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Showing content with the highest reputation on 2023-05-29 in all areas

  1. Yes I am aware of that, I just wanted to have something that isn't greek and it's at least closer to the region. Same for han (they probably didn't speak mandarin). As someone mentioned earlier, this mod is more like just placeholders until the game has proper dubs, to sound at least closer to the place these civilizations are from and not just speaking greek. As for Phoenician @Lion.Kanzen I have been reading about the topic and many people agree that phoenician is very similar to traditional hebrew, that dictionary that I found points to some words such as the one i mentioned for walking (halakh). I also read that for example Civ 6 uses neo-punic for the voice lines of Dido and it seems like the voice actress speaks hebrew.
    3 points
  2. https://trac.wildfiregames.com/ticket/6814#ticket
    2 points
  3. Hi All Have just upgraded to Fedora 38 which was released today and found the 0 A.D is not using the full screen under xorg (wayland still has the same issue). The screen seems to be full screen mode but only displaying within 3/4 of the screen. The cursor can travel outside this area (unlike wayland) but does not match with the area highlighted. For the time being, have set to windowed mode. Any suggestions? Edit: Btw, I'm not using any nvidia drivers, just the default.
    1 point
  4. No, but @real_tabasco_sauce recommended that I check out the nomad implementation in it.
    1 point
  5. AoE4 had Mongols as a nomadic civ, but basically all it meant was that their buildings could pack up into carts, and it was quite gimmicky. I would prefer to maintain the functionality of the cc (territory root, training) while it moves, and have it move very slowly, also other buildings should be mobile as well but faster and with a pack up pack down feature. moving cc territory would be very challenging without making some features to help make it feasible, such as a dedicated territory root building, permanently mobile storehouses and farmsteads, and/or buildings not decaying to gaia once they are out of cc territory. Nomadic society doesn't simply stop when they are on the move, so the cc should remain functional as it moves. Having a slow but still functional cc also means players need some planning and strategy while moving around the map, instead of zooming around and using the cc to snipe enemy units like in AoE4.
    1 point
  6. You should see a small menu/panel popping when right clicking the trainer button. https://youtu.be/ob87oBd57Is?t=150 @seeh
    1 point
  7. Obviously, it is easier to portray the nomads with the same mechanics than the other civs. I think being innovative here is an overshoot. Suebians are better. Cimbri are less interesting and less known. If we say that Suebians are related to the Jastorf culture, then they are already appearing around 600 BC in Mecklenburg-Vorpommern. But now they have some proto-buildings. People couldn't picture the civ.
    1 point
  8. This icons appear if you activate "barter panel" setting, and will display the current market prices of each resources. So the number isn't a setting, but are displaying current resource worth on the market. (Price are always at 90 until you or another player start buying resources). => In short lower number just means this resource is worth less on the market. I did this because I find it useful to have a compact overview of the market on screen, at all time. Additionally, for an advanced use, if you press/toggle this icon, it can be used to buy this resource while some price conditions are met (and if you have a market ofc). The conditions can be explored/changed in the settings. It has a few edge cases, but doesn't replace the normal market panel by any means.
    1 point
  9. Just to make sure: you used borderless.fullscreen = "false", right? Does the only chat window trigger the tearing? Or any other in-game window like options or diplomacy? Is it reproducible in the main menu?
    1 point
  10. I played in match #7, then I watched the replay and the video. Now I can vote... Best rush: weirdJokes (14 kills early on) Most creative: weirdJokes (rushing, leveling cavalry up by garrison, using corrals) MVP: weirdJokes (succesful rush, decent eco, defending the weaker flank)
    1 point
  11. wow there was many importand info that i didn't know-ed
    1 point
  12. Re: Elephants. Maybe too late for this alpha, but what about coming up with a tech tree for them for the next.
    1 point
  13. We can always plan on Germans (Cimbri in EA, Suebians in DE) for Alpha 28, then nomads for Alpha 29... They had the lowest number of votes in the last poll, tied with Thebans. Scythians built fortresses, specifically the Crimean Scythians. They have a fortress in DE. Xiongnu might have built rammed earth fortresses (still need research on that).
