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Showing content with the highest reputation on 2023-02-19 in all areas

  1. Hi Everyone, With a27 on the horizon, it will be decided whether or not to make a community mod for a27. @Stan` mentioned making a poll for this so I figured I would go ahead and put it out there. Please fill out the poll and feel free to add additional comments on this below.
    5 points
  2. hi @Yekaterina i understand your point but "farming rating" is like breaking 2 rules he agreed to comply when registering an account in the game. That is - making multiple accounts, and trying to gain ratings by farming from the secondary account. If ratings wasn't that important, i'm not sure it will have been added in the first place so i somehow disagree @Yekaterina. Before making an account we do agree to comply with some rules governing the game (which everyone that has account clearly did), Terms of Service, Terms of Use and Privacy Policy. To maintain fair gaming environment the rating system was introduced to evaluate rookies from pro players. A pro player playing against a rookie to gain point is totally okay so far as the rookie agreed to play. My point is, it might seem okay to some people but as far as he agreed to these rules before creating an account, and intentionally breaking those same rules he agreed to comply with shouldnt be allowed right?
    3 points
  3. the host is hosting on his computer, once he's hit, everyone connected will shake too. More like a pilot and passengers - host being the pilot, anyone else connected to his game being a passenger. Unless in a case the attacker targets a specific user
    3 points
  4. yes from around 27390 to 27400 you can see community mod features. I'm pretty sure they all made it into a27. https://trac.wildfiregames.com/log/ps?action=stop_on_copy&mode=stop_on_copy&rev=27411&stop_rev=27390&limit=200&sfp_email=&sfph_mail=#
    3 points
  5. In addition to thank you all for the enormous work you have done with this mod, I think it is important to note that it has energized the community a lot and has generated great enthusiasm from many players. It is true that it has also been "divided" a bit between players who have downloaded the mod and those who have deliberately decided not to do so and we could even say that the mod is not used by most of the community and, nevertheless, has been adopted by the most competitive hosts and players. I would also like to suggest that if the community-mod will become a regular mechanism for testing and introducing possible changes towards new releases I think it would be important to achieve a better integration of it within the game and facilitate access to recent changes that are incorporated into the mod without the need for the user to enter Trac. This is not only a limitation because the user must manually enter a website, but must also learn to interpret the site, which is not the more friendly website to someone without some computer skill or interest. A welcome screen/text box in the main menu would be enough to be able to transmit to the user in a more effective way the changes made in the community-mod, as well as any other message that the developers consider important. The content of this section could be extracted from some website controlled by the developers, which would easily allow modifications to be made. The only message of these characteristics is the motd of the lobby and it seems to me that it is not designed for this type of information that I am proposing. If there is any difficulty in incorporating this into the main menu of the game natively perhaps it can be previously tested on the Shiny mod made by @maroder with a similar mechanism, only instead of using WFG's servers to host the content, it could be hosted on some other web server with controlled access. And beyond the fact that this does not solve the underlying issue that I am raising because it would be necessary to use the shiny mod, it can be a good way to work and improve on such an important issue wich is to communicate simply and well. Best regards
    2 points
  6. @maroder is it possible with current code to use all 3 and just switch background after 10s or so? With a bit of a fadeIn fadeOut nicety. Or everytime when you enter the main menu a different one from array will load in would be nice too.
