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Showing content with the highest reputation on 2021-09-15 in all areas
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3 points
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@chrstgtr@BreakfastBurrito_007@Player of 0AD@Gurken Khan@sarcoma@Ceres@bb_@Yekaterina Guys, 0ad already has a DDOS countermeasure and it works well. Use password-protected games. DO NOT HOST GAMES WITHOUT A PASSWORD. I REPEAT, DO NOT HOST GAMES WITHOUT A PASSWORD. Having a password prevents your IP to be shared with the lobby. Put the game password in the game name. It makes it more difficult for whoever does the DDOS stupidity. (and, if you know how, it can help narrow down the person as @bb_ pointed out) ALSO, CHANGE YOUR IP ADDRESSES weekly if you cannot do it daily. https://trac.wildfiregames.com/ticket/6136 Also, it's likely multiple randoms doing this. I do not believe it is one individual. This is not something that can be moderated and/or stopped easily. However, it's getting to the point where features in 0ad alpha are being implement that make DDOS more difficult to perform and the culprits can be narrowed down (Narrowed down by name and not by what IPs are DDOSing you). I have one instance of this, going back 2-3 months, where I changed my IP and hosted 2 games. The 2nd game was DDOSed. I do not believe I have the replays but have the mainlog and extracted names from the mainlog (made a simple python script to do it). Also, I have 1-2 instances of it happening after 3-6 games but I kept the mainlog for all games and have all names that joined. Basically, before each day I changed my IP address. I would only host games. I would not join any games. For each game I hosted that day I saved the mainlog file (and/or wouldn't restart client to continue adding to mainlog file). When DDOS would happen, only on my host, I'd stop and save the mainlog file. Then I'd change my IP address. Repeat and only host. If DDOS happened on a player joining my game I'd either rehost (usually w/o that player since their IP is compromised and they likely don't know how to change their IP address), if player couldn't rejoin, (while saving mainlog) and wait till I get hit. Below are the files, with date of game + my host IP address for those games. DDOSER here zip file is the one with 2 games. see HERE [Note: files uploading]). The person I was collaborating with is @aixo and he narrowed it down to people but to me it seemed like its randoms and multiple people doing it. This is because before A25 I had a notepad where I'd write names of people who joined games. However, you could get IP from lobby so it was pointless. @bb_ @Angen @wraitii Could it be possible, for administrative purposes, for the clients to send this data (stripped down and/or narrowed down) automatically to the 0ad server? This information, before being sent, could have private information hashed/removed by client. Based on "interactions" and "changed IP addresses" rank each player on probability of being a DDOSer. It could be used to map and narrow down the people who do this. Players then could "limit observers to clean players" or something along those lines.3 points
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@Trinketos and I launched the American Ancient Empires https://www.moddb.com/mods/pre-colonial-mod mod a few days ago in the MODB. It's already playable for Alpha 25, lacking a bit of polish, but nothing to avoid the fun, something that in my honest opinion is the goal of a mod. I created a group for mods there too, whoever wants to contribute just ask me to accept it there. https://www.moddb.com/mods/pre-colonial-mod.3 points
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Macedonia 43 - The Gedrosian Desert (325 BC) Gedrosia is the Hellenized name of the part of coastal Balochistan that roughly corresponds to today's Makran. The region is mostly a desert, with few resources available. While Nearchus' navy sailed along the Persian coast, Alexnader too the path across the desert, where the marching conditions for his army were brutal, to say the least. It is not clear why Alexander chose such a treacherous path, some hypothesize that he was indirectly exacting revenge upon his troops for their refusal to follow him deeper into India. You are in charge of a small band of elite soldiers and your primary objectives are: 1) keep the army supplied with food; we lose food in fixed interval and if we ever approach 0, soldiers will start dying; and 2) keep the army safe while it crosses the desert; the soldiers are so weak, they will not be able to put up much of a fight if attacked; we must destroy the fortifications of some local Persian rebels, if they stay up for too long our army will be too vulnerable. Local traders may be of some assistance. We should immediately seek to make contact with monastery not too far from our starting point, as we'll need food and healers from them. We should also make sure the path towards the other side of the desert is clear of any immediate dangers. Our scouts report that a small band of mercenaries may be available for hire, they are residing in a tent camp in the desert. A trading village with an elephant stables may also be willing to sell us some elephants. Most of the locals up in the mountain will be hostile but we must seek them out as their food supply will surely come handy. One tribe is known for its large goat herds. Good luck! AI Settings: All AIs should be set to Sandbox Notes: 1. you must be constantly on the lookout for food. It is possible to store too much too quickly and some of it will go to waste. But it is probably better to have too much than too little. 