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Showing content with the highest reputation on 2021-10-13 in all areas

  1. I do actually like how DE treats the Kushites with their pyramids. It is very unique and makes them feel fresh and fun compared to other factions.
    5 points
  2. Hey all, mostly out of curiosity I tried to simulate a few different scenarios to find out what parts of the code contribute the most to the lag and should be considered first for future optimizations. All this was tested with svn rev 25963 and about 500 to 600 units for each test. TLDR: Most of the things I tested worked better than I thought, but the main problem on my system seems to be unit death (and potentially overkill) and range queries of attacks and especially of missed projectiles. Also: the current AI implementation: See https://code.wildfiregames.com/D3769 _____________________________________________________________________________________________ 1st test: long range pathfinding with one type of unit result for me: not that bad actually very little lag 1/10 one_type.mp4 ---------------------------------------------------- 2nd test: long range pathfinding with multiple unit types (graphic influence) result for me: also good, very little lag 1/10 multiple_types.mp4 ---------------------------------------------------- test 3: melee combat with 600 units | result for me: noticeable lag 7/10 melee.mp4 ---------------------------------------------------- test 4: ranged combat with 600 units result for me: without having a good measurement I would say the most lag so far 10/10 ranged.mp4 ---------------------------------------------------- test 5: ranged combat with 600 units but emphasis on the projectile calculation result for me: nearly no lag 1/10 shooting.mp4 ---------------------------------------------------- test 6: ranged combat with 600 units but emphasis on the overkill factor result for me: huge lag 10/10 overkill.mp4 ---------------------------------------------------- test 7: gathering & short pathfinding result for me: nearly no lag 1/10 gather.mp4 ---------------------------------------------------- test 8: BuildingAI result for me: nothing 0/10 building.mp4 To gather all the information of this thread in one place: see explanation by @wraitii to why this may be:
    4 points
  3. I created a fork of the Balanced Maps mod by @badosucalled Balanced Maps 2 Description: A collection of balanced maps that are especially designed for competitive play Releases The first version I released (v0.25.0999) I just tried to get *some* maps to work. Some maps are still not loading depending on the biome selected. Temperate seems ok. I've done very little testing myself so far. Open a ticket if you notice anything serious
    3 points
  4. Thanks a lot for posting this Dizaka. You rule! You're right that it's very simple. Are you distributing it under a free software license? Perhaps public domain, or GPLv2? For anyone who hasn't found the script yet, here are some instructions. First, download the most recent file at the link that Dizaka provided. The file is named "2021.03.21 (H 73.29.147.140) DDOSER HERE.zip" Within that archive you will find "0adextract.py". In order to use it you will need to have a Python interpreter installed. Most Linux computers have Python3 installed already or else available as a distro-supported package. If you're on Windows or Mac then you can download Python and install it. Then place "0adextract.py" in your 0 A.D. logs folder. This page explains where to find the logs folder. After each game of 0 A.D. that you host, shut down 0 A.D., double-click 0adextract.py, and then rename "mainlog_ips.txt" to "mainlog_ips_[date_and_time].txt". "[date_and_time]" means the date and time in international format. Examples: October 13, 2021 at 6:24 pm (18:24) UTC would be written as 2021-10-13_1824+0000 February 29, 2024 at 4:20 am (04:20) CEST would be written as 2024-02-29_0420+0200 Dizaka, if you apply a free software license to your script then guerringuerrin and I can make improvements, for example automatic renaming of the output file with the current date and time.
    2 points
  5. If u want to grow up the community u want some easy system for creating games. It could be a lobby like, auto matchmaking-like. But i think there's no way to keep growing community if the only way to play in peace is with a LAN-like system like that. Ofc, its still a solution in the meantime. @Dizaka TY, man. I appreciate. i'll check it out. Agree with @go2die, some private message would be helpfull to start massivly games with password. Ofc some "friends" entering your game, can share that password with someone else with bad intentions, join the game, gather your IP and do a ddos. So its still a very restricted mechanisms. In any case, private message in lobby would be a great implementation. @sarcoma I think its because there's no any solid proof so its better to keep some discretion even if someone could recognize the conversation and identify the pseudonimous. If we don't behave like this anyone could acuse someone, like hamdich did, undermine someone's reputation, without giving any proof. Ppl in general, I understand the frustration but i think its better to ignore this "bad player" unless he wants to share some possible solution for this with good intentions without irony. It's pretty obvious that a recently created account with so few posts and the way he talks is involved in this ddos crap or at least he is enjoying it for some reason. so we don't get anything. We're just filling up his ego. BUT, its true. we need at least IP's to be hidding. There's information that can be gathered very easy for many ppl and they don't have to be a dev pro to do it.
    2 points
  6. Yeah, rewriting all that seems like a huge project, so I get that part of the argument, but personally I don't think the modability factor should play a role here (and I like to make mods). The question is who wants to mod a game that is not functioning correctly? not doing optimization only because someday someone might want to change it seems to me like a bad tradeoff. If there are ways to optimize the javascript part that should of course be preferred, but if the only way to fix that would be to reduce some of the modability, then that is the sacrifice that has to be done (imo).
    2 points
  7. I updated the post What I would conclude from all that (no guarantee on correctness) is that the main reason for lag (at least for me) is the overkill factor. So the engine seems to dislike it if the health of a unit is so much reduced that it dies, but there are still other attacks incoming, which are now targeting an entity that is already dead. And this happens much more often when ranged units attack vs when melee units attack. All other parts, be it graphics, short and long range pathfinder ect, seem not too bad from these tests.
