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I am trying to make a sense out of this. The whole point of LocalRatings being local is that the mod user is the only one who can see ratings and that ratings are calculated based on the user data. Why would one tweak a rating being the only one seeing it... self-motivation? PS: the fact that a user can edit a free-and-open-source project and its files (including replays) should not come as a surprise. Welcome to foss!5 points
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Not specific build orders, but some general rules of thumb I've been puzzling out. You need 3.5 farms (food income of 500 per minute) to support 5-batch women production from the CC You need 2 farms (food income of 300 per minute) to support constant production of men from a barracks in batches of 1. If you have four barracks and the CC all producing men in 1-batches, that means ten farms. 1-batching from a barracks in theory is the most efficient batch size for a big boom to 200 pop. In practice sometimes larger batches will be necessary to use up excess food. But batches should be kept as close to 1 as possible. With no barracks you need 1 house builder if you can keep him going all the time. 1 barracks, 2 house builders. 2 barracks, 3 house builders. 3 barracks, 5 house builders. 4 barracks, 6 house builders. In theory - walk time may mean you need one more than this. Or if not all your house builders work on the same house at once you can use fewer. Roughly the process is: first spend any excess wood on farms to support your current barracks number plus 1, keeping wood as close to 0 as possible. Then wait until you have enough wood for another barracks without interrupting production, and make it. Repeat. (Process is more complicated if your barracks also costs stone.) If you have extra food from berries or hunting or Ptolemy teambonus, the same applies that you want 300 food income for every barracks (or CC producing men) plus 500 food income if you're batch producing women. There's little purpose in gathering more food than that, and the rest should go on wood and make barracks whenever there is excess wood. Food income from such sources can be measured with my show resource income mod. The "1-batching is the most efficient batch size" may be the most controversial part of this. Here's my reasoning. What you want is to get the maximum production rate for the minimum upfront investment. If you have a large batch size, the batch should be counted as part of the upfront investment. So the efficiency is (production rate of men) / (300 + size of batch * 100). It turns out this is minimized for 1-batches.3 points
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Becouse if 4v4 then there won't be more than 4 teams, and it will be impossible to coordinate games to play, and if 1v1 we just had events like that in the past, why not making something new? 2v2 is fun to watch and play and doesn't lag.3 points
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2 points
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Buenos día o tardes ; -Esta sería mi idea para las unidades tracias; (en desarrollo...) (lista en inglés): Units;(26) light Infantry ;(4) ("Barracks"&"C.C") 1.Thracian Spearman ;-------------------------------------------------------------(Taruthin ) 2.Thracian Peltast ;----------------------------------------------------------------(Skálmēsinas ) (Barracks") 3.Thracian archer;------------------------------------------------------------------(Romfeai ) 4.Thracian slinger;------------------------------------------------------------------( ... ) Champion Infantry ;(4) (palace "&"Barracks") 5.Odrysian Comander;-----------------------------------------------------------( ) (palace ") 6.Odrysian Nobleman ;----------------------------------------------------------(Poris ) ("mansion") 7.Odrysian Hoplita ;--------------------------------------------------------------( ... ) 8.Odrysian Guard ;----------------------------------------------------------------( Zibythides) auxiliary Infantry ;(3) (" Thracian fortificated village ") 9.Auxiliary Thyni (traco-euroasiatic ) ;-------------------------------( ... ) 10.Auxiliary Tribalii (traco-celtic);------------------------------------( ... ) 11.Auxiliary Dardanian (traco-illyrian);------------------------------( ... ) light Cavalry;(3) ("stable "&"C.C") 12.Agatirsos