    2 points
  7. Hey everyone, A27 is getting ready, so I am planning to update this mod to have it available at the release. So now would be a good time for some feedback / feature requests/ any bug reports. ______________________ Besides the request for bug reports - I do like some visual novelty once in a while (and I have looked the the temple of vesta for quite some time now). So I have some drafts for new background images that could be included in the next (A27) version if you (i.e the users of the mod) find any of them nice enough. (Note: they are not 100% finished, but should give a good impression of how they will look like) If you like any of these options and want to see them in the mod let me know - and if you don't like any of them and none should be included let me know as well. Option 1: David / the victor Option 2: Athena & ruins Option 3: Road to victory
    2 points
  8. this topic is kind of inspired by : caution: may contain naive assumptions. The general idea behind the topic could be abstracted and applied to other buildings, right? We already have building garrison effects in many cases, like for the arrow count or for the capture points regeneration. Also, the trickle effect exists already for the wonders. So, that is that. But because i am still not very familiar with the game design and how it works, i wondered: - would this kind of addition to the game be easy to make (without screwing performance)? it seems important to know whether such an endavour can be done easily so that i can see how priorities are set in the development process of 0ad; how things are done, and why they are done that way. - how well would it scale if there really were to be trickle effects to - let's assume an extreme case - every building a player has? i mean, the wonder tickle is per design maximum 1 building per player. if corral had trickle, there might be 20 buildings per player which have such effect. Furthermore, it would be cool if you would state your general opinion about building trickle effects and whether you think they could "become a thing" someday. This topic was initially inspired by the thought of having garrisoned priests in a temple buff the healing aura of the building. (not sure by which means the aura is connected and affected by the building). Another possibility might be a building speed aura for the CC if women are garrisoned (player probably defending and thus not farming). Perhaps there are many possible implementations for this. If, for instance, i wanted to mod the game to be more anno-like (...taking the thought quite far here), there could be a speedup effect for "productive buildings" if more workers are garrisoned. Already wrote too much. Wanted to listen and read more. As mentioned, your opinions and thoughts on this are welcome here cheers
    1 point
  9. SCNR Apart from that I don't really have an opinion on additional trickle effects. Could be ok I guess, but I'm also fine with only a few buildings having them.
    1 point
  10. so phase 1 would be 30s Phase 2 could be 20s Phase 3 could be 15s
    1 point
  11. @rossenburg I understand and agree with your argument of it being a violation of defined rules. Now, the issue seems to be with whether the rules were set appropriately, as the activity of players are retrained so tightly. Some rules about the lobby seem to be outdated. Regarding ratings, it had been very reasonable for A23 or earlier as the players with higher ratings were generally better. Nowadays, ratings means nothing because: 1. Anyone can come back with a second account, tell the community who they were and we immediately know they are around 1800 even though the rating number says 1200 2. There are many players who play only team games and not rated 1v1s. Examples include reza-math, Ginnungagap, NoobDude, SaidRdz. Their ratings numbers are misleading and they have done nothing wrong in not playing rated 1v1s. On the other hand, there are players who play many 1v1s only against weaker players and they have stacked up a huge number despite still being weak as they learnt absolutely nothing in the process. 3. Even if players play rated 1v1s, their win/loss often fail to register. This could be caused by one player leaving without resign, or, simply a bug in the ratings bot. It happened to me on more than 1 occasions. Not everyone bothers with reporting 4. @Mentula has made the amazing localratings mod which generates a much more reliable rating than what the lobby bot can give, based on TGs and not just 1v1s. Many thanks to Mentula. 5. Since everyone knows the lobby rating is useless, they don't care about it and the system gets worse. I am surprised that an OP player cronelius would acutally waste his time on that. I am also providing you with an easy solution which I had proposed many many times in the past 2 years, and it is simple: COUNT ALL GAMES INTO A PLAYER'S PROFILE!!! so we know who is an experienced TG player and who is truly new @rossenburg I believe this should be a trivial task for your programming skills.
    1 point
  12. On button placement, I'd say moving them close to the bottom would work pretty well. Another option could be to add some transparency, but this might end up looking worse. But really it's good enough as is in the middle.
    1 point
  13. ...or have the ability to apply advanced registration restrictions for only the time when a DDoS attack is actually happening?
    1 point
  14. I'm not going to ignore flagrant rule violations. See lobby rules 7 and 8 7. Not attempt to artificially adjust any user of the service's rating or any of the statistics which impact it. (Examples of this are, but are not limited to: cheating in ranked games, reverse engineering the service, and taking advantage of other users of the service. 8. Not undermine the intended gameplay or purposefully gain unfair advantages in multiplayer matches (for example cheating, using exploits or bugs). When cronelius setup ranked matches between two users that he controlled that was gaining an unfair advantage in multiplayer by rigging the matches. It was also an artificial adjustment of his rating. There are good reasons for the rules. They help to protect the integrity of ranked matches. They also help to quickly identify the minimum age of an account based on the number of ranked matches. Many or most players are not online at the time of the rigged ranked matches, so they don't have an awareness of what's happening in order to identify that some ranked matches were rigged! And, how can you expect players to know this when you're asking me to not even post in this thread with the evidence? Integrity of statistics about the number of (legitimate) ranked matches is important for more than just gauging player skill. It also helps to identify which users have invested more in their accounts than other users. This is useful for identifying main accounts of players and linking player reputation to those names. Please do not ignore players that are boosting their ratings and number of ranked matches by playing rigged games. Please report them as soon as possible. See something, say something. Thank you.
