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Showing content with the highest reputation on 2023-03-10 in all areas

  1. @Norse_Harold, Had time to really dig into it. There are one or two bugs in enet depending on how you want to look at it, first enet uses MTU in a misleading way. Secondly during mtu negotiation on connect the server doesn't check for lower mtu and just uses the one passed by the client. https://github.com/lsalzman/enet/issues/132 https://github.com/lsalzman/enet/pull/222 https://code.wildfiregames.com/D4967
    5 points
  2. I spontaneously tried recording some 0 AD commentary yesterday. Please excuse all the mistakes, such as wrong format, and regard it as an experiment
    3 points
  3. There are mods that even make it uglier. Like @Yekaterina's. Maybe it also reduces load, she might tell you.
    2 points
  4. Basic Battering Ram -> Covered Ram tech
    2 points
  5. Curious like everyone, you must learn to model in blender.
    2 points
  6. Unless it's somehow handled by the GUI this would go OOS
    2 points
  7. (We're still looking for an AI dev.)
    2 points
  8. Hey, I have problem with lag, especially from Observer perspective in late games. But also it happens during big fights... I saw on Youtube that others have lag . Wondering if there is some mod that will make game looks ugly? I imagine game to look like AOE 2 or something like that...
    1 point
  9. For sure the additional workload of the recording software can further reduce the fps.... Any app in the background slows 0ad down.
    1 point
  10. iirc those values you found determine the AI difficulty. But generally that sounds like a nice idea for a mod to test how that would play out You may want to look at https://code.wildfiregames.com/D4250 and there specifically at the file " binaries/data/mods/public/simulation/data/technologies/special/turbo_match.json " You basically only need one auto-researched tech file, that changes the appropriate values I.e. for you goals you would need: { "value": "Cost/BuildTime", "multiply": 2}, { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 2} instead of 0.5 and "affects": ["Unit"], instead of "affects": ["Unit", "Structure"], (and the same can be done for the capture rate ect... -> See how it's done in other techs https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/data/technologies)
    1 point
  11. btw, before you uglify your game: did you go through the usual steps of performance enhancement before? Like making sure the game runs on your dedicated GPU and going through the steps in the FAQ?
    1 point
  12. I am not entirely sure tbh It could be better to focus on recording 1v1 with high graphics
    1 point
  13. Updated Sentry Tower on the left, aka "Stone Outpost" for Delenda Est.
    1 point
  14. Very nice. Dyed cloths, hanging to dry.
    1 point
  15. I can think of something more complex than the Gaul building. Perhaps the roofs would be of another material.
    1 point
  16. Theoretically possible, but impractically difficult to implement in real life, unless you can make it.
    1 point
  17. @MarcusAureliu#s somehow you play like A23 and you make it look like A23 with the loose formations My piece of advice is, when you are fighting, supply from the barracks one at a time, don't do batches of 4 spearman. You were floating 4000 wood so just build 8 more barracks / stables and you will have a endless reinforcement. Also you should keep your main army together, then overwhelm noobdude and weirdjokes with numbers. Miners are enough to defend rushings at base. Melee upgrades are important, don't ignore them. Especially when you are fighting against Khosrov champ spear cav.
    1 point
  18. Clicked like and subscribed
    1 point
  19. https://trac.wildfiregames.com/wiki/GettingStartedReinforcementLearning#Scenario
    1 point
  20. For Delenda Est, I'll probably use this for a "German" mercenary camp. For base-game's Cimbri, perhaps it can be like the Spartan/Athenian/Han champion academies.
    1 point
  21. How about making archercav that know when to run away before getting damaged.
    1 point
  22. I see a lot of people take cheats at heart when I already had doubts on player removing fog or displaying hidden data (meant to be hidden). Nothing in life is too serious but on the cheat spectrum that's clearly a cheat, it's up to the player to feel like a sucker if he exploit an open source game. To @chrstgtr point actually, my unfinished mod has limitations mainly because you can't customize behaviors enough. (every "auto" features like tribute and research) But the training thing just empower the player to manage much easier army composition. This feature could really be just another way to think the GUI. (Or a attempt to it). I think like Kampot. If the GUI make thing easier, to funnier it is to actually take skill in other aspects of the game then being just really fast clicker.
    1 point
  23. *I am not sure if I should continue posting this. I reduced Graphics to minimum and I have lag. Let me know your thoughts.
    1 point
  24. Sure. But that doesn't mean someone using a program against an opposing player without consent isn't cheating. I'm just trying to say the community as a whole should determine what is and is not appropriate when it comes to automating gameplay. Again, no one is trying to say that @Atrik or @Mentula are cheaters or that the particular mod in question actually is a true cheat. This thread is so off the rails. @Atrik came trying to help other people and we got this mess. Welcome to forums.
