see the barrier for newcomers to raise. In my humble opinion, at least some parts of the common-api out-/bot-side interface require some degree of reverse-engineering to understand. I recall you saying "the hurdles to start with an AI are currently quite high". If this keeps on going, it might result in new people becoming more and more scared off because the interface feels overwhelming and "unfriendly". Besides, your second-last sentence "because it would help to design a new bot api" looks very interesting. Do you mean you'd prefer to discard the current bot/common-api system alltogether and re-start with a better design?1 point
-
Oh, probably not until Seleucia is done, but I could at least add some variations. Other artists may not be so willing to change them as they've just got a new building set. I could add shingle variations and fix the walls at least. and thanks!1 point
-
Also you may try forcing a lower resolution than the screen native one and disable some graphics features that may trigger the problem.1 point
-
Already did. my nickname in trac is trompetin171 point
-
Decreasing the accuracy of range units specially archers ( they shot by long distance) and time reloading , see total war series specially Rome total war1 point