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Showing content with the highest reputation on 2022-05-13 in all areas
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Hello everyone! I hereby present a 0 A.D. mod aimed at evaluating the rating of players. Official mod page on GitLab here. Introduction Before diving into the description, let me introduce the problem this mod aims to solve. In 0 A.D., the ELO system is used to rank players in the lobby. This is good; but is it representative of the players' skills? As you know, the rating system in 0 A.D. only takes into account 1v1 rated games. Team games do not contribute to the ELO score of a player, as well as 1v1 unrated games. Also, the scoring system only takes into account the outcome of a game (victory/defeat) and not the "performance" during the game. Can we do better? This mod uses statistics. It extracts data from all the replays of games you (the mod user) have played. So, if you have played 20 games (1v1s, team games, other..) with a player in the lobby whose name is (for example) strangeJokes, the mod will assign a rating to strangeJokes based on the 20 games you've played with them. The rating system The functioning of the rating system is described in detail here, but in short what it does is: it considers the average performance of the player during the entire game (and not only at game's end). the rating assigned to a player is a percentage: for example, a player with a rating of 5.00 performs a 5% better than other players on average, while a player with a rating of -5.00 performs a 5% worse than other players on average. you can customize the rating system by giving more importance to military, economy, exploration or other factors to the aim of calculating ratings. Keep in mind that this mod is based on statistics; data are taken from your (the mod user) replays. Statistics might not be fully representative of reality; therefore, a player's rating could be inaccurate, especially if you have played few games with that player. The more you play with a player, the more accurate the rating of that player is. Installation ‣Recommended: LocalRatings can be downloaded from the game menu: Settings > Mod Selection > Download Mods. ‣Alternatively: Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Latest version announcement Explanatory pictures Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!6 points
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Hello 0 A.D. friends! Many times I find myself in the situation of having many units under production from several buildings and I want to clear ALL the production queues simultaneously. This can happen for many reasons: maybe I want to get back some resources that had been allocated to units production; or maybe I suddenly need to change type of units being produced if I see that the game steers from the direction I expect. As far as I know (correct me if I'm wrong), there is no explicit hotkey that allows to clear all production queues simultaneously. It is also very annoying to clear production queues by clicking on icons one by one, especially when you have many buildings producing or many units being produced. So, I made a mod for this. The ResetQueue mod (official repository at this page) allows to bind a hotkey for clearing production queues of selected buildings. The default hotkeys can be changed from the Settings > Hotkeys menu. I find this feature very useful and I often use it in game. I hope this feature will be present in a future version of the game. What do you think? Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!3 points
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I am really a fan of this game in that this program is spectacular. Nevertheless, while playing the faction Han Chinese, despite the fact that overall it is great, I noticed some flaws, about which the texts on the buildings, such as the civic center and etc., do not match their historical and cultural context. To be specific, the Chinese characters on the plaque of the civic center are traditional Chinese characters of ‘殿寶雄大’ ( they are written in ancient Chinese language different from Mandarin Chinese,ancient Chinese language were written from right to left or downwards). These characters on the plaque, which are related to buddism, can be seen on ancient Chinese temple (Since I come from China, I have seen them with my own eyes on a temple). Yet, in the game, they were inscribed on a civic center, which do not match the reality. It looked a little bit not harmonious when I looked closely. Moreover, I also noticed that these identical characters'‘殿寶雄大’ are also on the plaque of the building infantry barrack. In Mandarin, 大雄宝殿 means the Great Treasure Hall. Really looking forward for the Alpha26 version of the game!3 points
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To continue this guide, I would like to offer some of my insights on how to fight effectively and I believe that videos are the most efficient way to convey this. First of all, a basic guide to using formations and attack move (ctrl + right click) https://www.youtube.com/watch?v=KArfG2a_mMY Secondly, although controversial, dancing will save you in desperate situations. Here are 3 dance moves (more are coming, stay tuned): Ranged cavalry dance: https://www.youtube.com/watch?v=YX_bX-_pQsc Pikeman dance: https://www.youtube.com/watch?v=M2KXXgtW8Vo Hero dance: https://www.youtube.com/watch?v=x3FwGsE5PbM Finally, Yekaterina's large batch size build orders focus on pushing out the maximum number of units in early game. On the other hand, I have a build order using autotrain that will maximise your economy and catch up with her population at minute 11 (if done correctly). It also enables you to research technologies earlier and progress through the phases faster. I also think that autotrain is easier than her technique, especially for new players. https://www.youtube.com/watch?v=N86b1beBy6g&t=948s Smaller batch size negates the batch training bonus, however, workers begin their task much earlier than they would do in a batch train, so the total resources gathered will be greater. These additional resources can then be invested in technologies and more barracks for faster unit production. Another side bonus is improved rush defence: if you train in large batches and a group of cavalry raid you in the meantime, all of your units would be dead when your soldiers emerge from barracks. Whereas, if you use small batches, not only can you afford soldiers much earlier, but also have a decent number of them ready before the enemy cavalry arrive, which means you can put up a decent fight and scare the cavalry away.3 points