    2 points
  8. You probably can find it somewhere already. ,,A programmer's work is merely limited by their imagination.'' It just takes time. ^^ I guess it depends on whom you ask. If you ask me, it becomes more fun, if you would ask some random competative player they might argue otherwise.
    2 points
  9. The first pic looks like something in the British Islands or Northern Europe. Probably you will find this interesting; a Celtic burial mound: https://www.thevintagenews.com/2016/12/24/the-hochdorf-chieftains-grave-intact-and-richly-furnished-grave-of-an-early-celtic-chieftain/
    2 points
  10. Do note while she knows everything, she still is _very_ dumb. So not ticking that option makes it a tad fairer, I guess.
    2 points
  11. https://forums.ageofempires.com/t/sacred-sites/173977/4 I think that is the idea that I liked the most about the design of AoE IV. " you capture them and if you keep all of them long enough you win". In AoE IV mechanic clear, the developers have explicitly said that one victory condition they've experimented with is sacred site victory where a player must control all sacred sites to win. At various points in the fan event footage you can see control of the sacred sites listed as a victory condition, and here you can see that controlling all sacred sites starts a ~5 minute timer. Weirdly in that shot there's only one sacred site to control. In this footage from the most recent event you can see that there's 3 sacred sites in the middle of the map shown -- their icon is a circle with a cross in the middle. The minimap isn't fully explored so there could be more. Its plausible that they have some additional purpose beyond being a victory condition but we don't have any hints of that being the case. In 0 A.D. in our game they could be places of natural as well as cultural worship.
    1 point
  12. The only thing I mind about the omniscient AI is that it can throw down a foundation of a CC in a region where it never had a unit close to it.
    1 point
  13. Free as in anyone can do anything without restriction.
    1 point
  14. The problem is that attack.js is linked to so many components that you would have to freeze them too (eg, health resistance unitai and possibly others) rendering the game a lot less moddable not just a bit. I'm hoping there is a better alternative but mayber there isn't. What's slow when Units are dying are the onownership messages and another one. You can see it pretty clearly using profiler2. Making the messages faster might help a lot. Could even be threaded maybe.
    1 point
  15. As I was catching up on these posts, I was thinking that exact thing. Or maybe an upgrade to the barracks that adds a ring of training posts around it. Basically the whole idea for this is just visibility for the training mechanic. It wouldn't really rely new anims, just attack anims against a post.
    1 point
  16. One should replay the non-visual replays for consistent results, especially when one wants to investigate the pathfinder.
    1 point
  17. It could also be something small as bones and stuff hung in some trees (if discernable enough), could it? Or one larger tree that is special on its own; same for a larger rock/ monolith? Should these places have some capabilities like healing wounded units or increasing attack within a certain perimeter?
    1 point
  18. Yes it's pretty annoying.
    1 point
  19. It would be both complex and useless. Even if the AI does not have full vision, the functions she uses assume she has.
    1 point
  20. @andy5995y Maybe you would like to consider adding a brief description of what this mod does? (not technically but from the player's perspective) Thanks for keeping up the great work! PS and OT: Inserting text after @<username> seems to be problematic in the mobile (Android) browser on this forum. Text gets eaten by the editor, and then I cannot delete the remaining letter ("y" in this case). Is there a known solution for this? @Stan`
    1 point
  21. @guerringuerrin see link below. Script is inside one of the dloads. It's a really basic one that can be improved substantially (e.g., can be double clicked through a shortcut and will automatically create (1) copy of mainlog with current date, time in filename and (2) a separate file that includes data of current script. Not a programmer so what I did is rudimentary that got the job done. https://drive.google.com/drive/folders/1swv1FsHzsW3xMnUuloiz6gDnbI9V-zOa?usp=sharing BTW, excessive data received on the 0ad port it looks like. I'd guess ddos/dos attack. When you find the troll house ping me.
    1 point
  22. "Funny" in a good way or "funny" in a bad way? Also, why only send one sentence in response to numerous paragraphs of text? Do you have specific constructive criticism? For example, what would be the consequence of all players applying rules to their games? Then the problematic players wouldn't have anywhere to go? *sniff* Think of the problematic players! Oh, the humanity! Thanks for bumping the thread, at least. That helps advertise the ideas.
    1 point
  23. That's what I thought. I'm well behind in any technical details of AI, but when looking at replays from the perspective of the AI, it can see the entire map the entirety of the time. That feature was some of why this came to mind in the first place: I noticed that the AI seemed to behave very differently depending on what I was doing, and then I watched the replay and noticed it could "see" me the entire game.
    1 point
  24. Like an attach building from StarCraft ?
    1 point
  25. In Delenda Est, the Kushite pyramids are used as Phase tech requirements. So, X number of Small Pyramids required to move to Phase II, and Y number of Large Pyramids required to move to Phase III. Perhaps a point for discussion? Once you build the required number of pyramids, then the Phase techs research instantly. As far as Kushite economics go, I would focus on Metal (Iron Smelting) and raising animals (Extensive Husbandry), for historically-based solutions. I personally wouldn't want their pyramids to have an econ aura, since they really didn't represent anything economic. I feel like they're a religious or social thing, so made sense to me they'd bring about the advancement of your settlement. Just some thoughts.
    1 point
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