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Showing content with the highest reputation on 2023-05-22 in all areas

  1. Flatpaks are not made by us, and they don't want experimental versions. So likely never. There is an appimage there https://github.com/0ad-matters/0ad-appimage/actions @andy5995 seems to be working on it (thanks again)
    2 points
  2. The smell of a new 0 A.D. release is in the air so... here's my TOP30 for the A26 season! My settings Match Filters: games with < 4 players are excluded. Player Filters: players with < 5 games are excluded. Score Weights: default, apart from exploration weights set to 0. Few comments Feel free to ignore #1 from the ranking; the mod tends to overestimate the owner's rating. I wished I had more games played with strong players. Unfortunately some of them do not appear in the list due to the small numbers of games played.
    2 points
  3. Well IMHO the whole (Spamming, Cheating, DDOSing) lobby debacle, and the lagging kinda proves the point. If 5 people can tank the multiplayer game are we really allowed to be called a beta? Or should we just target single player folks, in which case not having a campaign is kind of a no no ?
    2 points
  4. @Itms @Stan` You can unblock Shadowofhassen , he can't send more answers in the posts.
    2 points
  5. Something to keep in mind with language model chatbots is the primacy of context. While the word intelligence is applicable to the emergent behavior that tends to arise from large language models, never forget that what they actually are is pattern recognition and extension engines. They work by looking at a block of text and predicting the most likely sequence of letters that comes next. It's just that when you train this system on trillions of pages of text and let it take billions of factors into account when matching the pattern it starts to capture super high-level patterns like rhetoric, logic, and culture, and ends up acting very like the minds that produced all those training examples in the first place. But the bot will always remain a pattern recognition and extension engine, and this has consequences for how prompts should be engineered. GPTs generate much more specific and accurate responses from longer and more detailed prompts. Even if you are only regurgitating background information the model already knows, the extra material will help it to latch on to a more specific response pattern and produce a more sophisticated and topical answer. In some cases this will make hallucinations like the fake mod list go away. Additionally, these chatbots exhibit a behavior I call mirroring. Because they are pattern matching systems, they tend to pick up and copy stylistic and behavioral features from the users prompts. For example, if you don't put much effort into a prompt or prompts the LM won't put much care into its answer. The bot will spit out short and sloppy answers that ignore parts of the prompt and make things up to get its point across. Or if you write in a highly technical style the bot will adjust its word choices to try to mimic it, even if you give it direction to use a different style. (This is really annoying if you are trying to get the bot to rewrite a composition in a new style.) Or if you are rude or demeaning the bot will turn obstinate and passive aggressive. They mostly have really study reinforcement training now that prevents them from becoming openly hostile, but they will start ignoring directions and basic logic to keep the combative vibe going.
    2 points
  6. I came across 0 A.D. several years ago and, as an Age of Empires fan, figured it would be neat to try. I saw that it was an "Alpha" though and so I didn't download it, figuring it would be buggy and incomplete. I decided that I would wait until it was at least a Beta version when I tried it. A few years later I came back to it, only to discover it was still Alpha. I was confused about there being so much progress though. I decided to download it and it looked playable. There were still rough edges, but about what I would expect for a Beta version. I talked to another person who said they too had heard about the game, but never tried it because they too were "waiting for the game to not be buggy". When I asked when they would know that would be, they said "1.0, or at least a beta". So the "Alpha" label scared me off from trying 0 A.D. for years and scared off another person I know from trying it at all. Now that there have been Alphas for all 26 letters of the English alphabet, maybe it's time to start releasing Betas? That would prevent new users like me from thinking that the game is still a buggy mess not ready for prime time.
    1 point
  7. Yeah, the patch did that before, but it was split. the problem is that while you're in pause, the camera still moved.
    1 point
  8. Yeah you can restore the <history> tag in the identity components. It will then show up in the detailed view of the unit.
    1 point
  9. Is this what you mean @Acanthis? It's the hotkey.session.pushorderfront hotkey, introduced in Alpha26. No additional mods needed for it. The hotkey is not assigned by default to any key combination, so it's available for rebinding. See here and here for development reference.