2. If any of the Persian rebel fortifications remain standing after 1 hour of game time, you lose the game. 3. If more than 1200 army soldiers die (either due to starvation or enemies), you lose the game. Note that the number of units lost shown by the UI does not include starvation deaths. 4. Act quickly and save often!3 points
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There's code relevant to this. See: https://trac.wildfiregames.com/changeset/24728 https://trac.wildfiregames.com/ticket/3556 https://trac.wildfiregames.com/changeset/23374 https://trac.wildfiregames.com/ticket/1088 https://trac.wildfiregames.com/ticket/6136 The lobby used to publish the IP address of any user hosting a match. Since 24728 the power to decide who gets the IP address has been given to the host which allows it to keep the IP address as private as it likes it to be. The lobby doesn't publish any IP address. It ought to be that using a fresh IP address and keeping it private does completely or virtually eliminate the possibility of any sort of cyber attack in general. See also: @Dizaka @wraitii2 points
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perhaps it would be more logical to limit vision range in forest regions as seen in AOE4? 2:38 is where it shows the vision range behavior near forest. In this direction, wouldnt it be cool if a civ, hero, or unit had a vision range in forest perk? Imagine if naked fanatics could see farther in forests. an ambush could be set up by running into the forest, building an outpost for better vision, and waiting for the right moment to attack!2 points
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The first version released for the Garamantians in moddb here, for download. https://www.moddb.com/mods/garamantians/downloads/garamantians2 points
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Given the lobby changes to hide your IP from the lobby, we might be able to trisect which lobby user is malicious (and then act upon that). For the host who experiences a DDOS, please attach your mainlog.html to this thread (see https://trac.wildfiregames.com/wiki/GameDataPaths for where to find it). Make sure you to save the mainlog before you start 0ad again, since it will be overwritten. In that file all connection attempts are present, see the lines of the form XmppClient: Recieved request for connection data from {username} If one can change their IP address before the game, we have even more information (since the malicious user might store the IP to use later).2 points
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I always liked the idea of units "garrisoning" in a forest, to ambush the enemy.2 points
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Yeah https://www.moddb.com/mods/hyrule-conquest is a mod with a lot of fancy features: - Knockback - Stun - Amphibious units - Civ Specific UI - Batalions - Stealth And a few other features. Sadly we still haven't been able to port it to A24, and it's still not working for A25.2 points
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If you're not trading at all, any player that is will have a higher income. If the AI is bartering less, or won't go below certain thresholds, then it's more likely to have a better bartering rate than a player who blindly barters whatever amounts of whatever... If, for example, you need metal and can barter any other resource for it, it may be worth comparing the rates and/or switching the resource. Trade one batch of food and the rate will go down, switch to selling wood, the rate might be better...1 point
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Yeah, what @alre said. P1: first wood, then food (in a balance, so you can afford to build the necessary structures and units, research the gathering techs). P2: first I 'industrialize' wood & food, then go for stone (to get the gathering techs & p2 structures) and then metal.1 point
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in practice you were buying too much of the same resources. try to gather them instead. you can buy some resources if you have a more or less urgent need, but you need a balanced economy, and try to gather everything you need. be aware of what kind of resources you are going to need in each phase, and plan your economy accordingly.1 point
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You need two markets to trade; the further apart, the more profitable. Select one market, right-click on another market (or dock, own or allied) and produce traders to work the route. Prices for bartering change over the course of the game. The more one resource is sold, the less it is worth; likewise the more one resource is bought, the higher value it gains. Not trading one resource for a while will 'normalize' its prize (~82). Techs and civ bonuses also have an influence on the prizes.1 point