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Thanks for the games, @vinme! BTW, I organized and zipped your replays, so that anyone can just unpack it into the replay folder and go. 2022-05-04-vinme.zip2 points
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READ your error message! Attach the crashlog.txt and crashlog.dmp files. My standard guesses: 1. Your antivir doesn't allow 0AD to access the paths/files; 2. You're on a laptop which instead of the dedicated GPU uses the integrated GPU which can't handle the game. HTH2 points
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For me, it's simply the best game I have ever played (with Dungeon Siege a close second). Being a huge fan of AOE2, this blew me away. Tbh, I was a little disappointed with AOE3, so this filled the gap nicely. Great graphics, gameplay and all for free plus on Linux. Have been playing 0AD for a while now. Huge thank you to Wildfiregames, devs and all those involved with 0AD. Probably the best open source game on Linux.2 points
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1. Runs on Windows, Linux, BSD, MacOS - anyone can play it. 2. Open source, free, no pay to win 3. 2D - doesn't cause motion sickness; very comfortable to play with. 4. A game that combines intelligence, reaction time, control skills and interpersonal skills. 5. You can engage in a long conversation with real humans and I found that many players are like minded to me (STEM) 6. Amazing graphics (before you apply my mod) 7. Almost endless content, many different ways to play, a huge variety of maps and gamemodes. 8. If I find an imperfection, I can make a mod to fix it by myself, unlike other games that prevent you from enjoying it. 9. Very supportive forum2 points
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A Quick Introduction Hello Everyone! Since this is my first post on the 0AD forums, i would like to start with a quick introduction. I've come to know about 0AD quite recently and been playing it since May 2021 (single-player). I have played quite a few RTSs already (namely Age of Empires II, Age of Mythology, Warcraft 3 and StarCraft), but this was the first game that i ever saw a Batch Training mechanic and i love it! Fun aside though, i also started doing some tests to try and use this mechanic to it's fullest potential. In this regard, 0AD sets itself apart from those other games i mentioned because it is an Open Source Project so I could go through the code more easily to unearth the formulas, modifiers, etc in order to make my analyses. So without further ado, let's do some math! The Mechanic Unveiled First things first: How is Batch Training implemented? As far as resource costs and population growth is concerned, there are no changes, but training time (for each individual unit) is greatly reduced using the following formula: BatchTime = BaseTime * (#Units ^ Mod) Where: BaseTime = The time it takes to train a single unit #Units = The size of the group Mod = Modifier, a value that is intrinsic to the Building Type and determines the reduction in Training Time. List of Modifiers: Houses: 1.0 (meaning, Batch training in houses does not reduce training times) Corral, Market, Siege Workshop, Elephant Stable, Special Buildings: 0.7 Barrack, Stable, Fortress, Civic Centre, Carthage Embassies: 0.8 Let's illustrate this with an example: Unit: Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs #Units 1 by 1 - Time (s) Batched Time (s) 2 20 17.41 3 30 24.08 4 40 30.31 5 50 36.24 So, as seen in the exemple above, Batch Training reduces the training time of units considerably and, on the surface, it appears to be always better to Batch train instead of training 1by1. However there is a tradeoff. You'll only have said units at the end of the entire Training period (which is longer than the time to train a single unit). What this means is that 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. This is a point to consider, specially in the early game, where we want to gather resources as fast as possible to build up our economy and our army. If we call the amount of time a unit is out on the map ActiveTime (as in it can perform actions such as move, gather, fight, etc), we can say that the method that gives us more ActiveTime overall will be better. Analysis Let's use our Spartan Hoplite to understand this problem. Spartan Hoplite – From Civic Center (Mod: 0.8) BaseTime = 10 secs Let's say we train 2 units using both methods: From our table we gather that 1by1 will produce a unit after 10 secs and another after 10 more seconds, while batching will produce 2 units after 17.41 secs. This means that both methods don't generate any ActiveTime in the first 10 seconds (since no units are out yet) and will start generating the same amount after 20 secs (when the second unit of 1by1 gets done). So what we can compare is the amount of ActiveTime generated after 10 secs but before 20, for both methods. Do note that each unit out on the map generates 1 sec of ActiveTime for each in-game