peltast (traco-scythian);--------------------------( Khōra Hromphaia mezēnai ) ("stable ") 13.Geta spearman (traco-dacian) ;-----------------------------( Khōra mezēnai ) Champion Cavalry;(2) ("stable "&" palace") 15. Odrysian cavalry Nobleman ;-------------------------------(Zibunthides mezēnai) ("stable ") 16.Odrysian war-wagon (2 horses and archers) ;---------------(...) Civilians;(3) ("C.C"&"Houses) 17. Thracian Woman;----------------------------------------------(Dentusykos ) ("Market") 18. Thracian trader;-----------------------------------------------(Paraoris)Men and Woman ("Temple") 19. Thracian healer;----------------------------------------------(ktístai ) Siege ;(1) ("Arsenal") 20.Greek ram;---------------------------------------------------------( ... thurd ide ) Ships;(3) (Reclutados en ;" Puerto") 21.Bitinian fishing boat (traco-asiatic) ;---------------------------------( ... )Men and Woman 22.Greek merchant;---------------------------------------------------(... parai ) 23.Greek Birreme ;----------------------------------------------------------(...) Heroes ;(3) (Mausoleum ") 24." Teres I ";-------------------------------------(Τήρης ) 25." Sitalces";-------------------------------------(Σιτάλκης) 26." Kotys I ";-------------------------------------(Κότυς) -¿Qué opinan @Lopess @Genava55 @Lion.Kanzen @wowgetoffyourcellphone @real_tabasco_sauce @Stan` @Ultimate Aurelian ? Disculpen las molestias*2 points
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Hi, I am trying to go back a little and enjoy Alpha 23b as this is my favorite release. I have downloaded data and source code from https://releases.wildfiregames.com/. First step: cd 0ad/build/workspaces ./update-workspaces.sh -j3 is successful. However, when i do cd gcc make -j3 I get the following error: ==== Building mocks_real (release) ==== ==== Building network (release) ==== ==== Building tinygettext (release) ==== ==== Building lobby (release) ==== ==== Building glooxwrapper (release) ==== ==== Building simulation2 (release) ==== ==== Building scriptinterface (release) ==== ==== Building engine (release) ==== JSInterface_Network.cpp CConsole.cpp GameSetup.cpp HWDetect.cpp Globals.cpp Hotkey.cpp In file included from ../../../source/ps/KeyName.h:22, from ../../../source/ps/Globals.h:23, from ../../../source/ps/Globals.cpp:19: ../../../source/lib/external_libraries/libsdl.h:32:11: fatal error: SDL.h: No such file or directory 32 | # include "SDL.h" | ^~~~~~~ compilation terminated. But i have libsdl2-dev installed on my Linux Mint system. Any idea why this is not working? Thanks!1 point
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1 point
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Byzantines called themselves Romans. Edit: in the DLC, the campaigns for the Romans are based on Trajan's reign. While the new Romans faction added in AoE2 is based on 395 AD Rome. The description from the webpage: <<In game, the Romans date back to about 395 C.E., making them contemporaries with the Goths, Celts, Britons, Franks, Persians, etc. By this period in Late Antiquity and Early Middle Ages – Rome was a crumbling shadow of its former glory. Plagued by an inability to pay its soldiers, lack of manpower, and its older fortifications in disrepair, they could not face the invasions of their former provinces or fend off attacks closer to home. By the time of Attila, Rome simply couldn’t field any large armies of note, and relied on Germanic tribes to guard their frontiers, but those tribes often went rogue and became enemies instead. The old Roman-controlled area was inundated with an influx of different peoples who settled the land, bringing their own culture and customs, annihilating the old Roman ways. By the end, Rome could not overcome a collapsing economy, loss of manpower, an inability to pay troops, plus bad leadership. When the “official” end in 476 came with the ousting of the last Roman emperor by a Germanic king, the Roman Empire had already silently melted away.>> So even if it is not really correct, it seems they indeed depicted the Romans as the Western Roman empire...1 point
