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	Version 1.3 is here. Fixes issues with Fresnel refraction factors with light going into the water, and with light coming out: e.g., when the Sun is low, very little sunlight should be able to enter the water, most of it reflecting back up instead; therefore bottoms of water bodies should darken faster than by mere ray-dot-normal. The light reflecting off the bottom and coming back out again is modulated by fresnel refraction, except in this case it is calculated by eye-view vector angle, rather than the Sun's angle. Particularly noticeable in the second picture below: The shadows of the floating leaves are not too dark. Why? Because sunlight is attenuated by Fresnel, and so most of the light the bottom gets, with the Sun so low near the horizon, is bluish light from the sky, rather. The wet coast hack looks a bit better now. Modulating water's specularity linearly over a couple of yards is a noticeable artifact, really. I now modulate water's index of refraction, instead, as I fade in bottom darkness. The way it works is it darkens the bottom early (as if we are walking towards the water), but water's reflectivity (and foam) fade in more slowly. If you have any problems with the mod, try maxing out settings like "number of shaders" and most graphics quality options, EXCEPT sharpening and MSAA. I keep MSAA at (4x); good enough for me. And be sure to report here. And if you have nice screenshots to share, don't hesitate. metal_shader_set_v1.3.pyromod5 points
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	I made a little demo video, for the undecided ... The fish need alpha.4 points
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	The biggest proof that a24 is better than a23, is to join a team game and see at least 6 different civilizations, where before we only had two haha3 points
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	The walls were given because they usually did fortifications on hills (like a lot of cultures, btw) "The guerrilla warfare" (associated to Spain in Napoleon times, where the name came from the spanish) was more a Lusitanian thing. Iberians tactics weren't so different from spear walls. Also the sling thing it's more a feature from Balearic Islands, that were'nt connected to Iberians by any kingdom or Empire Before redesigning the uniqueness of civilizations, make a table and think collectively instead of adding and deleting design quirks individually on every civ. I would give the guerrilla/ambushing features to Britons.3 points
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	It'd be good if you could get a more consistent description because it sounds _very_ broken, but we've not really had reports of anything like that except from you as far as I recall. Maybe try playing and recording your screen/input? Ah, yeah, that problem. Indeed that will trigger H if you drop space before H. TBH this is really my fault, I did not anticipate that this would be a problem, and I guess I'm lucky in that I don't personally experience it using control groups (I guess I naturally drop the # first). I'll fix it for A25, but in the meantime the best advice I can give you is to avoid conflicting/ambigous hotkeys or train your brain to drop the letter first. The reason why I changed this was that there was unexpected behaviour in A23: for example if you pressed Ctrl, then D, then 'Ctrl' hotkeys remained active, but his did not happen if you went "D then Ctrl". There were a number of related oddities. Unfortunately in fixing that I assumed that 'retriggering' hotkeys when releasing a key was the most logical behaviour, when it probably would have been better to not do that.2 points
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	I know I'm totally irrational about this, but I loved watching the elephants putting wooden beams on buildings with their trunks.2 points
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	@mysticjimIn your user.cfg file, you can add `gui.scale = "1.25"` to increase the size of everything, including the icons.2 points
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	Is it worth taking a snapshot poll of feelings towards A24 vs A23 now, and then again in a couple of months? I think my biggest worry is going to be if there is a gradual acceptance of things that are problems and a growing tendency to imply they'll be 'fixed' in A25. If a sizable chunk of the community simply find the game less fun right now, for whatever reason, their patience will be very short. And I don't think it's fair to tell people who claim to prefer A23 to simply go back and play that. They won't, they will drop 0AD altogether, like a stone - without looking back. There is a plethora of choice available in this genre, plenty of it cheap - if not quite free like 0AD. I'd be worried if the overriding trend is that A24 makes people less likely to enjoy playing 0AD - I wouldn't be telling them to go elsewhere. Probably because they will! I'm still getting to grips with A24 having not had anywhere near enough time to play with it, so far my only gripes have been the sounds (previously mentioned) and the slight shrinking of the icons (speaking from an accessibility point of view as someone with awful eyesight!). I've yet to encounter the balancing properly, but hope to see that first hand in my first few A24 team games. And until mods are working, specifically the Spec/Monitor mod, I'm not in a position to do commentary videos on other peoples games. I'm waiting to see if that sense of drama and action has changed negatively or been lost somewhat. If it has, if the I find myself getting bored commentating on an A24 game, then I'd say the whole project was in a bit of bother and it wouldn't bode well. Naturally, I hope that won't be the case, of course2 points
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	At least it doesn't convert an enemy by shooting wololo at his face. I like the idea but to work it should be built really fast and I see how it could be abused by some players. By spamming it to block some units2 points
