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Showing content with the highest reputation on 2023-05-06 in all areas

  1. Die Oasenstadt These are some impressions of the city. I hope you like it. I put a lot of time in it and had great fun, still its not finished. Unfortunately it will always stay a digital diorama, instead of being filled with a little life.
    2 points
  2. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
    1 point
  3. People have had this idea that videogames cause violence for as long as videogames have existed. People with normal cognitive function are able to distinguish between the objectives and victory conditions of a game, regardless of how they are achieved, and real life, traumatic violence. I don't think this is worth our time to be honest, especially not any developer's time.
    1 point
  4. You are right, it is 25% HP. The statistics in you mod suggest that the dogs now should win against both ranged infantry and spearmen in a 1v1. I dont know if that is desirable. Especially since if you send the dogs directly to the ranged units, then they are good at taking them out in A25. That becomes only more potent in your mod.
    1 point
  5. Return of Rome review and testing
    1 point
  6. I looked at the statistics and I see that most ranged units lose 20% attack, and most melee units get around +50% and -2 armor. The war dog seems an outlier. It gains +50 attack boost, but no durability penalty
    1 point
  7. update: reduced ele archer damage in accordance with other ranged units increased all buildings hack armor by 5 (40% less hack received, compared to melee units + 50% hack damage) siege units as well
    1 point
  8. My friend gismox suggested that the formations give bonuses.
    1 point
  9. with my friend Gismox "more fields" I need to know if you have friends who are not very good. play a 2v1 Gismo is very slow and is still learning.
    1 point
  10. For now the bad thing about DE is the Ai , it doesn't know how to play the game. The other thing is the random maps. ------+-+ It would be good if the artifacts are inside the Shrines, that the Shrines are captured by priests or heroes(the heroes of antiquity were considered sons of the gods).(for the same reason they had the right to reign.)
    1 point
  11. Persian shrine by @Stan`
    1 point
  12. Buddhist shrine by @Stan`
    1 point
  13. Working on stuff Some views from beneath the terrain grid.
    1 point
  14. So far I haven't made any nerfs for Han, but I can certainly see the issues you mention @hamdich. In addition, I think crossbows are a little bit overtuned, they probably need at least slower prepare time. I agree it is difficult to balance sword cavalry in p1, it may be the best choice to move them out of p1. As for acceleration and spear cavalry, I see the concern about spear cavalry having a hard time chasing. The first thing to note is that spear cavalry have 2 components that make chasing difficult: 1) stopping to attack and having to accelerate and 2) prepare time. Prepare time is a massive contributor because the spear cavalry must be stationary during prepare time. I actually have what I think is a nice solution to this, if people are interested. among my list of "unit specific upgrades" (see attached discussion) are 2 upgrades for spear cavalry: 1) Horse Racing: increased movement speed and much higher acceleration (phase 2) 2) Lancing tactics: increased pierce damage and decreased smaller prepare time. after testing, these changes made spear cavalry much more effective when chasing enemy cavalry, and the distinction is that these upgrades are unique to spear cavalry, so the upgrades act to differentiate spear cav nicely. I have not yet made a merge request for these upgrades (https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/tree/unit_upgrades), but I think they should be added to the community mod after balance changes and team bonus changes.
    1 point
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