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Showing content with the highest reputation on 2022-09-01 in all areas
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It was killed in the egg by their lawyers. It was called the last alliance (TLA)2 points
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This is what i did with Grapejuice, and also removed their fantasy heal on the battlefield.2 points
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Please consider that @Stan` as the project lead might have a better picture of a situation than you do. The code for the bots is open on https://github.com/0ad/lobby-bots and contributions are always welcome. In case you're willing to contribute, but don't know what to tackle, feel free to reach out to me. Aside from the bots, contributions for the 0ad client side lobby code would be much appreciated, as I only work on the lobby bots and server-side lobby setup. A month ago I called for an implementation of password changing functionality in 0ad, but so far nobody has come up with an implementation. Please also be aware that I'm by no means blocked by technical topics, but rather how certain things are getting handled at WFG, but that's nothing to discuss here.2 points
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@Carltonus https://code.wildfiregames.com/D47802 points
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Reserved for an intro. List Changjiang Plain evergreen forests Daba Mountains evergreen forests Jian Nan subtropical evergreen forests Qionglai-Minshan conifer forests Sichuan Basin evergreen broadleaf forests Yunnan Plateau subtropical evergreen forests Sources to start. https://blog.theaga.org/tigers/ https://news.cgtn.com/news/2021-04-22/Journey-to-the-karst-in-SW-China-s-Guizhou-ZEX5FKvdTO/share_amp.html1 point
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Introduction Game designers and publishers are increasingly making use of game companion and second-screen apps to provide added features, remote engagement and entirely new ways to play in many big budget titles on console and gaming desktops. In RTS it is used to calculate the best units and strategies. The following image will help you get an idea of the potential. It can be used to show players what counter level each unit has based on how effective it is against it. Swordmen vs archery range units in AoE II. This is one of several utilities offered by this class of apps. There could be in-game elements. Or wiki info from Trac of wildfire game. Or simple calculators, like damage calculator. That could help in mathematical balance discussions.1 point
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Hello everyone. I hope you're having a fine day. I have a simple question to begin with. Is anyone interested in helping to moderate the lobby chat? If we have enough lobby helpers maybe we can actually have someone available 24/7.1 point
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It's for all civs (unless something was changed). It's helpful to ring it because it is more local to where the raid is so the women under attack will actually garrison and the farmers won't1 point
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You're right, banning leaked or "pwned" accounts is not the best way to solve the problem. However, it's the only way to maintain security and an effective reputation-based justice system until email addresses are collected, unless WFG wants to start using password reset questions and answers, but that has its own pitfalls such as easily guessed answers. It's impossible to ensure that the original account holder resets the password if the only requirement for resetting the password is the leaked password. Seems like another "legitimate interest" in collecting an email address, for GDPR compliance purposes, specifically for password reset capability. If Linux-loving libertarians think that collection of email addresses is so onerous, then consider making it optional and give incentives such as access to matches that are restricted to "verified" accounts only.1 point
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The privilege of going through legal jargon is still up for grabs. I know enough about law to not pretend like I understand legal talk. The more complicated we make our service, the more complicated the surrounding laws also become. If you want to improve the terms to allow for processing emails, the following points need to be justified. Is Combating smurfs a legitimate need? (legitimate as in https://www.itgovernance.eu/blog/en/the-gdpr-legitimate-interest-what-is-it-and-when-does-it-apply) Is processing emails necessary to combat smurfs? Not infringe on end user freedoms and privacy, might not be necessary legally, but its part of FOSS ethos and that's where we get our developers and contributors from. I don't get this point. What difference does this have from just regular smurfing which is so frowned upon? And if users know the verified account, how does it help with avoiding targeting? Either the actual identity is known, or its not. No can do, we don't store plain text passwords. (Well, the process is super weird but the bottom line is that we can't know the password you type in.) This ought to be present. Many people are behind symmetrical NATs and therefore share the same IP. (Google claims ~8% of traffic has to be relayed via their own servers, which is only done if NAT hole punching fails I am assuming). ---- The protocols we use were made with minimum information in mind, which brings in these additional complexities when things actually need more information. And that was partly the reason why they were chosen in the first place. Even for something as simple as account age, we either have to extend our XMPP server or track the information by bots. And for that, I can only link https://github.com/0ad/lobby-bots as other people have done so numerous times.1 point