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	Corinthian Ismuth4 does afaik. I like that bonus though What if you consider them surgeons and healers. Sure it wasn't 1940 medicine but they did exist. They didnt wave hands but it's a good abstraction IMHO adding healing camps might be too much mircro.2 points
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	Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman sword cavalry champions, quite a powerful unit. Cavalry and champions (3v3).zip Features sword infantry champions from Seleucids, cavalry compositions from mauryan and ibers (with a few firecav champions) Archer cavalry and roman champion cav (3v3).zip A teamgame that shows those 2 units in action. Valihrant (Koushites) vs Feldfeld (Mauryas).zip Small rush early game. Features town phase CC expansion, archers and elephant archers from Maurya, against archers and nuba skirmisher cavalry from Koushites Valihrant (Mauryas) vs Feldfeld (Macedonians).zip Features town phase CC expansion from macedonians. Skirmishers and champion infantry spearmen from mace against chariot archer champions from maur. Valihrant (Macedonians) vs Feldfeld (Athenians).zip Features a moderate early game rush. CC expansion from macedonians in the town to city phase transition. Gastraphetes from mace against slingers + ballistas from athenians. Feldfeld (Ptolemies) vs cl2488 (Ptolemies).zip Features mercenary swordsmen and mostly slingers against pikemen and slingers. StarAtt (Iberians) vs Feldfeld (Carthaginans).zip Features mercenary cavalry from Carthage. ElDragon (Kushites) vs Feldfeld (Carthaginans).zip Features village phase expansion from Carthage, with a composition of Sacred Band infantry supported by archers later. Archers and pikemen/spearmen from Kushites. You can download all replays bundled here: Feldfeld's replay dump.zip Hopefully that can address a few of the complaints I have read about the new version. For example, the diversity between civilizations has been reduced, yes, however keep in mind to compensate that the new balance between units should make some civilization specific strategies (eg. a unique champion, mercenaries) viable whereas it was not the case in A23 (which was notably a lot of slinger spam). About archers being OP: yes it is true that they have a very good accuracy, possibly making them OP, but they are less efficient than other ranged units against melee units (which have been improved in this version). Remeber there are other options than making citizen soldiers ranged units. Of course this doesn't mean we won't find OP units in the future. Champion melee cavalry look quite strong, champion archer cavalry maybe too.1 point
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	Channel dedicated to the study of Ancient History, with particular interest in the martial field, through a multidisciplinary approach in which the study of sources and the analysis of finds are combined with experimental archeology. All the videos are in Italian but numerous videos include some English subtitles. Gioal Canestrelli is a serious guy with some academic background and a reenactor: https://www.ibs.it/libri/autori/gioal-canestrelli https://independent.academia.edu/GioalCanestrelli1 point
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	The Fresnel function worked the first time; no debugging needed. It's now incorporated in the metal_shader_set version1.3 pyromod's modified water_high.fs. It works a charm and a half. So, let's get back to the problem of multiple diffuse light bounces within a dielectric glossy coat: I was making a table that was failing due to using Schlick's Abomination, er, I mean Approximation, to try and visually educe a formula to relate how much diffuse light gets out of a dielectric at each bounce. To re-do the table using real Fresnel would involve more columns than fit in my poor man's screen; so I'm going to use LibreOffice Calc, and maybe I will figure out how to copy the relevant stuff to insert here ... Darn! To have "50% reflection ANGLE" as a function of refractive index involves a huge math operation on the Fresnel formula. I'm not sure this is even possible. I think my table is going to be a multiplication of refractive indexes and angles as a multi-page column, and resulting reflective coefficients in the last column, and then I can visually select input angle for 50% result.1 point
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	Iberians were particularly associated with quality horses and even had an important dedicated horse sanctuary, so maybe let them start with a stable? That would be a good example of a significant civ-specific bonus rooted in history.1 point
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	I believe the Iberians were to be the quintessential defensive civ. Hiding behind their walled settlements sending out raiding parties and wearing down their opponents that way. Along with ambushing/guerrilla warfare, the Iberians would be rather unique in this way. But as development progressed this kind of thinking fell by the wayside, culminating now in what we have in A24. Part of the problem too as you pointed out is that the wall builder js creates ugly inelegant curtains of walls. If you check them out in DE's skirmish maps they look nicer. And another thing that makes them OP is that they come with free gates. In DE they do not.1 point
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	Ah, really good, I believe you will do better! Let us wait.1 point
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	ROTFLMAO! That is EXACTLY what I just finished doing. I found that the original shader had no light computations onto the ocean bottom, or floor under the water. It is as if it was emissive. Needless to say the light was not modulated by the fresnel refraction factor. So I put that in, but then I forgot that on coming out of the water, there's another fresnel refraction factor to account for. I just added it. However, the two are not the same: One is calculated on the light vector angle to the water; the other is calculated on the view angle to the water. Right now I have the same fresnel refraction factor used twice. Have to fix that. And I also have an idea that might improve my wet coasts algorithm; a crazy idea, have to try it. So expect a version 1.3 by tomorrow morning.1 point