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To answer these questions: At the moment the ships can only do exactly what you see in the video and nothing else. It is just a hack that looks nice. With enough time and knowledge you can implement anything, but I made this just to start a discussion1 point
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Really fresh stuff. Congratulations. Now, I just have some questions. 1. Can the boats approach each other? Do they collide or just juxtapose each other as in the current ship movement? How does it works in bounded water bodies (like narrow rivers)? Can the ships go backwards in case that is required? That would bring more realism. 2. Have you tried to do this with medium and big ships? Do you think it would be possible to reduce (an small fraction) of their respective health points in case they just collide at high speed? Maybe that second thing would fit better with a 'fast' speed option for those ships. I encourage you to check the rest of missing features for the advanced ship movement in the 'gameplay feature status'. https://trac.wildfiregames.com/wiki/GameplayFeatureStatus https://trac.wildfiregames.com/ticket/9401 point
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Palisades should be neutral in ownership, anyone can build, repair or tear down. They are a barrier to all sides while standing1 point
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I don't like javelin cavalry being so effective against elephants, historically the elephants smell spooked horses. Pikes and archers/crossbow men should be the most effective, an elephant could not carry effective armour1 point
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1 point
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Mod is only available for A23b, we have a migration plan, but @SciGuy42 wanted to polish some things before changing version.1 point
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I didn't know that 0 A.D. has a dinner bell! How can I enable it? The kids always take so long to leave their match to come to dinner. A bell - besides the 2 alarm bells would be great indeed: "Come to dinner instantly - or lose the match".1 point
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@Yekaterina proposed a while ago using a whitelist for the lobby. While I'm not playing online matches, I found the idea interesting. Whether it could help versus these nasty DDOS attacks, I don't know, though.1 point
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Is that hard to do? Host loads in lobby the last replay, others join and get a copy of the state.1 point
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If I may add this: All your very helping hands were right from the beginning when I joined and still are so encouraging for me to dig deeper. I know that I belong to the very slow guys, but if I can add just a tiny bit and learn something (and I do), I am very happy and thankful. Cheers!1 point
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If anyone is still interested in this, I have made a playable map(as a skirmish map though) for Alpha 25 using demo map and information from a sketch by @Palaxin WesternMediterranean.zip1 point
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Total War, and every other game, also use elephants as anti-siege, though typically as gate breakers rather than smashing stone walls. Could they be shifted to that?1 point
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nice. that would be best, I think. possible. it should be well documented in any case.1 point
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If an unstarted constructionside gets destroyed, the player gets all the resources back. The more you build before you lose a constructionside, the more resources you lose. Id prefer it if the AI learns to go to the spot before placing the constructionside, that might be a better solution than making AI constructionsides invisible.1 point
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Some models based on the Cantabra War. Several references to the weapons and costumes used by the Lusitanians comes from coins commemorating the Augustus period referring to the Roman victory over the Cantabrians, and that despite the name "cantabra", took over an alliance between Galaicos from the mouth of the Minho to today's Cantabria. This is also because, according to Estrabon, all the cimbros (Lusitanians, Galaicos and Cantabrios) were dressed in the same way and used the same weapons.1 point