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The Guizhou Plateau broadleaf and mixed forests are a subtropical moist broadleaf forest ecoregion in the Yungui Plateau of China. Much of the original forest has been replaced by secondary forests Broadleaf and mixed forests on karst topography in Wulingyuan forms part of the Wuling Mountain Range. The scenic area consists of four national parks, which are the Zhangjiajie National Forest Park, Suoxi Valley Nature Reserve, Tianzi Mountain Nature Reserve and the recently added Yangjiajie Scenic Area. Overall there are over 560 attraction sights to view. https://www.travelchinaguide.com/attraction/hunan/zhangjiajie/wulingyuan.htm1 point
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Guizhou is a mountainous province, with its higher altitudes in the west and centre. It lies at the eastern end of the Yungui Plateau. Demographically, it is one of China's most diverse provinces. Minority groups account for more than 37% of the population, including sizable populations of the Miao, Bouyei, Dong, Tujia and Yi peoples, all of whom speak languages distinct from Chinese. The main language spoken in Guizhou is Southwestern Mandarin, a variety of Mandarin. The Yunnan–Guizhou Plateau or Yungui Plateau. The Yunnan–Guizhou Plateau or Yungui Plateau (simplified Chinese: 云贵高原; traditional Chinese: 雲貴高原; pinyin: Yúnguì Gāoyuán) is a highland region located in southwest China. The region is primarily spread over the provinces of Yunnan and Guizhou. In the southwest, the Yungui is a true plateau with relatively flatter highland areas, while in the northeast, the Yungui is a generally mountainous area of rolling hills, gorges, and karst topography.1 point
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I have currently set up a gitea instance due to blender announcing they are migrating from Phabricator to gitea which means they will both create migration scripts and also help by contributing to gitea. They didn't sadly make their decision public but the reasoning was that since they wouldn't pay for gitlab it made no sense to redevelop the missing features that were only available to paying users such as blocking pull requests. Today I made the first experiments at setting up a jenkins CI to work with our large repo. I am now able to trigger builds and send feedback. Now I have to find a smart way to not clone the repos uselessly just like it's done using zfs for linux right now.1 point
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BTW i dont use fullscreen. i also have (k)ubuntuu and use obs. i dont like fullscreen. i resize it by sh-script so it look like fullsceen: #!/bin/sh WINDOW_ID=$(wmctrl -l | awk '/0 A.D./ {print $1}'); echo $WINDOW_ID; wmctrl -i -r "$WINDOW_ID" -e 0,1908,-27,1922,1089;1 point
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With the addition of Han, generic biomes from China are missing. We have to refine and commit this, at least the Han related biomes. We also need some new fauna. Perhaps pandas as they have become a symbol at this point. Livestock and huntables as well.1 point
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During the Han Dynasty, the climate in North China was close to subtropical, so there was also abundant bamboo in North China. In addition, the cherry blossom variety in China was cerasus serrulata.1 point
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Buenos días o tardes; -¿"Mecánicas ", bonus ,tecnologías especiales, movimiento de las unidades y/ o animales...? . -De momento la facción está cumpliendo todos los requisitos; Símbolo facción . Edificios. Bonus . Cronología. Traducciones . Unidades . Tecnologías especiales. iconos. -(Hice contenido Extra para el editor de escenarios también) . -Ahora estoy con la fauna y luego puede que con algo de la flora. Los Mapas no se crear los... pero tengo muchísimas propuestas de escenarios. @Lopess¿Você que acha? @wowgetoffyourcellphone ¿What you think, i would like to work with you too? Disculpen las molestias*1 point
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I would wager yes, but it can be added by tweaking the actor. The idea is that they wouldn't assume Testudo either. Would you be so kind as to create a ticket on trac with the list, so it can be updated and I don't lose track of it? @Freagarach @wraitii@maroder This is a bit worrysome, unitai infinite loop?1 point
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Atlas - Scenario Editor - maps_tutorials_custome.xml 2022-08-28 04-51-09.mp4 The Atlas-only Samnite spearmen suffer the same as the others, in addition to not performing the phalanx walking animations. Are the Han halberdiers supposed to not assume syntagma, even if in a faction that allows such (i.e. Macedonians/Successors) or by editor/"wololo"? It would be weird for them charging the enemy with jis in shoulder. Finally, I get this game-breaking bug when giving orders to both the late-era Spartan pikemen and pike hero Philip II (also Atlas-only units) at the end; this persists at every restart of the editor. You can still continue playing, but the screen appears to be "freezing" at this point. Same happens when playing a normal game at random times.1 point
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lol agree. probably better to scale the number of slots with size, simply in order to avoid people cramming around the resource and being blocked out.1 point