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	It's Sunday! Thought I might be thwarted by A24 dropping and none of the Mods working, so had to improvise a bit! Now you can see how shamefully bad at 0AD I really am! Compare the speed my brain works at with the likes of @ValihrAnt in his replays, it's pretty embarrassing! Ah well!1 point
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	Indeed, even with @Boudicaperformance, it was always going to be tough 3v4, but it was a stunning spectacle. Lets hope the mods start working properly for A24 and get back to this kind of action real soon1 point
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	I'd also like to hear some thoughts on altering or removing the passive stance. The main problem is with units doing the weird run and thus avoiding shots and baiting the attacking units after them. Most noticable on healers and women with the loom upgrade as units will run straight into the enemy army to try and chase them. Then there's also players who put the hero on passive stance and position the hero in front of their army as an easy alternative to dancing. Edit. Also with melee units becoming more usable and necessary, dancing should be far more difficult.1 point
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	Hi, this topic is not used to explain a problem, but a big congratulations to Wildfire Team for the Amazing new Alpha 24! Keep it going! Don't give up!1 point
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	Maybe civilizations with great mercenary potential like carthage, can train level 2 mercenaries instead of 1 like other civilizations, it's just an idea.1 point
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	I personally don't use walls because I don't like them and I don't think they should be in the game. Strategically, I am rarely in a position where I need to use walls because I am usually the player on my team that makes the offensive push. Regardless of whether you think it makes sense or not, it is empirically true that the vast majority of top players never use walls. If anyone uses anything, it is palisades, which the vast majority of top players never use. And there have been threads/complaints calling out the players that do use palisades for their abusive tactics. and there will be complains for Roman's being op because they have siege workshop and camps to produce rams which most players don't know how to counter? There were siege camps in the last several alpha and very few people complained about them being op. And, the players that did complain about them being op were the ones who did typically did not know to use swords on rams. If that is the base level that you are concerned about then siege shouldn't be in the game or at least should be extremely difficult to make (unlike now). The Nisean horses technology (city phase) is still available to pers and sele only. The techs have changed. The Nisean tech in old alpha is more analogous to the horse breeding tech that gives a 10% health buff in this alpha. Horse breeding tech is available to all civs now. Before the Nisean tech used to be a 20% health bonus to all cav. Now the Nisean tech is a 20% health bonus buff, 10% increase in production time for champ spear cav only. Persia/Sele's bonus used to be relatively stronger/more versatile. This without a doubt makes persia/sele's cav less special than it was before. This is unfortunate, I don't like it much either. The reason it happened is because it's more important to get the basics right and having a balanced core gameplay, from which to further differentiation later. This isn't really necessary, though. There was differentiation before. The biggest problems with balancing was that slingers were too strong and archers were too weak. That problems were corrected this alpha. And, those changes have nothing to do with anything I have complained about or about the civ differentiation. In fact, I initially said this is one of the things I like most about this alpha. Regardless, is having 12 civs that are boring and really just one civ better than having 6 OP civs that are fun and 6 civs that need a buff? You can ignore that 6 bad civs, but you don't get the choice is all 12 civs are basically the same. Regardless, as I have said earlier, a lot of the civs are basically the same as one another with extra features, which will eventually prove to make a new list of OP civs that everyone plays. I'm sorry your experience has been an unhappy one. We're all human in an imperfect world. Gameplay and balance are discussed in numerous threads on these forums, as well as in private conversations and via other channels. It's impossible for anyone to keep track of everything. Moreover, making changes is a slow process, it's not unusual for a patch to be committed (or abandoned) months or even years after it's proposed, which means that even if some comment was read and replied to in the past, it may have been forgotten by the time a final decision is made. Therefore it's really important to keep the discussion unified in a single place: the relevant patch on https://code.wildfiregames.com/ , because it's there the actual development happens and commits are made. In case you're referring to https://code.wildfiregames.com/D2507 : you left one comment there and disappeared. Others continued the conversation, on-and-off, the patch was revised six more times, and in the end several people agreed it should be given a try; it was left open for a couple more months and finally committed in December. If it turns out to have a horrible impact, then it can be reverted in A25, of course, though so far I haven't seen people complaining about palisades in A24. Can you clarify which change you're talking about? We certainly want to avoid this type of situation. If you no longer voice your opinion, your opinion will _indeed_ be ignored. 