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Showing content with the highest reputation on 2019-08-11 in all areas
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3 points
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Hi @Alexandermb! I 've just updated the mod to have AI know how to use this mod along with several other updates. Download it here at GitHub. Let me know whether the AI match is challenging enough. Thank you.3 points
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So, since I added the coin resource, I've been trying to think of ways to "gather" it and came up with Market Vendors. Building a Market unlocks Market Vendors that you can build and trickle Coin resource. Eventually, I'd like to have units "gather" coin at the vendors by tasking citizens to the Vendor stalls. Need some animations for that to work though. For now, they just trickle the resource for you. I will adjust the "Market Taxes" tech to boost the trickle for the Vendor stalls. Eventually, it would be nice to have civ specific models, but for now they are generic. I want cities in DE to look lively and lived in. I think these go some way toward achieving that.3 points
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The game gains a lil bit more graphical fanciness being isometric. This feature included in game config will surely turn some players community upside down (plus their heads will be struggling getting used to)3 points
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3 points
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Thanks for the catch up, to be honest i mostly lost all of the notifications or mentions sometimes and forgot about some stuff.3 points
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Gonna have to look over the video for notice that. About zoom HA! i knew it, everyone zooms in a lot to see details. i had a headhache because i wans't used to isometric3 points
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After re-exporting cavalry animations i will be committing the animations re-export and fix. Will include something for this feature.3 points
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@Alexandermb also check for more obvious missing art and bugs discovered by youtubers (if you do not want to watch them read @wackyserious notes) https://wildfiregames.com/forum/index.php?/topic/15271-0-ad-on-youtube/page/70/2 points
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2 points
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Can you make a couple variations of this Carthaginian shield? Where the dolphins and palm tree are white and the background is player color (elite spearman). And then one where the background is white and the dolphins-tree are player color (sacred band champs).2 points
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all Euroasian nomads used same tactics. https://koryvantesstudies.org/archery/2 points
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2 points
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City Building Mod: Building Aura This is Phase I of my city building mod that focuses on improving building auras to simulate city-building. Download the latest version here on GitHub. Overview Base-building is one of the main parts of RTS games, including 0AD. However because of 0AD focus on combat, base building mostly revolves around build order, with building placement is usually optimized for resource gathering and defenses. The resulting city layout becomes strategic but unrealistic. Civic center surrounded by farms, houses built in countryside as walls; these are strategically viable but not realistic nor historically accurate. This mod attempts to bring realism of city planning to 0AD, to encourage careful building placement. Features Fluctuative Population With this mod, population cap is no longer based only on how much house you built, but also where you place it. Every single building in 0 A.D. has been revamped with new aura effects that influence desirability of its nearby area, simulated by house population. This means that a house built next to a civil center supports more population than a house in country side. Building a military base beside it will reduce the population even more. This will encourage you to find a good place to construct houses, just like a city planner would. Every building costs population to run, and default house population has been reduced by half to keep it spicy. Production Chain Imagine how a soldier got his weapon. Wood and metal are collected in the storehouse, then they will be brought to blacksmith to be forged, then they will be received by the soldier at the end of his training. If all of those building are very close together, the soldier doesn’t have to wait too long to receive his weapon. This mod emulates such situation by giving effects if the buildings are nearby. Storehouse fastens nearby blacksmith’s research, and blacksmith fastens nearby barrack’s training. By arranging the buildings in specific way you can optimize your barrack to pump armies as fast as possible. Infrastructure Units are also affected by this mod. In real life, in the area where a city center stands, roads and other convenience are made to anticipate crowd of people running around. This mod simulates this by giving units speed boost while walking around the city center. Putting your storehouse right next to a mine also gives gatherers one extra resource to bring back. Mix and Match Since every building influences another, there