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Showing content with the highest reputation on 2022-06-05 in all areas
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I am in the works of making an African Wildlife game using 0AD's assets, I am using the Unity Game Engine and luckily, they allow creative commons. My game takes place in the Serengeti National Park stretching out into the Masai Mara and Ngorongoro Conservation Area, I will be posting pics soon, and I look forward to hearing your feedback, I also followed the rules of the licenses. Hope you all will enjoy my progress of this project!5 points
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4 points
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No, because the archers will be able to fire, retreat then fire again. There will be no counter.2 points
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I don't think archer are supposed to be able to fight or escape from a charging mob of javelineers, they are supposed to beat them by staying at standoff range with a meatshield or buildings protecting them from the enemy. If archers could also kite other ranged infantry that would once again turn them into a very hard counter to all infantry units, which does not seem in the spirit of 0 AD. Plus a speed change would boost their economic value and create chaos for civ balance (again).2 points
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2 points
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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!1 point
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Introduction. East Asian biomes include the major biological ecosystems that make up the land area of East Asia, specifically China with Taiwan, Mongolia, Japan, and the Korean Peninsula. These vary from northern tundra and boreal to southern tropical and subtropical ecosystems, include several major mountain ranges, and comprise forest ecosystems, grasslands, deserts, and also important wetland systems. One literally outstanding globally unique feature of the region is the Tibetan-Qinghai Plateau, which forms the source of many of Asia’s major rivers and also drives the monsoon climatic patterns of the entire region. The region includes the world’s most populated country, China, and some of the most densely populated areas but also some of the least populated areas of the planet, including Mongolia with the lowest density. The region is unusually rich in both flora and fauna and has many distinctive endemic features and relic species.1 point
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First animal reveal, I give attribution and huge credit to the 0.A.D developers and artists for the Wildebeest already in the 0.A.D base game. But anyways here is the White-Bearded Wildebeest, all animals in the game will have sexual dimorphism meaning males and females will be different in proportions and size just like in real life! The bull and cow Wildebeest, I will eventually make a calf, but not now at the moment. I made some heavy edits to the mesh and uv mapping, created some new animations alongside the existing ones which I brought into Unity already, and created a new texture to fit the species in my game, the White-Bearded Wildebeest which is a key species in the Serengeti Ecosystem, once again I give credit and attribution to the artists and developers who made the model, textures, and animations, and I will include all the credits for the assets used and stuff related to attribution/crediting in the main menu credits section of my game, hope you enjoy this first reveal and more to come soon! Also, quick question, should I give credit and attribution to the artists in every reveal post, or am I better off with doing it in the credits section of my game's main menu?1 point
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1 point
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For that they really need a unique role of their own to fill, separate from skirmishers and slingers. Right now all range infantry are just DPS sources. One of the three types is always going to be better at that than the others unless you make all their stats exactly identical. If they had different roles though, like if archers had bonus damage vs cavalry (there is some historical precedent for this) and skirmishers had extra hack armor on account of carrying a shield everywhere, and melee were actually viable DPS dealers and not just meat armor, you would no longer be comparing the two directly to each other because they no longer would be directly competing. Of course that would require actually designing the game around functioning counter cycles rather than pop-history.1 point
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1 point
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fortifications of the humblest kind will always be a hard counter to archers. also even in a24 horse archers could be countered by armies of spartan hoplites (or the such) by just hitting the persian city like a meetball of death full of rams. please give back to archers some use, raise their speed.1 point
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necesito una maravilla abandonada y comida por el bosque y las plantas. Hay fotos de cómo eran algunas de estas estructuras.1 point
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Are you playing on Alpha 23: Ken Wood version by any chance? İf you are playing on Alpha 25: Yauna, you will find that catapults can be destroyed by ranged units or any melee cavalry easily. Make 10 of any melee cavalry and hack down any artillery you see1 point
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Adornos de jade para el líder o cacique. Sería interesante que se convierta de una entidad donde es cargada y no ataca a un guerrero melee( otra entidad) Sería desmontable como las catapultas con la diferencia que en este modo entrenaría tropas , sería lento pero con más vida( misma velocidad de un elefante). Al transformarse sería un guerrero con ataques rápidos.1 point
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@Duileoga Necesito un templo abandonado grande del pre clásico (Formativo).1 point
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I haven't had a chance to play a game with the mod. I'll abstain until I get a chance to play1 point
