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Showing content with the highest reputation on 2023-02-14 in all areas
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2 points
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IIRC @Grapjas has that built into the Grapejuice mod: so yes it is possible, just requires some work2 points
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In the title of your post, you state that it is not a network issue. I think that it is too early to conclude what the cause of the issue is. Based on the symptoms that you have described, and when they do and do not occur, I think that the most likely explanation of the problem is packet loss at your Internet connection. (Also check for packet loss at your wireless network.) There are many possible causes of packet loss at the Internet connection. One idea is to check whether you have a modem with the Intel Puma chipset, because those modems have terrible problems with packet loss. A partial list of modems to avoid is here. Otherwise, find your modem in the DeviWiki database and check what CPU it has. If it's Intel Puma then I advise replacing it, since there is no firmware fix for the problem. Another possible explanation of the problem is that your laptop is doing excessive power saving on the wireless network adapter. During gaming, you can try configuring your computer to be in high power mode so that the CPU (and maybe other devices) aren't doing power saving. Also, try disabling power saving on the I/O interface that your wireless network adapter uses, whether it's a USB port, PCI-e port, or other type of interface. Another possible explanation is that your laptop is overheating and doing brief periods of thermal throttling. This seems less likely than the other ideas, since the computer would probably be totally frozen during thermal throttling, not just networking. Usually cleaning dust and hair from the heatsink can resolve this. But, don't remove the heatsink unless you have the supplies, tools and instructions to properly reinstall it. Otherwise, you'll ruin the thermal interface between the processors and the heatsink. Generic instructions for redoing a thermal interface are on Arctic Silver's website, but ideally you would follow instructions specific to your laptop. Laptops often use adhesive thermal pads of specific thickness that you would need to source, ideally directly from the manufacturer, second-best is from ifixit.com, third best is from eBay spare parts intended for your specific model of laptop. If you don't know how to do these things or want more troubleshooting advice then talk to me on IRC when I'm online.2 points
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Share your screenshots from 0ad in this thread. I make the beginning with this one form the mediterranean map:1 point
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Dear developers: I often find myself disconnecting from games hosted by other people in multiplayer team games. I can maintain decent connections to some hosts, such as NoobDude, axi and juarca, while I struggle a lot with others, for example weirdJokes and Cesar. Every time before I disconnect, I see a yellow message on the top right corner of my screen saying losing connection ... (n s). Some observations have led me to believe that the cause is not my own home network. Firstly, the disconnects occur more frequently in early game than late game; the disconnects are almost always during booming or resting before battles; I've almost never dropped during a battle where there is a lot of action. It seems that the more data being transferred, the more stable the connection, contrary to intuition. Secondly, sometimes I could hold myself in the game by spam clicking hotkeys, F5 and alt+tab to switch between windows. If I do it fast enough then I can maintain connection in spite of the yellow message, else I will drop out. This is very strange indeed. Plugging in the laptop charger improved the stability; without the charger being connected, I drop so often that the game is unplayable. This seems to be something related to my laptop hardware / software and not the network. Thirdly, using an ethernet cable not only didn't improve the stability but made me completely unable to rejoin hosts, so I switched back to WiFi. Lastly, when I host a game, some players might get yellow messages or disconnect half way, but at least 6 of them can play until the end. I myself don't get disconnected from the lobby. We have never experienced issues when I play LAN games with my family. In addition to the above observations, when I try to join a host, if I click too quickly, I would see a message: "Stun Error", however, this message disappears if I click on this host a few seconds later. When I try to rejoin a host after a disconnect, sometimes it claims "Player name in use" for a long time (nearly a minute). But if I kill the 0ad client and restart it, there will be no obstructions and I can rejoin smoothly. I hope these observations can give you some clue. I am not sure if it's just me or is anyone else experiencing similar issues. Most of the time it's playable for me but occasionally, some hosts lose their patience and kick me. Best, Helicity1 point