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https://github.com/bparkis/0adbuildoptimizer It's a simplified 0ad simulator where you tell it a build order and it instantly tells you when you're going to run out of pop or resources, or have an excess of resources. See the README. It will be a lot more useful to you if you happen to know Python. I think the best explanation of how it works would be an example of what a build order looks like with this. # set up the map. addForest(10, 0, 5000) means there is a forest at coordinate (10, 0) - which is 10 seconds of walk time away from the CC - with 5000 wood available. # 5000 is around the amount of wood you would chop before you would need a second storehouse. addForest(10, 0, 5000) addForest(11, 0, 5000) addForest(12, 0, 5000) addForest(13, 0, 5000) addForest(14, 0, 5000) addForest(15, 0, 5000) addBerries(-5, 0, 1000) addChicken(0, 0, 400) setCiv("Mauryas") setSummaryPeriod(1) # show a summary every 1 second debugEnd() # always throw an exception when we finish, to allow pdb debugging of the detailed state. e.g. with python3 -m pdb boom.py builds/maurya1.txt # This will report the first time when wood went over 300 # and stayed that way until the end. Useful for deciding when we are # able to build stuff without interfering with any other production. reportSurplus(0, 300, 0, 0) # men chop with elephant dropsite, women make berries farmstead, horse on chickens, elephant makes a house at wood chop(selectWorkers("male")) build(selectWorkers("female"), "farmstead", pos=(-5, 0)) walk(selectWorkers("elephant"), (10,0)) # walk ele to forest chicken(selectWorkers("horse")) berries(selectWorkers("female"), queued=True) # The elephant's house is queued meaning it will happen after the # elephant walks to the wood. A non-queued order will just # replace any existing orders. build(selectWorkers("elephant"), "house", queued=True, pos=(10,0)) # train 4 initial women at the CC train(cc, "female", 4) # train batches at the CC that are "maximum batches," as much as food and pop allows, up to a batch of 5 # Do this "repeating," i.e. repeatedly make batches until the order is canceled # also queue it behind the previous train command train(cc, "female", 5, queued=True, repeating=True, maxBatching=True) # Set a schedule for what the women will do after being produced. # Women produced from the CC will go to berries between population 11 and 12. # between population 13 and 27, they will chop wood. # between population 28 and 41, they will build farms and start farming # between population 42 and 46, they will be idle (we'll give them orders then) # after population 47 they will chop wood. setWaypointSchedule(cc, [(11, ((-5, 0), "berries")), (13, ((10, 0), "chop")), (28, (None, "farm")), (42, (None, "idle")), (47, (None, "chop"))]) # wait until 28 seconds into the game, because now the farmstead is done and we can research the berry upgrade time 00:28 research(selectBuilding("farmstead"), "up_gather") # At 0:44 the elephant has made his first house # and at 0:46 we have just enough wood to start a second time 00:46 build(selectWorkers("elephant"), "house") # at 1:17 the elephant is done with the second house. There's not # enough room for the elephant to make more than two houses while # still being a wood dropsite and leaving enough space for the # elephant to get out, so we'll take a man off of woodcutting. The # man will make unlimited houses as a repeating order. (All of these # houses will be at 10, 1) time 01:17 build(selectWorkers("male", num=1), "house", pos=(10, 1), repeating=True) # also queue up an order for berries women to go onto farms farm(selectWorkers("female", "berries"), queued=True) # at 3:23 we have 500 spare wood. We'll transfer 5 women off of wood # and onto farms, in preparation for the first barracks. time 03:23 farm(selectWorkers("female", "chop", num=5)) time 03:28 # These are two women just produced from the CC build(selectWorkers("female", "idle"), "barracks", (3, 3)) time 03:49 # four more women just produced from the CC to help build houses and the barracks build(selectWorkers("female", "idle", num=1), "house", (10, 1), repeating=True) build(selectWorkers("female", "idle"), "barracks", (3, 3)) time 03:53 research(selectBuilding("farmstead"), "up_farm1") time 04:35 # barracks is done # we need another house builder. She can help the male housebuilder at (10, 1) farm(selectWorkers("female", "idle", num=5)) chop(selectWorkers("female", "idle")) train(selectBuilding("barracks"), "male", 1, repeating=True) setWaypoint(selectBuilding("barracks"), (10, 0), "chop") time 05:47 # enough wood for another barracks build(selectWorkers("female", "chop", num=5), "barracks", (3, 