are bound to be some compromises. Barrack will reduce nearby house population, but house will fasten barrack’s training, so if you need soldiers fast then you can build them next to each other at the cost of one population. There are so many possibilities. Experiment and discover your ultimate city that serves your strategy to conquer the world. Improved AI Now AI has been taught basic lessons on city planning. Beware that the nature of this mod allows AI to optimize this and might get surplus population early if you're not careful. The city pictured above is not my creation, it's purely built by AI with tremendous efficiency. New update also reduced default house population to nerf the AI because it was just that good. Installation Mod is available for download on mod.io (waiting for moderator's approval). It is available both for Alpha 23 and Alpha 24. Simply download the one compatible with your installed 0 A.D. version. Extract the entire content into My Games\0ad\mods\public folder and enjoy. Alternatively it is available for download at GitHub. Choose the branch according to your installed version and download. As I am not well versed in modding nor I am in history, please let me know if you think the modding could be improved or if it can be made more historically accurate. Enjoy!2 points
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Some things I'd maybe like to get done for alpha 24's release: Come up with some new socio-economic paradigms for some of the civs. Not all civs should have the Slavery paradigm. Mauryas: Caste-based system Celts, Iberians, Persians: Some kind of peasantry-based system Balance Elephant Archers some more Probably make their ranks increase their attack since I can't add arrows Convince some talented people to make more Cult Statues for the cultures that are reusing the Athenian cult statue Celts: Wooden Epona? Wodan? Draped in flowers and burnt offerings? Persians: Colorful Lamassu Nomads: Wooden Horse statue? Spartans: Bronze Leonidas statue Seleucids: Apollo statue, or maybe Alexander statue Macedonians: Herakles statue or different Apollo statue from Seleucids Thebans: Theban Sphinx Republican Romans: Mars or Jupiter Principate Romans: Colossus Convince some talented people to make Archery Range/Stable/Workshop for the Han Chinese With permission, add Terra Magna's Xiongnu so I can experiment with "nomadic" gameplay style Add the Scythians, based on the above Xiongnu Perhaps attempt 2 different possible "nomadic" gameplay styles, one each for the Xiongs and Scyths Can keep both styles or determine if one style is much preferable over the other Maybe a couple more mercenaries for the civs who currently only have 1. Unit actors More ethnically correct slave actors/textures Fix the Han scout actor (currently using the Greek scout actor) Fix all remaining portraits for everything Experiment with making gaia horses capturable Will add more to this list as I go along1 point
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I just got back. But I hope that I could STAY back. https://www.youtube.com/watch?v=sQdq-J1blms1 point
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Or wacky can add some color. I suggested before but someone else doesn't agree. @wackyserious1 point
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Right, the files are okay, but if I'm playing as another civ and I capture an IMP civic center, then I get that reqs iterative error. It's very very strange and I'm stumped.1 point
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They use both hands, that was me just showing the collections in the blender file (Thanks to blender 2.8) being lazy to change animation idle for a screenshot1 point
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Hi @Trinketos! After studying the code and consulted with @Freagarach on this thread I finally found out the reason why field is always built near the civic center and not houses. It's indeed in queueplanBuilding.js, specifically lines 220-227. To ensure AI do not clear area near Civ Center and plot Field change line 221 to if (struct.resourceDropsiteTypes() && struct.resourceDropsiteTypes().indexOf("food") != -1 && !ent.hasClass("Civic")) It will clear plot surrounding Farmstead but not Civ Center. Also a couple of lines below that you'll want to ensure Farmstead can be built on territory border, because currently AI prevents this. Remove line 249-258. I applied these changes to my mod and now farms are always built by AI in countryside.1 point
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I did too at first, but I got used to it quickly. Funny how it elicits such an effect.1 point
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Hi there! Have you been playing other RTS games before? Or any similar games? 