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The number of gatherer slots on animals don't seem to follow any logic I could discern. Chickens have 40 meat and 5 slots, for rabbits it's 50 and 8, while the much beefier sheep have 100 meat but only 3 slots; for deer its 100 and 8. Whatever meat rhinos and eles have, I'm quite certain they also have 8 slots. Could we maybe either scale it consistently or just say "whatever" and give'em all 8 slots? If there were some gameplay thoughts behind it, because different animals are supposed to be hunted at different stages, I don't approve of it.1 point
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Team registrations Team registrations would allow development of leagues and a lot of fun. A lot of known players play 0ad in teams everyday. In fact, most of the fun games are played in teams. By allowing players to register in teams with a condition that the players in the team each must have at least 1300 ratings and having played at least 100 1v1 games with known players, across 3 months, would reduce duplicate account creation. There will be a value to maintain your 1v1 ratings and a price on account names. This would allow development of good teams and balanced, fun multiplayer games. Team ratings When team registrations are curated, the games would be played without disruption, rage quits, etc. This would give importance to team ratings. An algorithm must be developed to assign team ratings. In particular, ratings must decline if the team does not play for long time. (This should be the case even with 1v1 games.)1 point
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Team ratings would motivate clan formation.1 point
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This is possible with human moderation, but a bot cannot achieve this because insults depend on the users' language and the context. For example, the bot wouldn't be able to pick up "your mom is a donkey" but might ban 2 Germans for talking about BBQ: "BRATkartoffel", "BRATwurst". No one has ever been kicked for swearing in a language other than English, but many were kicked for unintentially typing something that's deemed unacceptable by the bot. Also how would you deal with names like "Varginclitorix", "pen1s_collider", "incel", "puddle_of_sperm"? Not entirely sure why. I think this game is perfectly appropriate for anyone; young children can play the Pony Ascendant mod and no blood mod. Actually it's easy enough to add a button to the main page without compromising lobby functionality. I am working on the AlienGUI for A26 and it will have this feature. The intended way for it to work is to open a direct personal message to user1 in the player's default browser, through which the player can report. If Stan or User1 is willing to create another thread just to accomodate for reporting then that would be great as well.1 point
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I don't think that it is necessary to study an Internet protocol like XMPP in order to implement an idea about adding a button that allows users to report misconduct in the lobby. EDIT: Knowledge of XMPP is necessary in order to add private messaging functionality to the 0ad lobby client. PM functionality is necessary in order to discretely inform an admin about the misconduct. However, if the user is eventually banned then I think that the concept of "no secret evidence" from the sixth amendment of the US Constitution should be applied. That is, if the only evidence that indicated a bannable offense was provided only by a witness, then it should not be kept secret, so that there is opportunity for the accused to effectively appeal in case of a false accusation. In order to add a report interface, it would be necessary to study JavaScript and XML, since they are used by the user interface of 0ad. But, knowledge of C++ might be necessary as well in order to enable a lobby bot to notify an admin when a player clicks the report button. Adding a report button for users to click would make lobby moderation slightly more efficient for moderators, because then moderators would not need to inspect every message. But, if no one is available at the time that the "Report" button is clicked, because there are only 1 or 2 lobby moderators, and they are not able to be interrupted most of the time due to their real-life responsibilities or else they are asleep during peak hours of certain time zones, then the main problem is a lack of staff with lobby moderation privileges. An additional problem is users who aren't motivated enough to report misconduct on the forum, an activity that would still be necessary at times, even if we had a large number of moderators.1 point
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Thank you for this initiative. Thank you for your work. The point against smurfing is that it creates unbalanced games. I didn't really see any rebuttal to that, other than an accusation that those who dislike games that are imbalanced due to smurfing have "ego" problems. Is it a severe problem? It's similar to dancing I guess. Was there a poll?1 point
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Disclaimer: I don't frequent the normal lobby, so everything that I experience as problems regarding this topic is based upon the topics I've read here on the forums/ heard from other team members. So just some general thoughts... in my experience moderation should be: based on clear rules that are known to everybody : rather self explanatory consistent : It is important to have consistency to avoid unfair treatment and to not undermine the rules from point 1 immediate : people learn better if the response to their behavior is immediate and not delayed + depending on the violation it is important to act quickly better safe than sorry : If one person gets muted unfairly, that's bad for them, but if a toxic person is is not moderated, that is bad for everyone in the lobby. I would say point 1 is fulfilled in our case. ______ Point 2: To me it seems like there are some problems here with our current approach. While we require users to accept the terms when registering to the lobby, we don't enforce them consistently, which undermines the rules in general. I personally don't care if people smurf or not, but since it is in our terms of service and we don't enforce it, I think it sets the expectation that the TOS are only a 'guideline' and can be disregarded in other places as well. imo: We should either actually enforce this rule or remove it from the TOS. _______ Point 3: I guess this is the place where more mods would be very helpful. It is clear that no singular person or even a few persons can monitor a 24/7 lobby and react within a short time to violations. I would estimate that you would need around 10+ persons to get an good coverage around the whole day in the long term. So this: sounds indeed very good to me. And also +1 for automatic muting. _______ Point 4: Just my personal opinion, but I would rather have people coming to the forums and saying: "hey, I got muted/ banned from the lobby for an unfair reason, can you please unban me" vs people coming here and saying: "there is someone spamming xy toxic stuff and harassing other people in the lobby". It is certainly good that it works for the most part, but we also have to keep in mind that only a small percentage of people will report, even tho they are bothered and how easily one toxic person can ruin the mood and turn people away from using the lobby (or the game) altogether.1 point
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To clarify some assumptions about what information we store server-side and can make available to 0ad clients: 0ad only sends game reports for rated 1vs1 games to the lobby bots (see https://github.com/0ad/0ad/blob/3faa301ee914b82b1bfd89f2e89bc6392e244997/binaries/data/mods/public/gui/session/lobby/LobbyRatingReporter.js#L55-L56). Therefore we have no record of unrated or multiplayer games with more than two players in our database. That's because the bots were built for two purposes: enabling multiplayer functionality and keeping track of ratings. For both of that keeping track of unrated or non 1vs1 games wasn't necessary. Detecting smurfs wasn't a requirement back then. I'd be open to store reports of unrated and non 1vs1 multiplayer games as well, to be able to provide more information like aggregated values of play rated and unrated games to 0ad clients, if the consensus is that this would be useful. Doing so would not only require changes to 0ad, but to the lobby bots as well. Regarding the account creation date: We do store the date when players create an account, but that's not accessible to the lobby bots right now. Here is the database structure EcheLon, the bot responsible for handling rating related stuff, uses: https://github.com/0ad/lobby-bots/blob/8549e62dd40fd582412b4c8fc829fc672e8ddd17/xpartamupp/lobby_ranking.py. From that you can see that players have no date associated with them. You might also notice that we don't store the date for when a game happened. My proposal here is to change that so that EcheLOn stores the date whenever he gets the first request for returning player information (which happens immediately after player registration) and to store the date a game finished, based on the time its reports get submitted to EcheLOn, as well. I believe storing the dates is a no-brainer and something we should do in any case. After implementing that, we could return the registration for all players created after the change to 0ad clients. Independently from smurf detection that's probably something which would be interesting to display in the player profile. Last but not least there is some point I'm wondering about, which hasn't been addressed yet (unless I've missed it). In this thread there seems to be the assumption that the logic for smurf detection will be integrated into the 0ad client. I wonder if it wouldn't make more sense to do that server side, as that'd allow adjustments of the "smurf detection algorithm" between 0ad releases and would allow incorporation information into the algorithm which might not be suitable to return to 0ad clients (e.g. for privacy reasons). When doing the detection server-side only some kind of "smurf likelihood score" would need to be made available for 0ad clients. What are your thoughts on that?1 point
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At present lobby doesn't support one on one chat, it only allows lobby messages which are visible to all players. So, if two player needs to have certain discussion or conversation they either have to host a game where no spec is allowed or create a room where they discuss while asking random joiner to leave. I think this need improvements. This can be done as follows. Solution: If a player wants to send personal message to anyone they can use @playername to send the message. In this case the message will only go player and not to entire lobby. You can always tag player with using names without @ so using @ is fine for personal message. Example, @Darkcity 1v1? (FAQ by vinme). limitation: Certain people might get toxic and can use it in bad way. Hence we can do following improvements. Put profinity check as usual chat. Allow personal messages to friends only. How to decides who is friends? This can be done using current buddy tagging. Right now you can tag anyone as buddy so it can't be considered as friend since you can mark anyone buddy. So, only ff both players tags each other buddy then they should be market as friends. You can only tag friends with @ to chat. Profanity checks will always be there. @rossenburg, @Grapjas will you be able to include this in your modes?1 point
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