4)) farm(previousWorkerSelection(), queued=True) time 06:05 build(selectWorkers("female", "chop", num=5), "barracks", (4, 4)) farm(previousWorkerSelection(), queued=True) time 06:38 # barracks done # selectBuilding will get us the idle barracks preferentially setWaypoint(selectBuilding("barracks"), (10, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 06:56 setWaypoint(selectBuilding("barracks"), (10, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 06:36 # We've made 67 women. That's probably enough. Switching to men from the cc. train(cc, "male", 1, repeating=True) time 07:09 # forest dead, move on. build(selectWorkers("male female", "chop"), "storehouse", pos=(11, 0), queued=True) chop(selectWorkers("male female", "chop"), pos=(11, 0), queued=True) chop(selectWorkers("male", "walk"), pos=(11, 0), queued=True) setWaypoint(selectBuilding("barracks", index=1), (11, 0), "chop") setWaypoint(selectBuilding("barracks", index=2), (11, 0), "chop") setWaypoint(selectBuilding("barracks", index=3), (11, 0), "chop") setWaypoint(cc, (11, 0), "chop") time 07:27 build(selectWorkers("female", "chop", num=1), "house", (10, 1), repeating=True) time 08:00 build(selectWorkers("female", "chop", num=5), "barracks", (5, 5)) farm(previousWorkerSelection(), queued=True) build(selectWorkers("male", "chop", num=5), "storehouse", (12, 0)) chop(previousWorkerSelection(), pos=(12,0), queued=True) time 08:31 build(selectWorkers("female", "chop", num=5), "barracks", (5, 5)) farm(previousWorkerSelection(), queued=True) build(selectWorkers("male", "chop", num=1), "house", (10, 1), repeating=True) research(selectBuilding("storehouse"), "up_chop1") time 08:51 setWaypoint(selectBuilding("barracks"), (12, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 09:02 build(selectWorkers("female", "chop", num=5), "barracks", (5, 5)) farm(previousWorkerSelection(), queued=True) time 09:17 build(selectWorkers("female", "chop", num=5), "barracks", (6, 6)) farm(previousWorkerSelection(), queued=True) build(selectWorkers("female", "chop", num=1), "house", (10, 1), repeating=True) farm(selectWorkers("female", "chop", num=5)) time 09:36 chop(selectWorkers("male female", "chop"), pos=(12, 0), queued=True) chop(selectWorkers("male", "walk"), pos=(12, 0), queued=True) setWaypoint(selectBuilding("barracks", index=1), (12, 0), "chop") setWaypoint(selectBuilding("barracks", index=2), (12, 0), "chop") setWaypoint(selectBuilding("barracks", index=3), (12, 0), "chop") setWaypoint(cc, (12, 0), "chop") time 09:40 build(selectWorkers("female", "chop", num=5), "barracks", (7, 7)) farm(previousWorkerSelection(), queued=True) setWaypoint(selectBuilding("barracks"), (13, 0), "chop") build(selectWorkers("male", "chop", num=1), "storehouse", pos=(13,0)) chop(previousWorkerSelection(), queued=True) train(selectBuilding("barracks"), "male", 1, repeating=True) time 09:46 setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 09:54 build(selectWorkers("female", "chop", num=5), "barracks", (8, 8)) farm(previousWorkerSelection(), queued=True) setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) time 10:10 build(selectWorkers("female", "chop", num=5), "barracks", (9, 9)) farm(previousWorkerSelection(), queued=True) setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) build(selectWorkers("male", "chop", num=3), "house", (10, 2), repeating=True) time 10:15 build(selectWorkers("female", "chop", num=5), "barracks", (9, 9)) farm(previousWorkerSelection(), queued=True) time 10:31 setWaypoint(selectBuilding("barracks"), (13, 0), "chop") train(selectBuilding("barracks"), "male", 1, repeating=True) build(selectWorkers("female", "chop", num=5), "barracks", (10, 10)) farm(previousWorkerSelection(), queued=True) time 12:001 point
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i havent kept up w posting these on here, so i might do one a day for the last few after this one team 2: @felixix @Marre-Vrickad @defc0n @Irland team 1: @Player of 0AD @Vicktualia @borg- @Havran1 point
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posdata ; -Aún tengo que terminar las unidades de caballería , navales , algunos auxiliares y incluir el ariete .1 point
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Adjust your workflow as you see fit, however the amount of effort needed to create your own 'building blocks' is minimal in a lower poly setting and worth doing to prevent blatant repetition in most cases.1 point