    1 point
  14. Also did this one for the trainer feature:
    1 point
  15. Thanks @seeh for your tutorial (or game-play walk-through ). By default, every features like the "trainer" are disabled, some players could be interested by just the overlay. So I though I could also make a short one to introduce the overlay. proGUI overlay overview:
    1 point
  16. The packable CCs are already fine for this. Also, I would rather nomads have mobility in their offense, not defense.
    1 point
  17. I think I had to do that manually. Apart from that the installation went automatically and without problems. But for windows users a warning will pop up how unsafe it is to install this; you can just click it away.
    1 point
  18. LuchoMat did this yesterday with no problems: download bundle from the forum install. A warning will appear warning that the previous version will be uninstalled. click 'OK' The installer will suggest a directory (folder) for the installation. This will most likely be the current location of a26. Delete the last part of the 'path' and replace it with something like '0ad_A27'. I think the shortcuts folder should also be separate, but I am not sure.
    1 point
  19. The Han ministers still have a production button problem: while it shows the correct max number you can produce in a batch, if the batch size is actually bigger nothing will happen. This is not visibly represented for the player. You have to reduce the batch size until it matches the maximum ministers you can produce, while the number presented to the player will stay the same. (If you can produce 2 and your current batch size is 5, it will show you the 2 all the time; when you dial down your batch size to 4, 2 is shown etc.) I wish the game would just cut off larger numbers if the current batch size is bigger than what you can produce, so the button actually does what it says.
    1 point
  20. I really should make a video on how to install mods, pyromod, drag and drop, command line, put the zip in a mod folder with the same name, the options are endless I wonder if @andy5995's pipeline to package mods would also work on gitlab.
    1 point
  21. Thanks @seeh, fixed. Downloads for SelfNerf v0.27.1 and installation guide are in the first post of this thread.
    1 point
  22. Thanks for the suggestion seeh. I did try the windowed mode which helped. It seems that this time it was user error as I had set to "true" rather than "false". Now working as expected.
    1 point
  23. I merged my own PR mostly because there were style things in it that, I wanted to get updated before other people started contributing. You can still follow the link and read the history parts however, and if there is an issue I will correct it.
    1 point
  24. @s0600204 Thanks for the explanation, and I'd really be happy if you could get that advanced UI working and merged to A 27 it'd make the in game help viewer so much better and our work on the encyclopedia better. I'll fork and Pr 0 A.D.'s branch every time we finish a civilization and add the changed files in slow, reasonable comments. In the meantime, we'll use my repository, so we can track the sources without long, complicated forum threads. (And beside's I've already gotten it set up.)
    1 point
  25. I don't know why they talk about marketing or advertising, if the game is an Opensource.
    1 point
  26. -"the name is not very attractive " Discussing 0AD.
    1 point
  27. Unsurprising. I'm a little busy at the moment with work, but I'll look into it when I get time. @ShadowOfHassen, hyperion's suggestion of working on top of a fork of 0ad.git is what I do for my two mods listed on mod.io. The script he provided (which works roughly the same as the script I wrote and use for the same task on my computer) detects which files have been altered, which means the output mod file will only contain files that have been modified by your commits. The script also supports auto-marking files that should be "deleted" (read: ignored) from mods that appear above it in the in-game mod list. As what you're attempting to do is modify not remove templates, this feature is probably not one you'll be using.
    1 point
  28. Nice, I updated the hindi voiceovers for shorter responses.
    1 point
  29. I read that Mauryas used Prakrit, I don't think there are AI models trained on prakrit or sanskrit. The site I used has Bengali and Hindi which are probably the closest (altough not really related).