second. This means that 2 units will generate 2 secs for each in-game second and so on. With that in mind we can do the calculations and reach the following table: #Units = 2 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 17.41 1 7.41 2 0 20 2 10 2 5.18 #Units = 3 Time Elapsed (s) 1 by 1 Batching #Units Produced ActiveTime(s) #Units Produced ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 24.08 2 18.16 3 0 30 3 30 3 17.76 #Units = 4 Time Elapsed (s) 1 by 1 Batching #Units Produced Total ActiveTime (s) #Units Produced Total ActiveTime(s) 0 0 0 0 0 10 1 0 0 0 20 2 10 0 0 30 3 30 0 0 30.31 3 30.93 4 0 40 4 60 4 38.76 As we can see, although batching reached the total amount of units faster than 1by1, that amount of Active time generated in the same period heavily favors 1by1. Now let's see if this trend continues and calculate the percentages to see by how much 1 by 1 is beating Batching. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 5.18 51.8 3 30 17.75 59.17 4 60 38.74 64.57 5 100 68.81 68.81 6 150 108.42 72.28 7 210 157.97 75.22 8 280 217.76 77.77 9 360 288.04 80.01 10 450 369.04 82.01 27 3510 3519.02 100.26 Interesting! As we increase the amount of units trained, Batching slowly catches up to 1 by1 and by the time we reach 27 units, Batching will match 1by1 in Total ActiveTime generated. We can also see that any number of units above 27, Batching will start becoming more and more efficient. Naturally, 27 units costs an unfeasible amount of resources and time (specially in the early game) so we can conclude that by our metric of ActiveTime 1by1 is by far more productive than any amount of batching we can get in the early game. Conscription In the City Phase (last phase) we get access to the Conscription technology (in the barracks and the Stable). This technology lowers the Batch Training modifiers by 10% (Mod = 0.8 to Mod: 0.7) and that is a huge change. Lets do the same calculation, but now with Mod = 0.7. # Units 1 by 1 Batching Percentage (%) Total ActiveTime (s) Total ActiveTime(s) 2 10 7.51 75.10 3 30 25.27 84.23 4 60 54.44 90.73 5 100 95.74 95.74 6 150 149.69 99.79 7 210 216.68 103.18 This means that in the late game (after researching Conscription), given enough resources, any Batch amount > 6 will be more efficient than training 1by1. That is also valid for all the buildings that naturally have Mod = 0.7. Discussion So, the main question that arises from this analysis is: Is the Batch mechanic useless in the early game? My answer is NO and here is my reasoning. THE GOOD: - Batching is great for early game rushes and timing attacks: since we'll be able to pump units much faster that by building 1by1 and we can't afford to build multiple barracks or stables in the early game. - Batching is great for dumping excess resources: Stockpiling resources isn't advisable, since resources don't produce anything while sitting in the bank. Unfortunately it happens sometimes, so if we find yourselves with excess Food, we can just build a Stable and Batch train some horses to explore the map and harass our opponent. - Batching gives options instead on limiting them: If Batching was universally better than 1by1 then there would be no point in having having a choice. By having it's drawbacks, Batching gives more variety to the game by enabling certain strategies. THE BAD: - Batching is less flexible than 1by1: By Batching, we sink a lot of resources and have to wait a considerable amount of time for them to bear fruits. This means that if we need to cancel some of our productions in other to gather resources to build an upgrade or advance phases, the amount of time lost training that group can be great. - Batching eats a lot of population: Population is also a resource. So if we want to Batch train a large group we need to have space available. Also, we'll need to quickly build houses to open more space to not get capped and keep producing out of our other buildings. THE UGLY: - Batching is eclipsed by 1by1 for economy: Since much of our goals in the early game is to boost our economy as fast as possible (and we do that by maximizing ActiveTime), batching does the exact opposite of what it's expected of it. And now in A25, the introduction of the Autoqueue mechanic basically kills batching even more for early game economy. Closing Remarks Well, that's basically all i had to say about the subject. I hope this post wasn't too boring and you were able to enjoy it. I would also like to read your opinions and comments on the matter. If you agreed or disagree with this analysis and why? Any concerns or constructive criticisms are always welcome. See you on the forums and have fun! ===================================//================================== TL;DR (just in case) Which is more efficient in the early game: training in batches or training units 1by1? Well, 1by1 will give you readily available units sooner, but in smaller quantities, while Batching will give you readily available units later, but in larger quantities. By comparing the Total ActiveTime (the amount of time a unit is on the map, ready to move, gather, fight, etc) in both approaches, we get: - From the Barracks, Stable or Civic Center: 1by1 is more efficient if the batch size is smaller than 27. Since batches of 27 are basically impossible in the early game, for economy purposes, 1by1 if far better than any amount of batching. -Batching is better than 1by1 in strategies involving rushes or timing attacks. ==================================================================== EDIT 1: So, considering what @Jofursloft and @Freagarach have said in the their posts, i redid the calculations for batching and 1by1 considering more productions cycles and the ProgressTimeout delay that autoqueue gives. To avoid making this post bigger than it already is, i placed the the calculations and the result tables in the attached pdf. In general, smaller batches (2 to 3 units) break even with 1by1 by the 3rd production cycle, while bigger batches (5 and upwards) break even by the second production cycle. Things are a bit less efficient if you use autoqueue, but not by much. So, as long as you can batch units constantly, batching will always be better than 1by1. Also, the bigger the batch size, the better. Batching Revisited.pdf1 point