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We should make battering rams able to go through allied units more easily. Often, a large group of allied archers are spread out over the entire territory and rams are blocked, unable to reach any important buildings. Furthermore, rams are often involved in melee battles, just twisting itself in the middle a huge firefight. This makes pathfinding more difficult for everyone and the game will lag, therefore I think rams should be able to pass dense crowds of human units more easily but not through buildings or palisades. The same applies for elephants. In real life, the archers would move themselves a bit to let their friend's ram to pass through, and the ram would always head towards some enemy structures instead of trying to involve itself in a melee confrontation. Elephants would definitely step on human units instead of politely going around them. So I am suggesting that we add a feature which lets large objects pass through allied units but not structures or enemy lines. On top of that, cavalry units often get stuck at a building site, unable to move out. Therefore I think we should add a mechanism which allows units to push others away if necessary.1 point
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Hello, i wanted to suggest something for ranged units. The idea is simply to have an area attack for archers / ranged units. it would be interesting imo if this attack would have a bit higher range than regular attack, but would be affected by spread / less accuracy. Also, it would hit all units in the area, friend and foe. This would add a bit of dynamic to ranged gameplay and also be somewhat more realistic than hyper-sniping only enemy troops in the heat of battle. This probably only makes sense if the units are also handled as battallions, so that they attack in sync. Extra checks for each unit might be costly. There is a topic about battalions Let's just see what your thoughts on this are1 point
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Next 0ad games i upload maybe at the 13th of a month. I switched internet contract. No flat rate anymore. Now Volume Contract that Ends 13th and restarts then. ( Available until: Monday, 03/13/2023 23:59 - CET ). So logically depending on the rest of the day is left. 15 € for 10 GB. That's enough for me for maybe 10 days. Let's see. #### Measured speed: Internet speed 25.3 Mbit/s download speed 10.9 Mbit/s upload speed Latency: 20 ms, server: Frankfurt ( just connected via smartphones and data USB cable (10 €) ) #### Last years i have used a flat-rate: 162 Mbps download speed, 38Mbps upload speed, Latency: 15 ms Server: Frankfurt paid an average of €47.5 a month (including sales tax, I got the sales tax back later). Now with this Volume Contract I have more flexibility and who knows what will happen next. I can cancel this monthly and with the other contract it was every 2 years! So if I don't listen videos or music much, I can apparently get by with 1 GB per day. Let's see. Now I have more flexibility and less stress1 point
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sounds like a fun thing that could be explored in a mod. Could even go as far and require all buildings (- walls -towers) to be connected to a territory root via a road. That might lead to some interesting gampleay. Much more strategic planning of the city layout.1 point
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in fact that idea of a scientific authority is medieval. Modern science is questioning everything, so many ideas were re-evaluated. That of a single speech for everything is anti-scientific and authoritarian. If I don't remember Orwell's novel 1984. Remember that experts can be bought or manipulated1 point
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This calculation is the only one I don't know, but it has been modified several times.1 point
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the army's damage type and number of soldiers vs the building's capture points and whether it's occupied by troops. The number of troops that must capture a building must be much higher than those inside. An example is 30-40 men capturing vs 4-8 defending from inside the building. To this add the influence of CC (territory).1 point
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I think he's referring to censorship through you. I.e. if you comment out the xml lines which define the buttons to declare someone as enemy -> there are no buttons anymore and the functionality is gone (hidden/ censored)1 point
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amount of Otakus(That's what we call fans of anime and Japanese culture in Latin America) are going to join.1 point
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This couldn’t happen in a26 because of the Han farming issue, which made the mod the de facto version of a26 for anyone who cared about balance at all.1 point
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Been working on a Corinthian Isthmus skirmish map update: First for Delenda Est, then I'll despecialize it (take out the Mercenary Camps, primarily) for Empires Ascendant. You'll have to contend with Pirate Ships, Brigands, and angry Farmers who will try to stop you from taking their rich farmlands.1 point