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yes! Capture the wonder. If the temple (maya or otherwise) is already considered a gaia wonder in the map, I think this could be a great map to debut that gamemode.1 point
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1 point
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Thank you very much for the explanation, it makes total sense to me. I think the problem might be alleviated if we take into consideration the average rating of the players present in each match. I am suggesting running the algorithm twice instead of just once; the first run generates a rough rating for everyone, which will contain anomalies like azeem. Then, we run a second pass, this time taking into account the average rating of the players participating in the game, and weight that game accordingly. The total score at the end of the second pass will be a weighted average instead of just an average. If a player participated a lot in OP TGs, even though they perform just 5% above average, their total will still be much higher than a player who dominates the newcomers a few times. High average player level -> more weight. Furthermore, instead of just comparing to the average in one game, we can change the rating +/- threshold depending on the players present: in a game surrounded by experts, even if you have done 10% below average, you still did a good job, being able to hurt those experts somehow. So we should give the player positive credit if they perform anything better than 10% below average. On the other hand, in a noob game, you must perform 150% better than them to show that you are not a noob like the others. Finally, I propose we build a replay bank using a service like Onedrive or Google drive, where everyone dumps their replays into the repository. Then we can query the repository with Mentula's algorithm for players' ratings. Players like I delete replays often to free up disk space, which results in the loss of many records and good games. I believe a repository will also benefit @mysticjim's videos.1 point
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Sure @Sevda. First of all, I can't see from your pictures the number of matches you've played with the players in your list, but I can imagine that the number of matches is small for those players that you believe being far from your expectations. When the number of matches is small, statistics are unreliable; you need many games to get significant data values. Notice that the mod (v0.25.6, the last version at the moment I am writing) allows you to filter out players whose number of games is small (from the Options > Player Filters menu). That being said, I'll do my best to explain the algorithm hereby; you can find more info at the repository page and, if you want to look at the part of the code that handles the rating computation, you can look at this file. Sorry for the long answer, I hope it's clear enough.1 point
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On June 3rd, 2022, around 11:35 pm UTC, Some players were apparently colluding to boost the rating of certain players. These guys, or one guy with a lot of duplicate accounts, were throwing matches rapidly, about 6 matches in 4 minutes at one point. Here are some of the names that I noticed apparently doing this. borg2 borgy2 borg2. fman4 fman3 fman2 aboss valihrant.. borg. carid2 vali21 point
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This is the link to the graph for anyone who is interested: https://www.desmos.com/calculator/vlu7yvlz8y You can tweak the values of the parameters to see the result for each unit type.1 point
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@real_tabasco_sauce mentioned that autotraining in larger batches will start the second batch faster, which is something that I did not take into account. So I am now comparing autotraining in batches of 2 units to autotraining one by one. The mathematical derivation: Plotting the two functions onto a graph in Desmos: Vertical axis: total resources gathered (arbitrary unit) Horizontal axis: time passed (arbitrary unit) Blue line: R(t) for 2 by 2 Red line: R(t) for 1 by 1 Black line: the amount of resources by which blue leads red. Analysis and conclusion: Initially, red is greater than blue: 1 by 1 wins for short time lengths. If you want a quick burst of resources then training 1 by 1 is superior for a short duration. Then blue catches up and exceeds red at a finite time: this is the critical value; if you are planning on batch training continuously for longer than this critical value then 2 by 2 will maximise your economy. The black line suggests that the advantage of 2 by 2 will blow up after a significant amount of time, so if you are booming peacefully from scratch then 2 by 2 is favourable. @berhudar This may be of interest to you. Would you like to develop a build order for 2 by 2 training? Tessekurler1 point
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It's up to you guys I'm planning to release a RC soonish, I am waiting for one or two bugs to be fixed first. I'll advertise the RCs on the forums1 point
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I am probably the minority in this, but while those were definitely a pain, a decent roman player like myself could play turtle and grind done those blocks with attrition and siege. And it was greatly satisfying True Roman experience was A23, fight Gauls all day every day, and the holy Roman bolter, I still miss the unit sprite for it, was it necessary to change it Also immortal heroes for maximum one man army shenanigans and roll play. Honestly in a way A23 felt more forgiving than the later alphas.1 point
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I think such an option does not solve the problem. If it is easy focus your attacks on melee infantry, I doubt if melee infantry would still have any use. I don´t think we should keep a bad system because it provides challenges. I just mean to say that if we do so, we need to rethink the role of melee infantry.1 point
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1 point
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I vote to implement anything from this post , https://code.wildfiregames.com/D368 , https://code.wildfiregames.com/D2382 , https://code.wildfiregames.com/D2440 and https://code.wildfiregames.com/D24011 point