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Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 24: “Xšayāršā” (pronounced: Khsha-ya-ṛsha), the twenty-fourth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after Xerxes the Great, ruler of the Achaemenid Empire from 485 to 465 BC. Youtube: PeerTube: Easy download and install Download and installation instructions are available for Windows, Linux and macOS. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licences: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top new features Balancing adjustments Building snapping Renderer improvements Hotkey editor Formation improvements Status effects (and modifiers) World population setting Lobby improvements In-game user interface (GUI) improvements Unit behaviour improvements Reinforcement-learning interface Art: new models New Skirmish maps Under the hood Balancing adjustments With the help of several of the top-ranked players in the A23 lobby, hundreds of balance tweaks have been made in the past year and almost all units and structures have been adjusted. The end result is a sleeker, more balanced gameplay experience in A24: Civilisations have been rebalanced, giving players more viable choices. Late-game has been reworked substantially, with less snowballing and more viable champions, which means more variety. Heroes can only be trained once per game, so you’ll have to know when to use them. All civilisations now have a stable, for training cavalry and chariots, and an arsenal, for constructing siege engines. Fortresses can no longer train soldiers but have a territory root, making them more defensive structures and better at protecting your base. Female Citizens and Citizen Soldiers can now place the foundations of all structures. Many, many other small tweaks and corrections. Building snapping City-building fans will enjoy this new option: you can now easily place buildings next to each other with snapping! This functionality can be toggled with Ctrl, and you can choose whether you want it on or off by default, so it is, as always, up to you. Renderer improvements This release introduces anti-aliasing in the renderer: you can choose between no anti-aliasing, FXAA and various levels of MSAA, if you have the GPU power for it. A Contrast Adaptive Sharpening filter has also been added to the engine. For using these options we recommend your system supports OpenGL 3.3 or later versions. The ocean shader also received some tweaks, most importantly near the edges of the map, which now looks better Hotkey editor This new in-game editor will make it much more accessible to change your hotkeys. Further, the hotkeys have been reworked to use scancodes, so the default hotkeys will be compatible with any keyboard layout! Formation improvements Alpha 24 gives you new tools to work with formations: you can now pick a default formation to put your units in when given “Walk” and “Patrol” orders, and you can also choose to automatically disband formations when your units are ordered to Attack or Gather, etc. Status effects (and modifiers) Modders will like this one: you can now give status effects to your units, changing their stats in various ways. Stat modifiers can also be applied directly by triggers and in other ways, without having to hack around auras or technologies. 0 A.D. does not yet use them much, but this really gives you more power to make new custom maps and custom game-modes without having to create a lot of new templates, e.g., tower defence mods. World population setting Despite our best efforts, the game can still lag when there are a lot of units on the map. World Pop (Population) gives you one way to still have epic fights but good performance: choose a maximum total pop which. When one player is defeated, their share is distributed among the remaining players. Start a 4v4 with 150 pop-limit each, and the last 2 players can have 600 pop between them! Will you keep that poor enemy alive to hinder your opponent or can you use the extra population capacity? Lobby improvements This was requested a lot: you can now host password-protected games in the lobby! This makes it easy to play with your friends without having to find your external IP or setting up your router. Further, we’ve also improved your security by hiding the host IP until players have successfully joined your game, which drastically reduces the risk of DDOS by hostile players. In-game user interface (GUI) improvements We strive to make the game more accessible and easier to use, and this release is no different: You can easily see your number of active gatherers under the resource count. An overlay with ceasefire time has been added so you don’t get caught out. Tooltips in general have been significantly improved, in particular the resource gathering rates. Map browser For those looking for an alternate way of picking a map to play, Alpha 24 introduces the "Map Browser". Accessible from a button in the Match Setup interface, users can navigate through maps a little more intuitively than using a dropdown menu. Catafalque overview Those who play the “Relic Capture” gamemode will no doubt be aware that the "relics" in question are Catafalques - reliquaries of dead heroes encapsulated within