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Possible specific names for units ; i used wiktionary and some names from total war mods Spearman: Harjaz (Warrior or commander) Warjaz (Defender, Citizen) Wīgamann (Warrior, Champion) Militia Clubman: Slahandz (Striker, Killer) Breutandz (Destroyer, breaker, Smasher) Warjaz (Defender, Citizen) Axeman: Slahandz (Striker, Killer) Mōdagaz (Brave, courageous) Akwisīwaldaz (Axe-Wielder) Javelinist: Jungilingaz (Youth) Slinger: Slingwandz (Slinger) Scout: Sōkijandz (Seeker) Cavalry javelinist: Welwô (Plunderer, robber) Cavalry Spearman Ridanz Champion Swordsman: Herunautaz (Sword owner) Gahlaibô (Messmate, comrade, companion) Sagjaz (Retainer, Warrior) Kuningasþegnaz (King's retainer, King's servant) Þegnaz (retainer, servant) Herthaganautaz (Hearth Companion) Haliþaz (Hero) Champion cavalry: Erlaz (Noble) Marhafrawjô (Horse Lord) Ram: Rammaz (Ram as in the animal; there is no evidence the word was associated with siege engines like in the classical world) Gatabreutandz (Gate smasher) Wolf Warrior: Wulfaharjaz (wolf Warrior) Wulfahadinaz (Attempted early form of Ulfheodnar) Blōþądrinkandz (Blood drinker, from Paul the Deacon's account of the Lombard "cynocephali" Wōdaharjaz (Frenzied warrior) Villager: Karilaz (Freeman) Slave: Þewaz Merchant: Wihslōndz (Trader) Kaupô (Inkeeper, Merchant; Borrowed from Latin) Priest: Gudjô Wīhōn Haljarūnō (Witch, sorceress; could be used in case they get a priestess instead of priest) Fishing boat: Fiskarijasbaitaz (Fisherman's boat) Trading boat: Rinaskaupô (Rine Merchant) Pig: Swīną Cow: Kūz Sheep: Skēpą Reconstructions of hero names: Ariovistus: Ariouistos (Celtic) Harjafristaz (Germanic; means army leader) Maroboodus: Marobodwos (Celtic, Great raven, great war god) Marabadwaz (Germanic, great battle) Marabodwaz (Germanic) Ballomar: Ballomaros (Celtic, great limb) Balþamerijaz* *The last one is a Proto-Germanic name who survived as the Galician ''Baldomar'', it is a fusion of balþaz (“bold”) and mērijaz (“great; famous”). I have not seen anyone else suggest this origin for Ballomar; it is just speculation on my part.1 point
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Done. one feedback from a young dude I show the game, they don't like the look of the game everything looks too old for them. I am 30 years old I have played 2d game in the past so I know 0AD is modern but these dudes are born into 3d games.1 point
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Congrats on screwing up your comment right on the first line! It sounds xenophobic, but in the West it's just taken as irony.1 point
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Perhaps the Grove of Fetters can be depicted in some way, or the aftermath of Teutoburg Forest.1 point
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In any case, Philip The Swaggerless has a point that it's not realistic for a ram or elephant to knock down a large section of stone wall. Check out videos of vehicles ramming brick walls. It usually punches a small hole in the wall, the same size as the object attacking it. So, more realistic would be: shorten stone wall sections to the same length as palisade wall sections.1 point
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I would like to see palisades gain effectiveness versus cavalry and lose some versus siege. Increasing the gap between posts would mean that it is easier for cavalry to get through once they break one section. If siege attacking one piece of wall did exactly the same damage to the adjacent pieces of wall, then larger sections could be opened up by the same attack. On a side note, it would be very nice if melee cavalry could get a .3x or .5x multiplier versus palisade walls.1 point
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Then people will complain about it being too big... Then maps too small, then game too laggy.1 point
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But both are part of the title ? Microsoft Age of Empires Age of Kings Wildfire Games 0 A.D. Empires Ascendant1 point
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There has been some discussion about implementing attack ground, and I think we should go ahead and decide if this should be implemented for A26. I have no idea about the implementation process. Currently there seems to remain a need to design a graphic to display for the attack-ground radius, I imagine the mouse scroll wheel and using the existing radius for towers and forts might work fairly well. the graphic would probably only be needed when executing the attack ground command, for example when holding 'A' for a group of ranged units. Perhaps there could also be a hud element for attack ground alongside patrol, garrison, and delete. I think more players are beginning to realize what benefits this could bring to the game. Reasons for Attack-Ground: allow players with ranged units to attack significantly beyond an amount of melee units. "silent nerf" for pikes (as opposed to reducing armor, which would basically make them bad again) "silent buff": for units with higher range (ie archers, which are considered weak, primarily because their range benefits are hampered by their limitation to shooting closer units) Reducing Overkill: Allows players with ranged units to better allocate their damage high pierce units will have even less overkill Overkill seems to be calculation-heavy, might even reduce lag if many players use this. In general: adds more creativity, balance, and skill to fights involving ranged units. Attack ground: id like to test this in more realistic situations to see if it has the benefits I outlined above. Here is a video posted by @Freagarach a few months ago. I could test this with a group if it became a mod. Could I get an idea of how favorable people see this for A26?1 point
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Seriously? What was the author of the game thinking about when he applied the medieval term to the game about antiquity? Also, you are missing a space after the first dot at «A.D.». Not only is the name ridiculous, but it is also written illiterately. This is probably why, when I entered «0 A. D.», there were no games for this query.0 points