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I suggest that it is among the three heroes: Cauceno, Viriato and Sertorius. Caucene, because he did the feat of crossing the columns of Hercules, and attacking the Romans at their base in North Africa. What did denotes a certain naval mastery of Lusitanian. About it, says Apiano: Viriato for obvious reasons which I won't elaborate on. Especially, I think it would be interesting to add Sertorius as the third hero of the lusitanian faction. In spite of being of Roman origin. Sertório was certainly, after Viriato, the greatest "general" who led the lusitanian in a war as intense or more intense than the one waged by Viriato. There was a moment when the Romans mobilized 130 thousand men against the Portuguese of Sertorius. This also implies an increase in the gameplay of the Lusitanian faction. This is because, with Sertorius, it is mentioned by Plutarch that Sertorius' troops created a naval flotilla, siege weapons and other weapons, previously only used by the Romans. In other words, the Lusitanian faction could have available weapons already available in the Roman faction. Finally, I think, that Roman weapons could be made available to the Lusitanians in the third and last phase of development.1 point
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Macedonia 42 - Nearchus' Journey: The Fisheaters (325 BC) Nearchus' navy continues to sail West along the Persian coast, occasionally making a landing to secure supplies. On one such occasion, the Macedonians encountered a local tribe, which they described as the Fisheaters (the ancient Greeks often called people by the food they ate). While Nearchus explores to local waterways, one of his generals, Onesicritus, has established a beach head prepared to take on the Fisheaters. Our scouts report that most of the Fisheaters reside in the mountains north of the coast. A small fishing village is located to the West while a goat-herding village lies to the East. Your mission is to subjugate the Fisheaters as to acquire access to local game and fish, as well as their resources. The Fisheaters are primitive people, living in houses made of straw. Nevertheless, they clearly have access to iron-made weaponry. Our biggest hurdle is our lack of siege weapons or materials to construct them. Your officers suggest that we seek the Fisheaters' workshop -- should we capture or destroy it, we may be able to construct a few rams to make our job easier. Objectives: Destroy the three Fisheaters fortresses to subjugate the tribe. Do not lose more than 15 champion soldiers (we are very short on troops!)1 point
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Forgive me for asking but how different are the Lusitani from the Iberians, gameplay wise?(page 4 onward) While these have acess to mercenaries, the roster seems unchaged in function. The builds sure have a distinct look to them and the Trade post from Carthage is a nice touch. The faction bonuses are bit bloated no? Fortifications and essencially spartan women? Plus the temple aura that both heals your troops and damages the enemy, not to mention the ability to train CS from houses. If I am not mistaken these even have the same unique armory tech that the Iberians have. Despite all this I do have to say that our spaniard put alot of love and work in to this! Great job with the models, really.1 point
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Download their mods and steal the workaround part. Been there done that1 point
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Norse Nidhogg Ability: Knockback enemy units periodically Aura: (Intimidating) reduces enemy health by -4% (does not stack) Hildisvíni (battle boar) Ability: (Charge) Rams into enemy units knocking them back Draugr Aura: (Life Drain) reduces enemy health by 3% (does not stack) Elves Aura: (Disease) reduce enemy health by 2% (does not stack) Valkrie Ability: (Divine healing) can slowly heal allies 0.5 sec Fire giant Ability: (Flaming Body) cause enemies around it to take damage from it's fiery body Knock back enemies. Troll Aura: (Iron skin) reduce ranged enemy damage by -2% Knockback enemies Ability: (Fear) reduce enemy armor by 1 (does not stack) Fenrir (wolf) Aura: (savage beast) reduce enemy attack by 2% (does not stack) Ability: (fearsome howl) stuns some enemies for 20 seconds (heroes and myth units are immune to this) Einherjar Abililty: (Ressurection) This unit ressurects once upon death. Aura: (Terrifying) reduce enemy attack by 2% (does not stack) Frost Giant Ability: (Freeze) freezes some enemy units, instantly killing weaker soldiers (myth units and heroes are immune) Knockback enemies. Kraken Ability: Knockback enemy land units upon attack (Ram) Rams into enemy ships, sinking weak ships automatically. Aura: (Sea Monster) reduce enemy ship damage by 4% (does not stack) Giant Ability: Knockback units (large Myth units and heroes are immune to this)(Devourer) This unit can consume a unit to regain some health. Aura: (Man eater) reduce enemy health by 3% Hrungnir (giant) (titan) Ability: Knockback mutiple units, instant killing some of them (heroes and myth units are immune to this) Aura: (Destroyer of Cities) reduce enemy building HP by 5% (does not stack) Norse heroes Starkad Ability: Knockback enemy units (excluding other heroes or large Myth units) Aura: (Monster Slayer) reduces Myth units attack by 10% Sigurd Ability: (raging hero) Damage all units around him (cooldown time 40 seconds) (Invisible cloak) This unit can turn invisible for 20 seconds (40 second cooldown time) Aura: (Bravery) gives ally unit +10% to armor Bödvar Bjarki Ability: (Weak spot) instantly kill a myth unit (cooldown time 40 seconds) Aura: (Inspired) Allied units will gain +10% health1 point