wheeled carts - and each of these has a small selection of beneficial auras. Alpha 24 introduces a "Catafalque Overview" screen, accessible from the "Learn to Play" submenu of the Main Menu, which makes it easy to learn their different characteristics. Civilization overview The long-existing “Civilization Overview” screen has had some background improvements. Because most of the information is now pulled from the game files, it is now considerably more accurate than in previous Alphas. Game set-up There have been a few added capabilities to the game setup, such as choosing the landscape of random maps when several are available, and a more obvious indicator that the game will be Rated for Online Play. Unit behaviour improvements This alpha improves on many small things: Ship pickup has been improved and should require less micromanagement. Units no longer ‘slide’ at the end of their movement, and movement in general has been improved, with far fewer cases of units being stuck. Cheering has been reworked: instead of cheering when receiving a promotion, units now cheer when all enemy units in sight have been defeated. If you’ve played MP, you might have seen an annoying strategy called ‘Dancing’ where enemy units would easily avoid arrow fire and force you to micromanage your archers. This is no longer possible, making the game more fun for all players. Packing/Unpacking behaviour has been improved. Reinforcement-learning interface Reinforcement learning is a Machine Learning technique that can be used to train AI to play games, and now 0 A.D. has one. We’re excited about this new possibility, because the extensive and easy moddability of the game means you could set up many kinds of complex environments and RL agents without having to recode everything from scratch. We invite any AI developers, researchers or anybody else to help with our AI. More could be found in here. Art: new models The new art developments are too numerous to list individually, and include reworked meshes, animations (including new idle, attack, defence and gather animations), textures and materials for a large number of units, as well as new models, including new horse models, textures and animations, new shield models and designs, new helmet models and variants, especially for the Romans, Gauls, Britons and Greek civs. Many new and improved unit textures, weapons and props for a number of civs including, among others, the Persians, Iberians and Carthaginians. The Ptolemies now have a few more historically accurate Hellenized building models and the Britons have a new blacksmith, while the Gauls have a new, more historically accurate wonder and an assembly building that can train trumpeters to intimidate the enemy. New scaffolding, dirt and decal textures for buildings have been added. Many of the ships in-game have been entirely remodeled from the ground up. Siege artillery has been completely remodeled as well, including considerably improved animations. There is also a lot of new and improved flora, including trees, bushes and grasses. We have new cliffs, new particle actors for snow and clouds and a few new terrain textures, as well as new sounds, and voices. There is a brand new welcome screen, and there are also many improved icons, and unit portraits for the GUI. This is in addition to a myriad of smaller fixes, corrections and optimizations. For more screenshots and details on the new art in this release, see our last two development reports here and here. New maps 0 A.D. Alpha 24 has been enriched with 7 new skirmish maps. Atlas Valleys, Farmland, Obedska Bog (day/night), Oceanside, Sahyadri Buttes, Temperate Roadway, Vesuvius Under the hood New Requirements: Windows XP, Windows Vista, and anything below macOS 10.12 are no longer supported. The game also now requires SSE2. Furthermore, while ARM macs are supported, unfortunately the code running on them isn’t native yet, so users on this platform should expect a performance loss. Several modules of the game have been partly rewritten or extensively modified for Alpha 24, which will make them work better and make it easier to extend them in the future. Notable examples include the GUI GameSetup pages, the UnitMotion component, and the renderer has seen plenty of changes with the removal of the OpenGL 1.0, 90’s style “Fixed-Point” pipeline. Which in turn raised the lowest supported version to OpenGL 2.0. In addition, we started to fully use the ARB shader pipeline.