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Showing content with the highest reputation on 2022-02-07 in all areas

  1. Dear 0ad players, as I still consider me as "young" and thus as "moody", I feel coerced to bond to existentialism what gives me as my maths test went horribly wrong today the will to publish a new map of mine. Being satisfied with this decision, I'm happy to present you the scenario Metropolis (which I started to create in July 2021) Metropolis, as the name says, features multiple fictitious miniature polises in an savannian, mountainous steppe filled with trees, bushes, palms and grass. Alongside rivers and wide beaches you can find quarries all over the map; the variety of animals include elepahnts, giraffes, gazelles, lions and wildbeests. The map is mainly aimed to singleplayer demoniacs (as I am, obviously :D). To defeat the enemies you have to use a wide range of tactics and knowledge of the map itself (or rather its terrain) coming with differnt levels of difficulty. For example, playing the Mauryas or the Athenians is harder as doing it with the Persians. Worth mentioning, the map does neiter pays attention to historical accuracy based on my plan to just build a simple sort of mythic sandbox nor fair starting conditions between each player as some of them even shall trouble more than others Player 1: Persians - starting with a huge and well defendable city, many troops and lots of resources at the start, this player does not only control all mayor transit areas but also is able to erade smaller civs at once Player 2: Romans: providing a little city on their own island, they rather lack of land than of resources Player 3: Ptolemies: being privileged to have a small starting city, the difficult terrain and uncomfortable position does not depict a threat too huge for the Persians Player 4: Macedonias (team 1) - bringing a moderate starting city with them and being bond via a quarry with the Athenians, they don't lack of resources, but heavily of land to build and grow crops on Player 5: Athenians (team 1) -bringing a moderate starting city with them and being bond via a quarry with the Macedonians, they as well lack of land and not that much resources Player 6: Mauryas (team 2) - being exposed to enemy charges, they don't bring any advatages with them (besides 10 maidens) Player 7: Mauryas (team 2) - being exposed to enemy charges, they also don't bring any advatages with them (besides 10 maidens) Player 8: Carthaginias: firstly looking quite impressive and strong with their starting city, they barely stand charges of the Persians, though they have moderately enough resources and troops To be honest, I'm not as satisfied as with my first map The Legend of Avilava, but I thought if I would like to fix some issues I'll just do it - loading up that next small versions into this post. Nevertheless, I consider it as a properly done map you're able to play on. (Still I gotta tell you I like the 0ad models - you're really able to build authenticly! ) Last but not least, I tell you straightforward that Metropolis comes with it's lags, yep. The map is very huge and as The Legend of Avilava has shown maybe does not work on every elder laptop or PC (not to mention MacBooks). Well, as my existentialism brought me to this point, I think I shall show you some screenshots to get a better understanding of the map. The players 1 - 8: Well, followed by some different insights: Hope you can download the map. Wish you a nice day guys! Metropolis 49.pmpMetropolis 49.xml
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  2. Hi All! I'm relatively new to the project and just started to get familiar with the code. It's a great way to keep in shape. I just have one curiosity: I see in the code in several places this COMPILER_FENCE macro that uses the deprecated intrinsic function "ReadWriteBarrier". According to MS Docs: The _ReadBarrier, _WriteBarrier, and _ReadWriteBarrier compiler intrinsics and the MemoryBarrier macro are all deprecated and should not be used. For inter-thread communication, use mechanisms such as atomic_thread_fence and std::atomic<T>, which are defined in the C++ Standard Library. For hardware access, use the /volatile:iso compiler option together with the volatile keyword. Do you guys see any risk in continuing to use this? It's used quite often in the code, and it's a quite sensitive matter I recon (memory and compiler optimization). Thanks, Alex
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  3. cd ~/.local/share/0ad/mods git clone https://mod_url Enable, save and restart inside game ( To update mod cd ~/.local/share/0ad/mods/somemod git pull ) Edit 2: git clone --depth 1 https://mod_url downloads only the head, in case mod history is huge
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  4. Hey @deleualex Welcome to the forums, and thanks for your interest in 0 A.D. programming! We carry a lot of old code in the engine, and this is no exception. It would be nice to replace them, there is quite a few things to thread or that should make use of the threadpool. So if you want to make a patch go ahead Feel free to get in touch with @wraitii and @vladislavbelov as they have more knowledge
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  5. yes, but its not enourmous. Range is actually pretty powerful when ranged units are able to use their range over other units (ie instead of closest unit). For example adding 10 merc archers to a skirm/pike army for the purpose of sniping enemy skirmishers one by one.
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  6. @Yavin another thing you could do if you want to, is embellishing some of the maps in the Macedonia campaign, which is going to be included in the next versions of the game. The creator asked for some help on that side, for the city of Thebes, and it seems you are the best man here. What do you think?
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  7. Thank you. ________ They don't have to be hard counters like in Delenda Est. But if each unit has a role.
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  8. If you play on Linux or macOS it's 64bits. There has been an experimental 64bits build and it yielded no performance improvement. But yeah there will be at some point.