    1 point
  25. It Will be a little hard to prevent these kind of things as far as there's nothing like anticheat. Most top players that knows coding do have scripts they use for their own advantage and nobody knows cause they never shared or published. It's also a bit hard to say this mod is a cheat because it doesn't really make any prior changes just like autoqueue helping automate certain tasks I agree. But if someone have a cheat and hasn't made it known, nobody will know. that's my point. There are some modifications like reducing prices, faster training, faster units, increasing tower ranges etc that should be considered cheating and luckily these kind of modifications will only result in OSS. Aside that, this mod doesn't really make any difference like doing it manually because you are the one to set which units should be autotrained or something like that. I just checked it recently without paying much attention to it. Imagine @Atrik didn't post it here at all.
    1 point
  26. @Stan` that's a good point about the snares. I would argue that there is a spectrum and that skill elements should neither be eliminated nor overcome strategy as the basis of the game. There is coming up with a strategy and then executing the strategy and both should be important. In AoE 4 the player's strategy is nearly totally defined by what building they choose to age up with, which makes for highly formulaic gameplay. I am worried that if we add enough automated mechanics to the game, then we will lose the execution of strategies.
    1 point
  27. I disagree, RTS games should be based on skill as well as strategy. Aoe2 is more popular than aoe 4 for this reason because aoe4 removed almost all skill in unit movement eco management ect. It is inherently more boring to automate aspects of the game. I am not saying that we should consider @Atrik a cheater, I am saying we need to establish a boundary so that the game remains fun
    1 point
  28. If I create an AI program that automates the game to ensure that I win every game without having to ever touch my mouse or keyboard is that a "cheat"? If it is a "cheat," can I cure it into "fair play" just by publishing the program? This is an opensource game where anyone can do anything they want with the code and then publish it. Again, I could care less about this mod. But I do dislike the principle. The community as a whole should judge what should and should not be "allowed." Mods shortcut the community's ability to provide input and one person should not be able to unilaterally determine what is and is not allowed in the game.
    1 point
  29. First you can automate my boom build order. For simplicity you may use autotrain. But how do you fight? Automatic Dancing!!!!
    1 point
  30. soon we shall automate everything, sit back and win all games without touching mouse or keyboard
    1 point
  31. Fortunately, the old player that had an eco script based it on their own boom, which wasn't very good. Nonetheless, it provided them with a huge unfair advantage. That script may not have been a game ruiner. And this mod may not be a game ruiner. But someone, some where down the line, will create a script where the machines rise up
    1 point
  32. I agree that it is "cheating." I feel the same about "features" like auto-queue. With that said, this mod's "cheat" it is immaterial as it may make him 1s faster and I think @Atrik or @Mentula are acting with only good intentions. The other scenarios that you describe and the scenario I described where I old player used to automate their eco is far more concerning and would truly be problematic.
    1 point
  33. Meh. I am not a fan of scripts that automate the game as it provides an unfair advantage. The advantage here is de minimis, but I just dislike the concept. There was a player a few alphas ago who had a script that did all eco for him (made women, built storehouses, houses, built farms, directed units to all res, barracks, etc.). So all he did was micro rushes against players that were trying to do eco and defend rush at the same time.
    1 point
  34. My first YouTube video!
    1 point
  35. @zxphxri am also trying hard to use corral at the time, with mediocre results, as can be seen on the food res... remark that you were fighting my army at my temple and in the range of 3 towers, fortress and CC in the end and that this was the spot in which i wanted to fight. at the moment i am trying to figure out ways to build defensive bases against rushes. probably expands the building phase for the town too long. happy and surprised because me=not an experienced player at all, and it would have been so sad to lose 2vs1. plus, we did not attack you to win, which felt kind of weird you gave us a hard time nonetheless, your food eco is running better (for reasons stated in the video, among others); GG
    1 point
  36. maintaining eco while microing rushes is soooo hard but ill never get better unless i practice :3 i would venture to say the audio is actually decent for the first time in a while lol team 1: zxphxr (1283) team 2: @sternstaub (1183) & user03_ (935) commands.txt
    1 point
  37. In 1v1 games you dont need to build a new cc to get some extra resource, this hardly happens in team games too. The border in phase 3 is enough to reach all resources 95% of the time. We should give more value to buildings and units, not just build/train as fast as possible without a purpose in mind. The game works now only in the first few minutes, after that is spam maximum units, move to p2, build market/temple/blacksmith, move p3, research blacksmith techs, train hero and fight a final fight, whoever wins this fight, win the game.
    1 point
  38. I tried to reduce settings to a minimum, but still during heavy fights there are often massive drops.
    0 points
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