(Modders, all of this means you will also find there are plenty of new cool things you can do!) Alpha 24 sees the adoption of Visual Studio 2017 as the main Windows compiler (Alpha 23B had Visual Studio 2013) , and we have upgraded our version of C++ standard from C++11 to C++17, allowing us to write faster and cleaner code. This release also saw major upgrades to many core libraries we use. Alpha 23 was released with Spidermonkey 38, released alongside Firefox 38 in May 2015. This time, we’ve upgraded to the last “ESR” version, Spidermonkey 78, released in June 2020! This means we can use newer Javascript syntax, and the engine bindings have been upgraded. Other libraries have been updated on macOS and Windows, which let us support more platforms but also required us to drop some. The name Xšayāršā Xšayāršā (pronounced Khsha-ya-ṛsha; IPA: /xʃajaːr̩ʃaː/) is a transcription of the Old Persian name (x-š-y-a-r-š-a), better known by its Greek spelling: Xerxēs. Xerxes I the Great was the ruler of the Achaemenid Empire from 485 to 465 BC. We decided to name Alpha 24 after this inspiring ancient ruler to celebrate the ancient Persian civilisation, and to reflect upcoming changes in the internal governance structure of 0 A.D. The Persian Empire was considerably larger than any preceding state anywhere in the world, and its administration system would have a long-lasting impact. It consisted of about two dozen satrapies (provinces), which were former kingdoms or conquered peoples. Each satrapy was headed by a satrap (governor or viceroy) and supplied the Persian King of Kings (emperor) with a yearly tribute and troops, but were internally largely autonomous. This organisation outlived the Achaemenids and was continued under the Macedonians, Seleucids, and Arsacids (Parthians). Xerxes inherited the empire from his father Darius I the Great. He continued his father’s reforms and expanded the imperial building programmes. Early in his reign, he led an ultimately unsuccessful invasion of Greece, with victories at Thermopylae, Artemisium, and Athens in 480 BC, but defeats at Salamis, Plataea, and Mycale in 479 BC. The rest of his reign was largely peaceful. The Persian Empire arguably reached its zenith under Xerxes. What’s next? This release cycle is the longest we’ve ever had as you no doubt noticed, and it was a bumpy ride. Despite this, we’re hoping to get back to a more regular schedule now. As usual, for the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter Y. Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC). Post your proposal here ! For press/media inquiries, please DM @play0ad on Twitter.19 points
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Hey everyone, Following the release of A24, we've had a number of issues reported. First, make sure that your game is clean and up-to-date: Deactivate all mods. your config file should read 'mod.enabledmods = "mod public"'. See GameDataPaths to know where it is Clear your cache. Likewise, consult GameDataPaths if you don't know how to do it This will fix most of the issues you're likely to encounter. Secondly, here are some know issues: Spanish translation is broken. The 'fix' is to switch to another language for now. We'll fix this soon, so you'll simply be able to re-download the game. [Fixed in the A24b release] There is a rare issue with garrisoning in formation (you're only affected if you don't use the formation walk override). This will also be hot fixed soon. [Fixed in the A24b release] There is a rare issue where ordering a unit to do the same thing twice can incorrectly keep queued orders issued in-between (see #6046) - the 'fix' is to order the unit to do something else in that case, but in general this should not affect gameplay much. Queuing 'AttackMoveUnit' orders for units currently in formation does not quite work: the order is not queued but executed right away Let us know if you run into other issues, Hope you enjoy the game2 points
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How is it a distortion that swordsmen deal more damage to siege than pikemen and spearmen? Spearmen and pikemen deal 3X more damage to cavalry, while swordsmen don't. The different damage and armour types make the units more diverse. Also, swordsmen require metal , while spearmen and pikemen don't. Every unit has its own use, diversity is the key. As for your 2nd point, spearmen deal a lot more damage and are faster than pikemen. Perhaps use a mix of swordsmen and spearmen to fight the pikemen? Use lancer cavalry (even skirmish cavalry would work against camels) to micro and fight the camels? Send rams over to his base because this army comp(pike + camel) cannot defend against siege? Nothing (units) is really unbalanced, that I can think of. Archers used to underpowered and slingers op in a23, but a24 has created great balance among the ranged units and pretty much every unit for that matter.2 points
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Where to start? Standing armies were rare and standardized, mass-produced equipment was the exception rather than the rule. People were expected to bring their own arms. Citizens were typically not paid either, so people needed to be wealthy enough to be able to afford being away from land and family for weeks or months. The poor were therefore not expected to fight (and had limited political influence as a consequence). Nor were foreigners, freedmen, slaves. Cavalry was supplied by the rich, because horses were only useful for warfare and quite expensive to keep, so a lot of land is needed. While it's true archers, javelineers, and slingers may have the same function on the battlefield (psiloi, light infantry), they hailed from very different backgrounds. Archery is a skill that takes years to hone, hence something for the leisure class of families wealthy enough to have others work their land. Moreover, composite bows were delicate objects requiring great skill to make and great care to keep in good shape, they weren't cheap. Slinging requires