    1 point
  15. I think an automatic slideshow would be a bit distracting. On the other hand I would love to get a random background on each game launch.
    1 point
  16. This is very true and i agree. This might be worth a thought. Because the buttons are centered within the image space. If they were vertical for instance, they would split it in two sections instead of a frame. Possibly it can create a more smooth look. On the other hand, i like the accessibility of the shiny buttons too, so this probably is no purely cosmetic decision. Whatever the case: good work here!
    1 point
  17. 1 point
  18. Anyone who wants to try 0ad at it's current development stage, if you're a Linux user, you can try the 0ad-0.0.27-svn-unstable AppImage There's no need to install any packages or do any building. After you download the image, just use `chmod +x <filename>.AppImage` Then you can run it like any other executable: ./<filename>.AppImage There's one more than one image on the download page; just grab the most recent. Before running the AppImage, you may want to back up your current 0ad config directory: cp -a ~/.config/0ad ~/.config/0ad.bak
    1 point
  19. gm commands.txt commands.txt
    1 point
  20. @sternstaub: To clarify, I am talking about units (characters) which have voice lines, not buildings. @phosit: As long as the timer is not reset, the specific unit cannot have a voice line. Other units can. So if we have 5 units, we will need 5 timers. The timer resets to 0 with a simple countdown. Of course, the setting value is going to be small, let's say 2 seconds. It should be slightly greater than the duration of the longest possible voiceline. Optimally, we would be able to use a boolean variable instead of a timer, named, for example, "talking". While the voice line is being played, "talking" is true. As soon as the voice line ends, "talking" is false and the unit can use a voice line again (the same as before or another one). This is a definitely better approach, but I do not know if it can be implemented easily. We can dump the idea of randomness that I talked about earlier. As @sternstaub said, consistent feedback is important. But a unit should not talk over its own voice / a unit's voice lines should not overlap each other! It sounds bad and peculiar.
    1 point
  21. https://github.com/0ad-matters nice repository, did not know of it. Thanks for providing
    1 point
  22. Has the 26 community mod been merged into A27?
    1 point
  23. It would be nice to have choices for team player positions, although I do disagree that having the better of two players on the border is an inherent advantage.
    1 point
  24. @BeTe regeneration rates and capture rates are given in the templates files. Simulation/templates
    1 point
  25. Fair. Thanks. I guess it would still apply to civs like Xiongnu, though, so maybe that’s the more apt comparison. I guess a civ like Syracuse truly is easier. But more Greek civs just sounds so boring Edit: sorry to derail the thread--I was just curious about a reappearing theme re the timeframe that I didn't understand.
    1 point
  26. You really should add the Mesoamericans. This should add more audiences from Brazil and Mexico. I'm not sure that the Scythians or the next Greeks will interest someone. It is necessary how to do like Microsoft - to add the most "selling" regions, squeezing out investments from local patriots.
    1 point
  27. You can test "Network Latency" by starting a lan game. It will have a command delay of 4 turns (800ms)
    1 point
  28. @CeresThe README is at https://github.com/0ad-matters/gh-action-build-pyromod and a thread here with extra info
    1 point
  29. It's no longer a mod, it has already been commited to A26 svn. You need to download and compile the svn version. Instructions here: https://trac.wildfiregames.com/wiki/BuildInstructions I made a video if that wiki page is too confusing
    1 point
  30. @Norse_Harold I recommend you ignore him, because he just likes earning rating points, perhaps just to convince hosts to let him play, which is sad as many new players are prevented from playing in TGs. Now he is obviously a smurf and just getting some approval, so just let him be. He will stop when his rating reaches his estimated. If you don't like him just don't let him join your games but I've played with this dude before and he was a nice person and a strong teammate, only slight imperfection was he couldn't understand English well.
    0 points
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