0 A.D. has an AI that can be a bit tricky. But if you are interested in how the AI works, try to set up a match with both AIs, pitting them against each other. Watch what they do with starting units. Note what they build and train and when, when do they upgrade things, when do they attack. You can see that the AI does not cheat (unless on higher than Medium, they received extra resource I think). They are not very fast, but they are consistent. They never stop exploring. The units are never idle, always working on something, always building or gathering something. The buildings never stop pumping out units, but they research only when they have extra resources. They build markets and trade, exchanging resources when they low on something. You can see later that these are an obvious thing to do, but hard to do right. If you feel even the Very Easy AI is still hard for you, just use Sandbox mode. This is the easiest one, since the AI enemy don't attack and expand, so you can play in peace. This is the chance to practice what you've learned before. Try to set targets like create 50 soldiers, or reach City phase. Then try to do it quick. After that, if you already feel confident, try the Very Easy enemy again. I admit that I'm not a competitive player, just a fellow RTS game enthusiast that loves building things up and imagining what it feels like to be an ancient general. I know the shock of being steamrolled by AI on my first 0 A.D. game a decade ago. It sucked, but it piqued my interest. How could this lowly robot destroyed me. That's how I learned to be better and enjoy the game more. So, keep practicing and good luck on defeating the AI!1 point
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Welcome to the forums! Don't worry, more people have complained about single player difficulty for beginners. On the other hand, experienced players often complain about how easy the bot is to defeat (or even more of them and at higher difficulty settings). So perhaps it can be just that the game isn't the easiest to learn. Anyway, there are some articles with useful hints for beginners. I could recommend reading The road to expert (see topic below). Other than that, watching experienced players play in observer mode can give you a great idea of what (not) to do. You can even find interesting game replay files here on the forums, so you can watch them whenever you decide. Enjoy the choice. I think I won't go into any specific gameplay details here because everything has probably been written elsewhere already.1 point
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athenian_champion_marine with sheath in prop point "sheath_02_L" with a new falcata sheath i've just did for testing the sheaths bones: The sheath doesn't haven too many details since the small texture size and being so small doesn't let user appreciate any detail properly. But at least we gonna have sheaths for falcata users.1 point
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Right now in DE, I have a tech for "Parthian Shot" that makes the cavalry archers "kite" enemies by giving them a minimum range. It's the best I could do with the game as it is.1 point
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Since aspis remake i had problems finding the proper position of the pikeman shield, but also struggle every time i try to properly place a sheath or a quiver, so i had this plan: Add a fully prop points for every piece for armor or weapon now that bodies and animations are being re-exported. We no longer have just a plain 0.A.D ancient era game. We now have a community of modders wanting to do their own era games like @Bigtiger 13th century mod and we no longer are restricted to mediterranean civilizations. So here i show the prop points for a fully armored knight of the 14+ century: A fully armored prop bones for each zone of the bodie allowing to modders to have a fully armored infantry whitout being limited to a plain visual. Sheaths/Scabbards and Quivers always have been an issue in 0.A.D. not only the exportation from blender but also the clipping with the bodie so i added 6+6 more animated bones + prop bones for every sheath for no longer have that clipping issue and open also the posibility of having a seax behind and a also the option to have a katana: Scabbards and Quiver whitout need to adjust to the bone position: For any modder exporting a prop is an issue because of the position. See ingame scabbards and quivers for example And our non existent sheaths: We have to make TWO ACTORS per quiver or sheath for each side and would require a THIRD one for back seax so. No longer this will happens and we only require a single sheath or quiver for both sides.1 point
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I honestly didn't make any change to AI. But this mod is designed to be discoverable on gameplay, so it's not too punishing for player who doesn't know the rules but gives advantages to those who know. Actually Petra bot is already pretty smart, as discovered in previous post. It build houses clustered together, which invokes Neighborhood aura that boosts population. And they put military buildings far away from residence zone. It still doesn't give any regard to dropsites though, building storehouses close to houses, which I assume simply because starting resources near Civic Center. Also remember every second you use to plan the city is used by AI to build up army, so if you're not careful you can still get rushed when deciding where to build your next house (as I have too many times). Please let me know if you have played the game and feel the AI needs improvement.1 point
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@azayrahmad i love all you said in the last post but im a singleplayer guy so... Does IA work in this mod?1 point
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They look very nice. And thanks for finding a ref for the pikeman.1 point
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Great initiative, I'm sure to play, had a very interesting project of economic mod in the forum, maybe it's interesting for you.1 point
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Thank you very much for your hard endeavor, I hope your audience will find it useful and insightful and as @stanislas69 said earlier it is a good and reliable piece of information for our newer ending quest (or puzzle) for better optimizations.1 point