even longer to master than archery, however, slings were basically strips of cloth or leather and picking up stones is free too, hence why they had very low social status; slingers typically came from poor, rural areas where boys herded the flocks (not necessarily their own) and used slings to keep the animals together, chase away wolves, and generally kill the time. Javelins, spears, swords, daggers, and (in ancient China and mediaeval Europe) handheld crossbows required little to no skill in comparison and could be used by basically anyone. Child mortality was very high in the premodern world, therefore people had many children in order to have a son survive into adulthood to continue the bloodline and take care of his parents in their old age. If multiple sons survived into adulthood and would all start a family of their own and divide their parents' property amongst them, then all would live in poverty; therefore it was not unusual for extra sons to try their luck abroad. Mercenaries were professional soldiers, unlike citizen soldiers, which were basically untrained militia. Even the Spartans were only superior in comparison: their famous agōgē programme included singing, dancing, chasing hares into traps and clubbing them to death, but not any really that much weapon training; it was more about fostering social cohesion and an esprit de corps (not entirely unlike the British public schools (i.e. private boarding schools)). As for marching and drilling, this too was more of an exception than a rule. Macedon indeed drilled its troops and practiced forced marches, which allowed their armies to move more quickly than their enemies expected, a not unimportant aspect, facilitating their military successes. Rome, too, had troops more disciplined than others, as well as much more flexible formations on the battlefield and chainmail. Most importantly, though, (and unlike Greek city-states) was the gradual extension of citizenship, which meant Rome had a much larger pool to draw troops from, allowing them to absorb losses and raise new armies. Anyway, the discussion is definitely going off-topic right now .2 points
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Own my mistak', an' start a'thing ower again, gin I was God. Wrong Doric. I'll be collecting here the Doric (specifically, Laconian) equivalents for the building (and later, units) for the Sparta faction. Laconian is Doric Greek, along with Cretan, Corinthian, Megaraean, etc., which itself is part of the West Greek dialects, along with North-West Greek. I will be mainly using Buck (1909), Introduction to the Study of the Greek Dialects: Grammar, Selected Inscriptions, Glossary and maybe Jeffery (1963), The Local Scripts of Archaic Greece: A Study of the Origin of the Greek Alphabet and its Development from the Eighth to the Fifth Centuries B.C., as well as the LSJ. The Doric dialects often retain the digamma (Ϝϝ) until late, pronounced /w/. I will transliterate them as w, as per the ALA-LC Romani(s)ation Table of Greek, which is listed in the 0 A.D. ground rules for Greek as a source. Since the heroes for Sparta are either 5th century, or early 4th, I will assume the dialect (and ortography) to be from around the same time. From around the 4th century, Laconian inscriptions begin spelling initial /w/ with Β instead. Long a is not part of the romanisation, but I will write them as ā regardless, in case clarity is needed for later. According to Buck, ε and ο were more open (/ɛ/ and /ɔ/) than in Attic (/e/ and /o/), Υυ was pronounced /u/, not like Attic /y/. Buildings Civic Centre Suggestion: unchanged (Agorā [Ἀγορά] /a.go.rǎː/) Justification: No vowel or consonant changes of Laconian are applicable. Surprising ending of -ā instead of -ē for Attic. Comments: None. House Suggestion: : Woikos [Ϝοἶκος] /wɔ̂i̯.kɔs/ Justification: Initial ϝ is often retained in Laconian, sometimes spellt with a β. Woikos not specifically attested to my knowledge in Laconian, but is present in Cretan, Delphic, Phocian, Elean (both ϝ & β), and Koine at Olympia (with β). Comments: None. Storehouse Suggestion: : Apothēkā [Ἀποθήκᾱ] /a.pɔ.tʰɛ̌ː.kaː/ : perhaps Laconian Awēr? [Ἀϝήρ] /a.wɛ̌r/ Justification: Attic and Ionic changed original ā to ē. Most other dialects maintain original ā, including, surprisingly, Attic. Apotheke comes from ἀπο-θήκη, which comes from τιθήμι (also ē in Doric). Ending of -η is Attic from -ᾱ, and a Laconian attestation (SGDI.4598) of -theka exists (though written by a Tegean), παρκα(θ)θεκα (Att: παρακαταθήκε). So, Apotheka seems like the right choice. However, according to Hesychius, ἀβήρ (ἀϝήρ) is 'οἴκημα στοὰς ἔχον, ταμεῖον Λάκωνες', i.e. 'room/chamber having a colonnade(?), Laconian ταμεῖον (treasury, magazine, storehouse, store-room, reservoir)'. A Laconian storehouse, apparently, but the LSJ and other dictionaries put it as the Doric of ἀήρ (air), so it's up in the air (badum-tshh) Comments: None. Farmstead Suggestion: unchanged (Epoikion [Ἐποίκιον] /ɛ.pɔǐ̯.ki.