    1 point
  30. Please note that Sunday Pro Games is back this Sunday !
    1 point
  31. Good news and bad news about the future. As of Firefox 115, which will be the latest ESR soon, I can finally properly profile the game including JIT code. The only thing to do is compile spidermonkey with `enable-perf` and `--enable-jitspew` (I think), then run it form within https://github.com/mstange/samply like so: `IONPERF=func PERF_SPEW_DIR=. samply record -n --rate 10000 binaries/system/pyrogenesis -mod=public -autostart="random/continent" --autostart-ai="1:petra" -autostart-ai="2:petra" -autostart-nonvisual -autostart-seed=150` This gives you a full profile that you can then access on the firefox profiler, like so: https://share.firefox.dev/3IHH7ho (AI 1v1) There are some interesting overall insights: In this AI 1v1 75-80% of the time is spent in C++ code. But a lot of that time is calls from JS. As I have reported in the staff forums in the past, the main cost in the SimUpdate is `Timer Update` (about 15% of total time), split between ResourceGatherer, ProductionQueue, Builder, Attack, DelayedDamage. Most of the code appears to end up properly jitted. But the GCs 'dump' the JIT code regularly, which means we spend more time in baseline than we probably should. I have reported a bug about this, we'll see what happens: https://bugzilla.mozilla.org/show_bug.cgi?id=1834848 There is a fair amount of Spidermonkey overhead, though there are things we could improve. To take the Example of calling `Engine.QueryInterface`, the costs breakdown as follow: ToJSVal<IComponent*> is about 40-45%. This is largely because of D5004. The actual C++ QueryInterface is only 20%, which is slow because of std::map. But it's not the most major cost. Getting the ComponentManager pointer is 7% ScriptRequest enters the realm (for no reason), which accounts for about 10% total So as you can see there are a lot of things we could do to skip some time, but it's also going to be kinda hard. Some obvious things that show up and could probably be improved: Having a `Engine.QueryInterfaces()` function is probably interesting. Identity:Init() is slow because of splitting the identity classes. We can cache that in ParamNode directly I think. There are some regex constructions in loop which are slow, such as in MatchesClassList AI Interface and AI Proxy are fairly slow. The AI in general also seems poorly jitted, and that might have to do with how the objects are structured, hard to say. Modifiers are kinda costly, but we knew that. Now, right now we are still on ESR92, so this is some ways off, but I have compiled it on a local branch, and I think the results are rather interesting, and encouraging for the future.
    1 point
  32. Is this not where 0ad already is? Even at a high level, there are less clicks required than many RTS games. I can often, especially in the early game, take both my hands off the computer and take a bite of food. Much more automation (like auto start, auto sniping) would decrease the skill gap, which is always bad for games.
    1 point
  33. Dropdown menu might be missing some decorations.
    1 point
  34. I like shiny mod, but we don't need the fog in UI and on button click we don't need that much white light
    1 point
  35. 1 point
  36. Those two would be like the Antigonids or mid-late Macedonians with agema/royal peltasts or kestrosphedones (dart slingers), respectively. Most of the units on the list would fit this faction.
    1 point
  37. Xiongnu can have other shapes and colors.
    1 point
  38. It occurs to me to add more red (or color layer to the textile) To the central Asian (Scythian) some of these interior textures can be used exterior. and the carpets too.
    1 point
  39. Oh interesting. They are actually quite different side by side. When I played xiongnu after playing scythians, the difference wasn't very apparent and I actually thought they were the same (perhaps thats just on my tiny laptop tho). I think it might be good to make the xiongnu yurt texture a little warmer (kind of like in the discussion of gauls vs suebians) Im not sure about the autobuild feature. In general, you usually want to make use of your investments (the foundation) fairly quickly, while not tasking so many units to build that you waste eco. Because of this balance (between delayed return on investment vs building efficiency), it seems like it would either amount to a build rate buff, or it would be OP (just relying on the autobuild while committing everything to eco). I think a middle ground would be to just make the female horse archer basically just a mobile woman with higher build rate and stats for self defense. This way the remaining cavalry would behave as expected compared to the other civs, and the Scythians get a special eco unit.
    1 point
  40. I personally like the time restriction to keep the feel of the time. It's already strange enough that if you play Romans vs Gaul or Britons you do not get to pick Julius Caesar. If at the start of the game you chose between 2 or 3 eras, and then could only choose civs of that era, that would be cool. However, I'm sure that would be a lot of work, especially as alpha updates go on.
    1 point
  41. In real battles in history, the commanders often took advantage of the terrain to suit their strengths and weaknesses. Bogs and swamps should slow down cavalry, rams and heavily armoured infantry a lot. Women and archers could escape from them there. This could make an interesting downside to advancing down the armour technology tree as the weight goes up
    1 point
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