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Thank you so much for choosing our game to run the experiment Once the new version of Spidermonkey is in @Itms said he would run vtune once again1 point
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I have finally made this into an actual piece of published collateral. It is not much, but as promised, here it is. This is probably the last you'll hear from me, so thanks once more for all the help, and have a good one!1 point
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I mostly fiddled around in Matrix3D.h, entirely replacing the contents of some functions with either calls to the Intel® Math Kernel Library or blocks of SSE intrinsics. I did not see any measurable improvement, but I've attached the file. The original code is left intact, commented out. Aside from these completely re-written functions, the only change is the addition of the <mkl.h> header. Couldn't hurt. Unfortunately I don't believe so. VTune Amplifier does have some JavaScript profiling capabilities, but as far as I know they're limited to node.js profiling. Also, I know pretty much nothing about JavaScript. I'm afraid while that JavaScript bottleneck is in place there's not much else I can do for 0 A.D. I do have enough from this to at least fuel the internal training session late next week. Depending on how that goes, I might produce a small how-to video/article based on this project. If I do, I'll be sure to post a link here.1 point
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Thank you so much for these first findings! The majority of the dev team is in CET, so the best window would be your morning work hours, which are roughly our evening. Regarding the renderer: this is an area of the code that I don't know very well, but Yves did a lot of research on it, as you can see; and Vladislav is the most active dev in this area, I let him take over from here. Regarding the pathfinder: it is not a surprise that the so-called short pathfinder is a bottleneck. There are plans to revamp or get rid of it, as it is a very old piece of code. I am quite happy that the hierarchical pathfinder appears as a secondary issue: it was already revamped a couple years ago So your findings in the pathfinder area are matching our current focus! We are going to upgrade our version of SpiderMonkey and we hope to see some performance improvements in the parts of SM that appear in your analysis. Looking forward to reading your next findings1 point
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I've worked on an OpenGL4 renderer that uses more modern features like instancing and bindless textures in 2016. My conclusion was also that the renderer is a bottleneck and it's mainly memory bound. I've even tried Intel VTune Amplifier, but switched back to Perf later. By changing how we pass data to our shaders and reducing the number of draw calls, I was able to reduce that overhead by a lot. Unfortunately my work never got beyond the experimental stage. I've written a small blog in the staff forums. I've copied the two most recent post here, if you're interested (still from 2016). The code from the experimental OGL 4 branch is still around on github: https://github.com/Yves-G/0ad/tree/OGL4 Post10: January – Profiling, profiling and ... profiling: Post 11: 10th of July - Bindless textures and instancing:1 point
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For the sake of keeping track of things, and for easy access by the developers helping me out, I figure I should recap all my findings so far. I started with the code as of February 1st, to which I added some VTune Amplifier ITT API calls to mark frames as well as place user events marking the durations of actual gameplay and the loading screen on the CPU timeline. This was the only initial change made. My designated test case is a save file from a medium sized random Lake map featuring the Romans (myself) versus the Iberians (CPU). My standard test procedure is to select my army of 115 units, march them westward along the southern edge of the lake, and engage the Iberian forces. On filtering down the Microarchitecture Analysis result that I'm currently working from to only the actual gameplay portion, I found three general regions of interest: a slow portion immediately after the loading screen ends, normal gameplay, and a bizarre "gap" where no frames were processed at all. Long version: Short version: I've written the dead section off as a fluke (and I don't think it could be optimized anyway). The slow part at the beginning needs further analysis to see if I can get meaningful data. I've concluded that CModelDef::BlendBoneMatrices and ShaderModelRenderer::Render are the primary functions to investigate. Analysis of Functions: BlendBoneMatrices assessment: Render assessment: Render is more complicated. It's overwhelmingly back-end bound (89.8% of pipeline slots) and almost all of this is memory bound (81.4%). Digging deeper into the numbers it's 74.6% DRAM bound, which essentially means that it's slowed down mainly by missing the last level cache quite often. Even more abstractly, it's not accessing data in an efficient way. It's a fairly long function and it had several hotspots in it. Hotspot #1, line 446 I haven't dived so deeply into the other hotspots of note in this function. So that's pretty much what I've got as of right now.1 point