ɔn/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Field Suggestion: unchanged (Agros [Ἀγρός] /a.grɔ́s/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Corral Suggestion: : unchanged (Epaulos [Ἔπαυλος] /ɛ́.pau̯.lɔs/) : or Mandrā [Μάνδρᾱ] /mán.draː/ : or Ostrimon [Ὄστριμον] /ɔ́s.tri.mɔn/ (applies to other Greeks too) Justification: Epaulos = fold for cattle, Mandra = fold for cattle (oddly, the Attic didn't change to Mandrē). Ostrimon = byre (barn for cows), enclosure for cattle (Bailly also says 'stable'). None of these have Laconian vowel or consonant changes that are applicable. Comments: Neither myself nor @Nescio have a preference for any over another. Harbour Suggestion: unchanged (Limēn [Λιμήν] /li.mɛ̌ːn/) Justification: It seems to be a real ē, rather than ā>ē. I've gone nothing else. Comments: None. Barracks Suggestion: unchanged (Stratopedon [Στρατόπεδον] /stra.tɔ́.pɛ.dɔn/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Stable Suggestion: unchanged (Hippōn [Ἱππών] /hip.pɔ̌ːn/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Lookout Suggestion: unchanged (Prophylagma [Προφύλαγμα] /prɔ.pʰú.lag.ma/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Sentry & Stone Tower Suggestion: unchanged (Pyrgidion [Πυργἰδιον] /pur.gí.di.ɔn/ & Pyrgion [Πύργος] /púr.gɔs/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Palisade Suggestion: : Charakes [Χἀρακες] /kʰá.ra.kes/ : or Skolopes [Σκόλοψες] /skɔ́.lɔ.psɛs/ : or Charakōma [Χαράκωμα] /kʰa.rá.kɔː.ma/ (applies to other Greeks too) Justification: No vowel or consonant changes of Laconian are applicable. Charakes = pl. of charax (pale). Skolopes = pl. of Skolops (pale, stake). Charakoma = pallisaded camp. Comments: No preference. Thanks to @Nescio for the suggestions. Palisade Gate Suggestion: TBA Justification: TBA Comments: TBA Blacksmith Suggestion: unchanged (Chalkeōn [Χαλκεὠν] /kʰal.kɛ.ɔ̌ːn/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Temple Suggestion: : Naos [Νᾱός] /naː.ós/ but maybe change Athens' to Neōs [Νεώς] /nɛ.ǒːs/ Justification: According to Buck (41.4, 53, 54.f.), most dialects lost intervocallic or post-consonantal ϝ early on, by the fifth century, and suggests νᾱός for Doric. Comments: Thanks to @Nescio for the suggestion of intervocallic digamma, though I did not implement it. Market Suggestion: unchanged (Emporion [Ἐμπόριον] /ɛm.pɔ́.ri.ɔn/) Justification: No vowel or consonant changes of Laconian are applicable. Comments: None. Arsenal Suggestion: : Hoplothēkā [Ὁπλοθήκᾱ] /hɔ.plɔ.tʰɛ̌ː.kaː/ Justification: Same as Apotheka (see above). Attested Laconian (Tegean scribe) -thēkā. Comments: None. Fortress Suggestion: : Phrōrion [Φρώριον] /pʰrɔ̌ː.ri.ɔn/ Justification: The Attic Phrourion has a spurious ou diphthong, which would have been rendered as ō in Laconian (Buck 25). Comments: None. Theatre Suggestion: unchanged (Theātron [Θέᾱτρον] /tʰɛ́.aː.tron/) Justification: No vowel or consonant changes of Laconian are applicable. Surprising ā instead of ē for Attic. Comments: None. Wonder Suggestion: : (H)Iaron tās Artamitos Worthias [Ἱ/Ἰαρὀν τᾶς Ἀρταμίτος Ϝορθίας] /(h)i.a.rɔ́n tǎsː ar.ta.mí.tɔs wɔr.tʰí.as/ Justification: Mainly attested from late (2nd century CE) Laconian inscriptions (Buck, Laconian Inscriptions 70-73); however, they follow general rules present since earlier periods. Hiaron or Iaron from Attic Hieron are the regular forms according to Buck (13.1) and both are attested in the LSJ for Doric. Tās vs. Attic tēs is obvious. Inscriptions mentioned have Artemitos, but 70 has Artemidos; however, Artamis is the most common West Greek, and was only later replaced in Doric by Artemis (13.2). The -idos (vs. -itos) is probably Koine influence from Attic gen.sg. Artemidos. Mentioned inscriptions write Borthea, but 73 writes Worthea; however, it was common for Laconian to use ι for ε before another vowel (so, Worthia), and only later was the spelling changed back to ε (9.5), probably from Koine influence. The sound could have been a /ɪ/ if not outright /i/. Comments: None. Military Mess Hall Suggestion: unchanged (Syssition [Συσσίτιον] /su.sí.ti.on/) Justification: No vowel or consonant changes of Laconian are applicable, especially since it is apparently a Laconian word, present since at least Herodotus (1.65.5). Comments: None. Technologies Units1 point
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torrent is not only thing, there is direct download option right under the torrent one.1 point
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https://code.wildfiregames.com/D2126 is waiting for review for some time already1 point
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Can you clarify what you mean by "blurry"? Screenshot maybe? What OS are you using?1 point
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Yeah, we'll update the download links with a fixed package. Unfortunately the few that will download in the meantime will need to find the forums. We noticed an issue in the manual but not in-game unfortunately. Thanks for reporting this anyways1 point
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switch to english, spanish seems to be broken1 point
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Strange we didn't change anything. You could try to disable windows scaling for 0 A.D.1 point
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@ see I believe it mostly affects the cpu, while the graphic settings affect the gpu more significantly.1 point