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i searched for motivation postings. why player love this game like so: site:https://wildfiregames.com what makes the game so special - motivation so i think maybe interesting to start this post. what i personally really much love is: i could try modify it self ( We chose to release the art of 0 A.D. under CC BY-SA to allow people to mod the game ..(2010, https://wiki.creativecommons.org/wiki/Case_Studies/0_A.D.) meet people all over the world works in linux (and many other OS) i love hotkeys instead of mouse movements => i love autoCiv <3 and love modify it (of course other great mods: boonGui,kateAutoCiv,feldmap, .... but autoCiv ist the most important for me) and yes i love strategies very much more then shut and run thinks. sometimes i feel a bit uncomfortable that's it being a some kind of war game. and yes i don't like decrease pop self (we often do it if we are in popMax) BTW some motivation you could also find here: https://wildfiregames.com/forum/topic/18475-where-are-you-from/1 point
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Great to see other people that appreciate hotkeys , but in case you didn't know autociv mod already had that feature added long ago (see https://github.com/nanihadesuka/autociv/blob/81601be697900917768089a77273b9be330c58b6/autociv_data/default_config.json#L182) Anyway, is good to have two options. I see you used the proper functions and sane code style to do it so it might have high chances to get merged to the main game if you try it to make a patch (see https://code.wildfiregames.com/)1 point
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I would like to conclude at the following: If you are new to the game and struggle with booming up to the standard of 200 pop in 12 minutes, then autotrain is for you. It will save you much hassle in selecting the right batch sizes and makes you more flexible (especially when a rush happens). Pro players, carry on and do your thing. Maths can never take care of all the surprises and varied strategies that you might be playing into.1 point
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keep in mind that batch training allows the next batch to be trained sooner.1 point
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i will post separately, because for some reason comands and metadata can be attached only separately and different ones get mixed up sometimes. 1st one: metadata.json commands.txt second one: metadata.json commands.txt third one: metadata.json commands.txt fourth one: metadata.json commands.txt1 point
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I haven't uploaded it yet. I must try it first. I need new textures, this map is designed to test Mesoamerican art,Jungle textures, abandoned jungle objects. Some Mayan pyramid...etc.1 point
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Hey guys, Kate here and right now I have a complete 0AD guide manual that teaches cosmic noobs how to become 1500+ players!! Please suggest improvements!! :)))) From nub to OP.docx1 point
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The units are restricted to move within a 2D space and I often aim the camera at a very large angle to the horizontal so that it almost looks like moving chess pieces on a chessboard. Some FPS games give me motion sickness, for example CSGO, Minecraft.1 point
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Hotspot? Transfer your patch to your phone via other means? We can't wait two months for your patch. Please!1 point
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a new dlc Italians and Maltese Tycoon Mode(A city building mod) and 30 european maps(Finally).1 point
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Hyrcannian cav stats: base swordcav stats: dps: 6.9h 0.27 to 0.8 crush depending on the unit dps: 8.6666h armor: 3 hack, 2 pierce armor: 3 hack, 4 pierce all else is the same ^it is clear that hyrcannian cav are garbage and currently only fulfill the role of a hilarious troll CC snipe, which usually does not work. They are also good antiram, so thats the only reason players use these. Instead, further differentiate them from swords and let them stand out as a unique unit. How about these unit stats for hyrcannian cav? elite rank cost: 100f 40w 35m 17.7 hack every 1.5 sec, increase crush to 3 (net crush dps will be reduced to 1.5 from 3 due to repeat reduction, so its not a bs CC sniper). I think they should have a little more prepare time than swordcav. 17.7 comes from swordcav dps * 1.364 (skiri buff vs normal swords) * 1.5 sec, the new attack rate. armor is unified with swordcav 3.0H and 3.0P (from 3 hack 2 pierce) compared to CS swordcav at 3.0H and 4.0 pierce. Mainly, instead of armor (compared to skiritai), speed goes up to 20 from 18. HP would be the same as any rank 3 swordcav (276 hp) In essence, this is a rank 3 swordcav where instead of the armor increase of 2 p and 2h, it gets speed, and where the repeat time is slower (because its an axe) If you think this sounds OP, consider that they would still have very low armor compared to rank 3 swords which have 5h, 6p. If people dislike this idea, then at least give them more dps than swordcav to account for their weakness.1 point
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So where are your crashlog files they tell us what went wrong till then where just guessing. Enjoy the Choice0 points