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  9. Vindolanda boots. This is a reconstruction of a pair of Roman boots from Vindolanda, Chesterholm, North England from the 3rdto 4thcentury AD. They were mainly worn by the auxiliae. This pair of boots is also suitable for re-enacting early Germanic people. This boot, c. A.D. 100, is another item found at the Vindolanda dig site. In armies throughout the ages, the marching boot has been a prized possession. Weapons will only be needed in times of war, but the boot is needed every single day. Command sends the soldier into awful terrain on a regular basis, for long periods of time, often to cover very large distances. Earlier legionaries wore the caligae, open sandal-like boots that had thick soles held together with hobnails. From the late 1st century onwards the army began to equip itself with calcei, an enclosed boot more often used by civilian workers. This transition may reflect the fact that more recruits were coming from the northern frontiers, where enclosed boots are of great benefit, or it might reflect changes in the supply system, with legions turning to civilian sources for their footwear. Whatever the reason, calcei were ubiquitous in the British provinces. At Vindolanda the wet conditions have preserved many examples of Roman footwear, civilian and military, adult and child. A great proportion (of all types) have hobnails hammered into the soles, a technique which binds the thick soles strongly together, which reduces wear and tear, and which gives an excellent grip akin to wearing modern football boots! Each calcei was made up of three major parts, an insole and an outer sole as well as one large upper. The flexible leather upper was curved around and then whip-stitched to the insole. After this, the outer sole was placed onto the bottom of the boot and hobnails were then hammered into the outer sole and bent over to bind the three pieces of leather together. Individual calcei have been found that are held together with more than a hundred hobnails! The upper part of each boot is brought together and stitched up the front and again up the heel. There are other stages, too, such as building up a heel with extra layers of leather between the soles (no Roman boot has an exterior heel), and inserting internal toe and heel strengtheners. Wearing Roman marching boots day after day in rough terrain made the author aware of problems. Hobnails can come out, a situation which often occurs when negotiating rocks and boulders. Waterlogged leather is weak. When wet boots are caked in mud the extra weight on the bottom of the boot can create tears in the leather upper. Less of a problem when travelling across country is the effect that hobnailed boots have on smooth paved surfaces. The Roman marching boot is lethal on smooth surfaces, slipping easily and landing the over-burdened legionary on his back! This might seem amusing, but history suggests that more than one Roman foot-soldier has been killed by his boots. The Jewish chronicler Josephus, writing about the Roman siege of Jerusalem in AD 70, recounted the death of a centurion called Julianus who had seen his soldiers putting up a poor defence, and who had sprung forward to charge into the mass of Jewish rebels single-handed. He killed many and chased the rest to a corner of the inner court of the Temple. There was a reason that Roman roads were surfaced with gravel and not flagstones, for: "he was wearing the ordinary military boots studded with masses of sharp nails, and as he ran across the pavement he slipped and fell flat on his back, his armour clanging so loudly that the runaways turned to look." His men were too terrified to go to the rescue, and so: "the Jews crowded round him and aimed blows from all directions with their spears and swords ... Even then as he lay he stabbed many with his sword;...but at last, when all his limbs were slashed and no one dared come to his aid, he ceased to struggle." https://romanrecruit.weebly.com/boots.html
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  10. cd ~/.local && git clone https://github.com/phacility/arcanist.git && alias arc='~/.local/arcanist/bin/arc' && cd $OLDPWD
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  11. Some people have the role of balancing advisor. It is not obvious if they constitute a bunch of individuals or a team. If they are a team, they are at least a little disorganized. I would suggest that for the next alpha development cycle, the balancing team appoints a scrum master type. This person keeps a list of topics in the balancing team and tags the topics as "Must have", "Should have", "might have" and "controversial". Before topics get discussed, they need a tag. The scrum master would get the final say about what tag a feature gets, how a feature is phrased and whether two topic are the same or separate. Features should be phrased such that balancing team members have the freedom to design their own solution around these topics. (e.g: If "nerf sword merc cav" has the must have tag. A specific balancing team member thinks they are fine, then still some action is required. It does not specifiy how much action is required, so a minor action is enough. So a solution could be just to make units 20% slower to promote meaning merc cav get elite slower.) Also we need to know what the contributions of each balancing advisor can bring. They could be divided in 5 groups (or more) 1. Code masters. Those who can understand the limits of the engine and how differentials for all things in the engine are made. 2. Differential Creators: Those who can make differentials where a few lines of code are changed. 3. Balancing team modders: Those who can make mods such that features can be tested for balance testing. 4. Advisors: Those who don't know how to make mods or differentials. They are supposed to both give feedback and as well help anything to get anything with the "should have" and "must have" tag tested. Also they should try to encourage players from the lobby to try/adapt changes. 5. People who have no role in the balancing team. They might not be even needed. The balancing team should aim to address all "must have" topics for the next alpha. Then the scrum master would be responsible that an effort is made for those topics. The Scrum master should then probably also try to find someone that works on each should have topic. Depending on how many people there are in group 1 and 2, it should be judged which topics are "must have" and "should have".
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  12. Ey! Dreamliner quit a rated game without resign. Thanks!commands.txtmetadata.json
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  13. I would say a siege team bonus sounds good.
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  14. Likewise, it serves to explain the soft counters.
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