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Stan asked me to write a tutorial on AO baking, due obviously to my criticisms about the way it is done at present. However, the challenge for me was getting to do this in Blender 2.9, being stuck, as I've been, at 2.7x, unable to handle the frustrations with the new interface, and having to deal with Cycles and all that. But with the help of people and video tutorials I managed, sort of. There's probably things not needed, or better ways of doing stuff. Anyways, let's begin: I used the ptol_civic_centre.dae model for the test, since it is a model I became familiar with for different reasons. So first step is I import it into Blender, WITH units (yards... why not furlongs?). Sorry; this interface doesn't allow me to intersperse text and images; does it? No way to edit caption, nothing. Alright, I'll just attach all the images and figure out later how we can turn this into a tutorial.1 point
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I have only played a few games on 0AD, so by no means I am an autority and neither do I have anything to say how the game should work out. However if I am correct, this game has strategies like a sneaky ram push. Like how is that supposed to be sensible? I saw an user saying that the pierce damage is a problem and thrust damage could be included to circumvent the problem is just giving the spearmen a bonus damage. The same thing also goes for other types of siege equipment as spears have trouble killing them as well. Edit: something I wanted to add: Ramms are faster than elephants. Not only they are sturdy but they are also fairly fast if I am correct. On top of that is that the ramms can move while being chased down therefore their speed makes it troublesome to kill them.1 point
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For uploaded images you can click the plus symbol on the image thumbnail to place it into the visual text editor. From there you can move it around to wherever you need and type text before and after it.1 point
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Non manifold objects were made to reduce the polycount. That's the reason why we do it. Eg the bottom face of the cube is useless since you never see it. Else you get a lot of "useless" extra faces which artists were told are bad for performance. It's possible faces are black because they are inside out. You need to import all the "props" referenced in the cc actor. If you want the obelisks and other statues. You can either do it manually or use my blender addon. Some buildings have dozens of props. The reason they are separate is because each different diffuse need a separate mesh. It can also be because they need to adapt to the terrain in which case they need a separate root from the main mesh. Another reason is to allow for consistency between buildings by reusing the same assets. It's all a bit strange at first but one gets used to it. Thank for making a tutorial. So basically it's AO without any extra options and a ground plane1 point
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Ok, in lieu of a properly formatted tutorial, here's a rough outline of what the image sequence is about: After loading the civic center, I went to UV mode to slap a blank texture on it. I don't know if this is necessary; probably not; it was the way it used to be in Blender. The images are really a chronicle of my journey to getting to bake an AO like 80%; the other 20% is tutorial. One thing that IS tutorial material is when I place a big cube so that the top-side is at ground-level relative to the cc. Then I raise the bottom of this cube to a reasonable depth; we don't need to reach the center of Earth to block light... Then I used Ctrl-R 15 to divide X and Y of this cube into 16 strips. This is important to reduce possible errors by Blender if the occluder is so big the edges of the occluding polygon are outside the range of what Blender is looking at. Very large surfaces are often sources of artifacts. The box is only there for the baking, then it is thrown away; deleted permanently for all I care. It prevents light coming from underground affecting the AO. Usually, buildings don't float in space; except in SciFi; and so they get most of the ambient light coming from above, down to the horizon, but not from below the horizon (except for light reflecting off the ground, but we can't compute that light for AO baking because the same building can be on different grounds, of different colors and albedos. Then come a bunch of screens about setting up Cycles for AO baking, setting up a material, creating a texture, and all that. Finally, a first AO test, very pixelated due to low setting for samples, since it's just a first test. Then I increased samples to 256 and baked again. What I wasn't liking at all was the way the UV layout was made, with almost no space at all between islands. That is bad for filtering. When you zoom-out, artifacts may start appearing along polygon edges. Why? Because as you zoom out, the GPU needs to use smaller LOD's of the texture, where each pixel may be 4 pixels of the full size texture, or 16, or 64 ... So if two islands are too close to each other, and one is light, one is dark, as you zoom out, some LOD pixels may