'We' are not some secluded private studio with a completely opaque decision process: every diff and commit is available and open-source on https://code.wildfiregames.com. You literally have no reason not to voice your disagreement or concern with changes there. It's possible a few diffs get committed without player consensus, but I want to highlight that this really isn't how things have been done in general in the A24 process: most if not all gameplay commits got some agreement from some top players, including usually borg-, feldfeld or valirhant. it is water under the bridge. This was a hot topic for a week or so and I thought I had added more to the thread but apparently it was just talking in the lobby with and without devs. The general feeling was that we had been ignored, so we didn't beat a dead horse. I have been asked in lobby by devs for my opinion on other matters and felt I had the same experience. I am not trying to be petty, I am just trying to point out how in the ideal world we can all improve and in this instance that safeguard of borg, feld, vali clearly fell apart because in this instance only one liked the proposal and others did not. I have been around for multiple alphas. I remember when a22 was released and players immediately recognized that cav was broken. And, I remember when a23 was released and players immediately thought it was an improvement. I am not saying all changes are bad. But I am saying that some changes are undesirable. Regardless, the point of this is try to make the game better now that I (and a large number of other players) think we have taken a step back.1 point
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	Believe in the process, the first release that actually accounts for balance taking player experience into consideration will always be controversial. It had to start from somewhere, remember all cav or all champ metas, how is it that different? If you feel a game is slower you can make proposals, e.g. decrease economy requirements overall (buildings/training cost) etc... Granted, 0ad does not make it easy to provide accountable feedback, no continuous testing mechanism or a better platform (forum is too difficult to track and prioritize channels and discussions). Testing dev version requires dealing with SVN some technical prowess, synced rev, etc.. Hopefully with 6-mo cycle it will be more straightforward (though I'd better have a weekly release, make an AppImage for linux, exe for windows built by CI gg). The only thing that has turned me away are the sounds, maybe I'm a bit autistic but I can't absolutely play with those sounds so preeminent in the foreground (unit selection, unit move, fight actions, etc). Maybe I'll play when there is (or I make) a mod to have unit selections/actions sound fader.1 point
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	I do think the mod selection screen is a little... open source. Meaning, unintuitive.1 point
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	I haven't spoken to @badosuabout his spec mod for a few weeks - but the upper left section is the bit I really appreciate in terms of displaying clear visuals for the viewer in replays, and ease of reading for me when I'm doing commentary. I still use the FGOD overlay but it's much harder to read. The production section - in the version I have, is still a WIP. I believe Badosu has plans for a much more integrated GUI replacement idea with a lot more matching visuals. The aim of it has always been to show the data of what each players are doing at a given time. You can easily see their build orders and see who is ramping up production, or who is falling behind, etc. From a commentators perspective, it's pretty useful. I find it really handy from a training perspective as well - you can properly analyse what a really good player is doing - where they are finding or utilising time better than an opponent.1 point
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	That spec mod should just be folded into the core game repo. @Stan` @Freagarach @Angen1 point
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	Hey, merry Christmas everyone At 7pm tonight I've got a premiere of a 1v1 game featuring Borg that was very kindly donated. Alas, I don't think I'll be able to make it for the prem - I shall probably be indulging in a late Christmas dinner!1 point
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	I love a bit of gratuitous conflict on a Sunday morning 0AD 4v4 Insane Body Count!1 point
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	Empire is a great map! also very easy to make eco wrong, most people get confused. Nice vid.1 point
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	Hi I just saw that i could again try to contribute to the game so using the reference i made this does it fits you ? Regards, Stan1 point
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	Here are two variation of the model. The historical one and the other with just the height of the roof fixed. I don't really know what to do with the back part on the last one, that's why its flat.1 point
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	From here that looks that they are too big. Maybe Adding the elephant model to you workspace would help you1 point
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	IMO the main thing to fix is the unit lag. If you get rid of that, players will come. Because even if its still in alpha this game is more playable than a lot of finished games. Adding stuff will be good when the base will be fixed. Now what would be nice would be a resolution changer, because i don't think the minimum specs are this low anymore. So at least that would make it playable for old machines. If it is not in the menu an ini file would be great. Something that could be good to is to update the art thread which displays all the task needed. I have some 2d artists friends that could help if i could tell them exactly what to do. Moreover i think each faction should have its thread or at least its subforum. I don't know what you need in terms of programming. I know how to do C and some C++ but i don't see many methods to calculate square roots except the dicotomia method, which a slow loop or a big switch, in which you could also have a possibility of calculation if the value doesn't exist.1 point
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	Thank you Anything else ? EDIT : Updated with swords also Improved the cask texture.1 point
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	The textures are not hard to fix. Just have to play around with the UV's I made this, using the reference.1 point
 
