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Showing content with the highest reputation on 2022-05-14 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!5 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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3 points
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What about a mod which leaves auto-queu on if its on instead of disabling it if a unit cant be trained?3 points
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We are the Borg, lower your shields and surrender. You will be assimilated. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to serve us. Resistance is futile. Fire damage has no armour to counter so we need fire armour.2 points
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Just curious: Would increasing all soldier repeat times a little bit improve performance at all? damage would need to be increased to maintain dps.2 points
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@essa Did you find the files mentioned in the error message? Maybe this is the path: c:\Users\abdi\AppData\Local\0ad\logs\ If you know how, pack (all) the files in \logs\ in a zip file. When you reply here, you see 'choose files...' at the bottom of the editor; click it and select the zip file or (all) the individual files in that folder, that will attach/upload those files.2 points
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2 points
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2 points
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between autoqueue and manual batch training, the main thing is to do whatever it takes to keep your resource counts low. I like the options right now and I don’t think I will commit to either. In my opinion, the ease of autoqueue and the mental space it frees up is the most important aspect of it2 points
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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/)2 points
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Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.1 point
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1 point
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If someone will play only 1v1 vs much weaker players, the player can get easily a very high "rating". So you can think that its rather like a win rate than like a rating. Just saying1 point
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1 point
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Well, if one doesn't want to inherit the values for whatever unfathomable reason one specifies them oneself ... This is sort of to obvious so I think I miss your point. As for switching from invulnerable to vulnerable and back you'd need basically the same code independent of how it's encoded. About the default per se, invulnerable or no resistance doesn't matter much in my opinion and might depend on the mod as well. What I object is that this is cleaner easier more intuitive for modders. I see how it makes perfect sense if you are familiar with the implementation tho. In my eyes the best would be to make it required, have a file list all damage types supported in this mod and populate the base template with sane defaults (might also be 20 for high resistance). If a modder wants 0 he writes 0, if he wants INF he writes INF. If he misses one, the parser will spit out no resistance defined for damage type. If there is a typo, the parser spits out no such damage type configured. So no ambiguity, full flexibility plus a safety net. No longer broken but surely disruptive. Might or might not be a blessing tho. One thing to consider here is that adding extra rules might just offset any gain from "simplifying" resistance values.1 point
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This is pretty cool. FYI: After installing and starting it up, I had to click "Rebuild List" before I was able to get actual ratings. Once I clicked that, it worked fine. If we're posting our own ratings for comparison, my rating here with this mod was 3.43. My lobby rating is 1286.1 point
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thank you soo much. BTW my LocalRating is -8 at the moment its ok for me https://youtu.be/r4kzFStUQQk but if i took more replays (from a backup HDD) its about -10 nice so i see progress ( then i at rank 364 of 629 players)1 point
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It shouldn't be hard to implement such a feature, I can look into that. Perhaps it is also something that developers can consider to include by default in the game. @Sevda of course, you are welcome to use them (or part of them) into your StarGUI!1 point
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@Mentula this mod and your other mods are amazing! Would you mind if I implement some of them into StarGUI? I will also look into how not to disable autoqueue.1 point
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1 point
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No you do not put them anywhere they are already there we want to see those files here on the forum that is what we mean by post them. Enjoy the Choice1 point
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It would be nice to re-design the lobby for a better social experience, Social and chat column should always be visible: On first time, the social column must only show a login and register buttons. Once loged in a list of friends should appear and a chat section On clicking on a friend row it should start a chat as a new tab on chat section. Requests gonna be on the top of the social column, so you can accept or decline friend requests. Search bar should look for players on your friend list, if there is no friend with that name then it will do a global search and display the results on the social column so you can add more friends. You can invite friends to join a lobby by pressing the + icon on the right of their name. The "P" button must display your friend profile Clicking on your pfp or profile name must display your profile info in a new modal dialog.1 point
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wait wait wait Hold the phone Doesn't dosbox only emulate old dos programs? Also, it was released at almost the same time as vista, so i doubt you'll need any voodoo tricks just to run it. Unless linux.1 point