be averaging many pixels across two unrelated islands, and end up with a grey edge on each polygon, instead staying light and dark respectively. This is a well known problem, and it is the reason automatic tools for UV layout let you specify how much space you want to leave between islands, and why the AO baking panel has a "Margin" setting, for how many pixels of color extension you want around your islands. So I selected all the islands, set the scaling and rotation mode to "Individual Centers" and scaled all the islands by 0.75. Then baked my AO again. After this I stopped seeing some artifacts, but other artifacts emerged: color bleeding artifacts on a number of wall strips. Thinking that it was due to polygon overlaps in the UV layout, I proceeded to first move all those polygons out of the texture space, then moving some of the big islands near the bottom left corner to make room for them, and I laid them out in their new home. However, upon baking a new AO, most of the artifacts were gone, but not all. I moved one of the islands for a strip again, and the problem remained. I think the cause of the artifacts is that those strips are overlapping large polygons. Fixing that would be a complete redesign. I used to design pretty complex spaceships that were for the most part a single, manifold mesh. (Example pics attached. Note that the only interpenetrating objects are the two little gunmounts on the wing; the rest is a single, continuous mesh.) I never used interpenetrating objects, much less overlapping polygons. To design a building like this in a single manifold, you basically start with a cube, and you subdivide it with CTRL-R (loop cut), Extrude, scale... Just those 3 operations you can follow to turn a cube into an object of just about any complexity. It should not be necessary to have gazillions of interpenetrating cubes and overlapping polygons. It is not only unnecessary and artifact-dangerous; it is also wasteful of the most precious GPU resource, pixel render operations. The inside of a building like this should be completely empty; it should look just like the outside, but in negative. There should not be gazillions of polygons crisscrossing within the invisible interior. They may be hidden from your eye on the screen, but the GPU tries to paint all those polygons, and ends up aborting each pixel draw after confirming that something is already drawn in the pixel with a lesser Z (closer to the camera). This is the worst thing you can do for graphics performance. But this is a tutorial for another day. Another thing that is missing from this tutorial is the obelisks, the lions, and Mr Faro and his wife. I don't know where they are. The AO can't be complete until they grace our building with their beautiful shadows. Cheers!1 point
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I believe skirmishers and javelineers designate the same unit and thus should be the same And since you like consistency...1 point
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I am not against but I think the next goal for the Celtic factions is to become more distinct, so it would be nice to have different names. Currently (A23) the Celtic factions are quite problematic, notably with two-handed swordsmen and round shields everywhere. I successfully pleaded my case against those, and they won't be in the upcoming release (A24). @wackyserious @Alexandermb and @Stan` made new models for the units and the buildings, some will appear in the upcoming release. But the rework/overhaul of both factions is essentially halfway. In A24 it will still be two very similar factions. It could be also two words. No issue with sedloncorion although.1 point
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That's definitly better, Speerkämpfer sounds like a melee unit, while Speerwerfer (literally Spearthrower) makes it clear that it's a ranged unit1 point
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I do agree with the scouting and gameplay argument. However, the fact that civil centre can train military also kind of defeats the purpose of scouting - to an extent, the game is quite flexible anyways. If we want to change that, we kinda have to change the whole game. I'm not extraordinarily satisfied with the current gameplay situation, but I'm not certain adding an "archery range" would really improve things much, unless we actually go for an AoE2 clone - but I don't think that's necessarily entirely desirable, since AoE2 is alive and very much kicking. I think our gameplay would benefit from being more similar to Rise of Nations, since we already have the territory mechanic, but that also needs a number of changes.1 point
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Yeah there's no debounce on that. I didn't really want to fix it before I merged further gameosetup work, but you're right that it might be worth doing. Should be easy. That's a result of switching to a list to fix the lag-on-append issue. Not fixing for A24 imo. Had to choose to show Stables while the minimal resolution we support is 1024x768. @vladislavbelovneed stats That legit sounds impossible. I'm quite curious. There's a few things (such as some tech research, or diplomacy changes) that can hang. Pathfinder also can trigger lag spikes. The game will usually show horrible FPS in those situations because of how it's counted. Curious about 5/8/91 point