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@Thorfinn the Shallow Minded Greeks Major Gods: Poseidon Myth unit: trojan cetus (100 glory 200 food)(3 pop) Minotaur (75 glory and 150 food) (2 pop) Global Power (tech) increased fishing +10% or +10% armor and +5% damage for all combat ships (King of the oceans) (Fish Harvest) (100 glory) Hero: Hercules (50 glory) (club) Zeus Myth unit: Cyclops (75 glory 250 food) (2 pop) Global power (tech): increased armor for combat units +10% or increased damage +10% and armor for heroes +10% (Endurance)(Powerful blow) (100 glory) Hero: Jason (50 glory) (sword and shield) Hades Myth unit: cerberus (75 glory 150 food) (2 pop) Global power (tech): increased health for combat units +10% or increased mining rate +10% (Strength Training)(slave labor) (100 glory) Hero: Perseus (50 glory)(short sword) Minor Gods: Athena Myth unit: medusa (50 glory 125 iron)(2 pop) Global power (tech) : hoplite have faster attack speed +5% and slightly more health +10% (Goddess of war)(50 glory) Artemis Myth unit: Caledonian Boar (75 glory 150 food)(2 pop) Global power (tech): increased ranged unit damage +5% (Master Archer)(50 glory) Demeter Myth unit: Dryad (65 glory 125 wood)(2 pop) Global power (tech): increased farming rate +5% (Harvest of the gods)(50 glory) Dionysus Myth Unit: Satyr (65 glory, 125 food)(2 pop) Global power (tech): increased trade income +5% (Wine Fit for a God)(50 glory) Hera Myth unit: Nemean Lion (100 glory, 200 food)(3 pop) Global power (tech): increased armor for cavalry +10% (Queen of Olympus)(50 glory) Ares Myth unit: Centaur (65 glory 125 food)(2 pop) Global power (tech): increased attack rate +5% and movement speed for cavalry units +10% (March to War)(50 glory) Aphrodite Myth unit: Pegasus (65 glory 125 food)(2 pop) Global power (tech): increased health +10% and slight movement speed increase for villagers +5% (Love Festival)(50 glory) Hephaestus Myth unit: Colossus (100 glory, 200 stone) (4 pop) Global power (tech): increased health for towers +10% but reduced attack rate -10% (Powerful builder)(50 glory) Apollo Myth unit: Hydra (100 glory 200 food) (3 pop) Global power (tech): increased movement speed for all infantry +10% (Speed of a God) (50 glory) Titan: Polyphemus (giant cyclops) (400 glory, 500 food, 500 wood, 500 iron and 500 stone.) (20 pop) Greeks God order: Poseidon, Artemis or Athena, Ares or Demeter, Hephaestus or Apollo. Zeus, Athena or Dionysus, Aphrodite or Ares, Hera or Hephaestus. Hades, Aphrodite or Dionysus , Ares or Artemis, Apollo or Hera. Norse Odin Myth unit: Nidhogg (100 glory 200 food)(3 pop) Global power (tech): Increased health for calvary units +10% or increased glory rate +10% (Mighty warriors)(Sovereign of Asgard) (100 glory) Hero: Bödvar Bjarki (50 glory) (big axe 2 handed) Thor Myth unit: Hildisvíni (battle boar) (75 glory 150 food)(2 pop) Global power (tech): increased resource gather rate +5% or armor increase +10% for all units and damage increase for heroes +10% (Mighty Gatherers) (Master Smith) (100 glory) Hero: Sigurd (50 glory) (long sword) Loki Myth unit: Draugr (75 glory 150 food) (2 pop) Global power (tech): faster movement speed for all cavalry +10% or faster movement speed for trade caravans +10% (Forced march)(Speedy traders)(100 glory) Hero: Starkad (50 glory) (axe and shield) Minor Gods: Baldur Myth unit: Elves (65 glory 120 wood)(2 pop) Global power (tech): +5% armor increase for all units (Stout Defense) (50 glory) Freya Myth unit: Valkyries (75 glory 150 food)(2 pop) Global power (tech): increased health for melee units +5% (Love of the Goddess)(50 glory) Frigg Myth unit: Fire giant (100 glory 200 iron)(3 pop) Global power (tech): increased line of sight for all buildings +10% and attack range for towers +10%(Foreknowledge of the Goddess)(50 glory) Ullr Myth unit: Troll (75 glory 150 stone)(2 pop) Global power (tech): increased damage for all ranged units +5% (50 glory)(Divine Archery) Tyr Myth unit: Fenrir (wolf) (50 glory 125 food)(2 pop) Global power (tech) : increased armor for melee units +5% and slight damage increase +5% (God of War)(50 glory) Heimdallr Myth unit: Einherjar (75 glory 150 iron)(2 pop) Global power (tech) : increased damage for towers +10%, but reduced armor -10% (The Watchman)(50 glory) Forseti Myth unit: Frost giant (100 glory 200 food)(3 pop) Global power (tech) : increased armor for all walls +10% (Defense is better than Offense)(50 glory) Njord Myth unit: Kraken (100 glory 200 food)(3 pop) Global power (tech) : increased health for combat ships +10% (God of the Sea)(50 glory) Vidar Myth unit : Giant (100 glory 200 food) (4 pop) Global power (tech) : (increased health for melee units) +5% (Strength of a God) (50 glory) Titan: Hrungnir (giant) (400 glory 500 food, 500 wood, 500 iron and 500 stone.)(20 pop) Odin, Baldur or Freya, Tyr or Ullr, Frigg or Njord Thor, Baldur or Tyr, Njord or Heimdallr, Vidar or Forseti Loki, Tyr or Ullr, Freya or Heimdallr, Frigg or Vidar1 point
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Yea, it is getting pretty consistent. It's like they know when we are having a good time.0 points