    1 point
  10. Thanks! I've made a patch: https://code.wildfiregames.com/D5003.
    1 point
  11. Not for now, we would be overwhelmed by the number of users.
    1 point
  12. I don't. if it was for me, wood gathering upgrade would only cost wood. it's meant to be a long term investment, not convenient in the immediate future. it's not and it shouldn't be something you go for for immediate relief when you are lacking resources.
    1 point
  13. With enabled validation, the flickering still happens. I don't know where I should look for debug output. Graphics-related, I only saw this in stdout: OpenGL | notification: other source: the API id 131185: Buffer detailed info: Buffer object IndexBuffer (Default, 2) (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations. and this in the mainlog: Info when compiling shader 'shaders/glsl/fxaa.fs': 0(618) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(626) : warning C7533: global variable gl_FragColor is deprecated after version 120 Info when linking program 'shaders/glsl/simple.vs'+'shaders/glsl/fxaa.fs': Fragment info ------------- 0(618) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(626) : warning C7533: global variable gl_FragColor is deprecated after version 120 With this change, still with validation, the flickering does not happen. The logs contain the same things as above. Thanks for the report. I filed a ticket at #6807 because I think it is a regression from A26 for mac users. In the worst case, this workaround of disabling TLS exists. This is expected, as some game settings cannot be changed during a game. However, the situation you describe is confusing: the user should have the information that those settings are unavailable. I also filed a ticket #6808, but it will not be fixed for A27.
    1 point
  14. @Player of 0AD > I can recommend the mod "Local Ratings". Afaik it works only on multiplayer replays, though Thanks, I will take a look @Yekaterina > What kind of analysis are you looking for? Kill count? KD ratio? Eco? Build orders. I can calculate by hand how to optimise a greedy strategy, but I feel that is overly clean. You know any tool that does that? Worst case is that I will need to write it myself :-)
    1 point
  15. As for beating the AI, this is probably just a little slower eco. Because of citizen soldiers and batch training, as well as other factors, one can pull of a much faster boom in 0ad than in age of empires games. This probably comes as a surprise if you are used to a slower economy like in AOE2. @ValihrAnt has a great economy guide. Here is his youtube channel: https://www.youtube.com/@ValihrAnt I wouldn't oppose changing the costs of the eco techs, but I imagine this could be a point of debate for a lot of people. You can find technology prices here: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies As for trample damage, it has been discussed a lot, but I think it would be best implemented in a unique unit, or perhaps a for a class like chariots. Things could get confusing/counterintuitive if all cavalry did trample damage.
    1 point
  16. MidJourney + Leiapix AI + a few edits with the adobe suite
    1 point
  17. I hate how the UU is called a "centurion." Makes no sense.
    1 point
  18. They already use the exact same animation. Please explain.
    1 point
  19. i like current champ system of being a pop save unit, ie 1 champ costs aprox 2x or more than a regular solider, is proportionally stronger per cost, but also gives population advnatage, ie x res invested in champs will give same power but half the pop cost. your idea would ruin this, i think this differentiates them more than the idea of them being just better copies of regular units, that cant work. there are several such units that sacrifice eco option for military advantage commitment, with cav being one in a sense but more literally mercs, champs, skiritai. as well as perhaps ele.
    1 point
  20. is that now? Should be good against cavalry.
    1 point
  21. @Sun Wukong A new Mauryan palace is coming for A28.
    1 point
  22. It's possible to edit singleplayer replay files into a the format of a multiplayer replay and trick localratings into believing that it was multiplayer.
    1 point
  23. When changing "Menu" -> "Game Session" -> "Batch training size" to 1 (or any number) and clicking "Save" then "Close." On clicking "Close" you get an error message saying you have unsaved changes, even though the literal click beforehand was "Save". However, changes are saved when ignoring the warning prompt. EDIT: This only happens once a multiplayer game has started. Does not happen off the main screen.
    0 points
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