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Yeah, that would be my idea for mercs and slaves. There is a global pool (perhaps decided by the game host) and the more mercs hired from that pool, the more expensive they get for everybody. At some point, they'd get more expensive than champions, but you might want to hire them anyway to keep the enemy from hiring them.1 point
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Können Sie ihr Anliegen vielleicht nochmals auf Deutsch wiederholen? Ich habe leider nicht verstanden was Sie sagen wollten. Die beiden von Ihnen genannten Einstellungen beschränken die Bildwiederholungsrate im Spiel bzw. im Menü. Die default Einstellung beträgt 60, da die meisten Monitore 60Hz Monitore sind, und deshalb nicht mehr als 60 Bilder pro Sekunde anzeigen können. Ohne Beschränkung würde Ihr Computer, abhängig von der CPU und der GPU, beliebig viele Bilder pro Sekunde berechnen. Je nachdem ob die CPU, oder die GPU zuerst limitiert, würde selbige dauerhaft voll ausgelastet werden. Eine höhere Auslastung führt zu mehr Energieaufnahme, was zu einer höheren Abwärme führt, was zu lauteren Lüftergeräuschen führt, weswegen man das gerne vermeiden möchte. Can you please ask again in German? I don't get what you are trying to say. German explanation of the frame limiter.1 point
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Let's take stock of the current terrains situation (Alpha 23-24) Current Biomes. Inconsistent. Alpine 41 terrains 41 textures Desert 58 terrains 59 textures Mediterranean 40 terrains 42 textures Polar 17 terrains 17 textures Savanna 36 terrains 37 textures Steppe 13 terrains 13 textures Temperate 47 terrains 48 textures Tropic 32 terrains 33 textures Let's look at a potential Alpha 25 situation. Consistency. Proposed Biomes Aegean-Anatolian 18 terrains 36 textures Alpine-Arctic 18 terrains 36 textures East Asia (Bonus) 18 terrains 36 textures Equatorial Africa (Bonus) 18 terrains 27 textures Hispania-North Africa 18 terrains 27 textures India 18 terrains 36 textures Italy 18 terrains 36 textures Mesoamerica (Bonus) 18 terrains 27 textures Middle East 18 terrains 27 textures Mongolian-Tarim (Bonus) 10 terrains 15 textures Nubia-Savanna 18 terrains 36 textures Sahara 18 terrains 27 textures Steppe (Bonus) 15 terrains 30 textures Temperate-European 18 terrains 36 textures Why do some proposed biomes have 18 terrains and 36 textures, while others have 18 terrains and 27 textures? It's because they will reuse many of the same assets, specifically normal maps and spec maps. Some diffuse maps will simply be color corrected for the biome and can share normal maps and spec maps from other biomes. For example, the Alpine-Arctic biome could use the same diffuse map as the Temperate biome for a cliff texture, just color corrected for Alpine theme, and then share the same normal and spec maps between them. This saves time and effort as well as unifies the look of the complete set of terrains. (Bonus) Biomes are lower priority. For instance, if the Xiongnu are added, then the Mongolian-Tarim biome would good to add. If Scythians or other similar civs are added, then the Steppe biome would be good to add. Otherwise, these biomes could be added lastly, the others a greater priority since we have civs already in-game for these biomes.1 point
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Has there ever been a cavalry scouting unit? Perhaps food-only, and with either no attack, low attack, a speed bonus, camoflauge (and possibly a unit to spot/reveal camoflauged units), or some other characteristic that makes it work as a scout, but not as an attacker. Something to give players extra chances to use their time and attention to gain an incremental edge.1 point
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The fact that you can see an opponent's territory expand with each phase (as long as they have been scouted at least once previously) removes an incentive to scout throughout the game. It could be more interesting if an opponent's territory boundaries didn't have that visibility.1 point
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The Italic Embassy of Carthage, shortly before the collapse: https://www.pexels.com/photo/low-angle-view-of-tower-against-blue-sky-286746/0 points
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i get why he ddos ing other ppl but why me tho i never anger anybody im the nicest 0ad player around! got ddosed 3 times in a row maybe 4 vs boredrusher and bofer that a bunch too.anyway i guess i should get a vpn? and a new ip?if i get ddosed while having a vpn can i reconnect with another ip? hackermen pls help us (these r ppl i think r hackermen) : @nani @PhyZik @badosu @JC (naval supremacist) ... @go2die arent you like 14? how do you even understand any of this? i forget other hackermen if any1 knows pls add.0 points
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My bad, I just noticed that it was just a feature freeze and not a commit freeze, let me just organize the files and commit this for the Seleucid Horse Archer.0 points