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Showing content with the highest reputation on 2023-07-07 in all areas
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Sunday Pro Games Series has ended ! If there is demand, it might be back in A27. Feel free to leave feedback etc. and see u !3 points
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Leaedys and Geaentlemen, This is the thread where Sunday Pro TGs will be announced and statistics will be shown. Prize above The 1 place and the prize goes to the deserved winner @Player of 0AD ! Congratulations ! Thanks to everyone for participating and making videos. Special thanks to @leopard @seeh for featuring the games on youtube. Honourable mentions to @defc0n and @Ginnungagap for reaching 2nd and 3rd place. General Rules: At 20.00 CET best players available will be assigned to the 8 player TG slots by the organizers. Should your team win, each team member gets 1 point for the Ranking. A registration beforehands is not necessary. Vote for extra points by posting in this thread: Best rush (+1), most creative play (1pt), MVP (1pt). In case of a tie most wins decide placement. Statistics: weirdjokes: 7pt defc0n: 5pt Ginnungagap: 4pt Isam_96: 3pt borg: 3pt berhudar: 3pt vinme: 2pt Marre_Vrickdad: 2pt NoobDude: 2pt Aslan: 2pt darkcity: 2pt Stockfish: 2pt HerkEule: 2pt MarcAurel: 2pt Havran: 1pt DaddyCool: 1pt i_am_groot: 1pt Vicktualia: 1pt SmellyCat: 1pt Hakkinem: 1pt SaidRdz: 1pt juarca: 1pt Games: Game 1: https://www.youtube.com/watch?v=sxqER3d5qCA Game 2: https://www.youtube.com/watch?v=TPOhJ7ur5dY Game 3: https://www.youtube.com/watch?v=nbf5xOY6to8&t=1654s Game 4: https://www.youtube.com/watch?v=JafSbNLZOe4 Game 5: https://www.youtube.com/watch?v=i43dq4Sawrs Game 6: https://www.youtube.com/watch?v=F16KRVo15l0 Game 7: https://www.youtube.com/watch?v=6WXfwyvPUBI Game 8: https://www.youtube.com/watch?v=ebL4faf-Qt8&t=1759s Game 9: commands.txtmetadata.json Awards: (to vote for previous sunday's awards comment below) Game 1: - - - Game 2: Best rush: Defc0n, most creative: NoobDude, MVP: Isam_96 Game 3: Best rush: Defc0n, most createve: ---, MVP: borg Game 4: Best rush: WeirdJokes, most creative: WeirdJokes, MVP: Darkcity Game 5: Best rush: WeirdJokes, most creative: berhhudar, MVP: Stockfish Game 6: - - - Game 7: Best rush: WeirdJokes, most creative --, MVP: Ginnungagap If you want to help to organize the event, host or stream the game please get into contact.2 points
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Deleting units and buildings is another Age-of-Empires-ism of dubious transferability to a game that is supposed to be focused on historical realism. If people are thinking about changing it maybe the simplest solution would be if instead of instantly killing them, the delete command converted the actor to the Gaia team. Then the previous owner could go about killing or destroying and looting the target using the existing systems. The amount of new code required would be very minimal I suspect.2 points
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Im very rusty, i stoped playing games till 10 days ago i started playing BAR, maybe ill come back, i miss you guys! (L)2 points
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2 points
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Hello everyone, This is an update on the progress of the Alpha 27 release. After extensive deliberation, the team has decided to abort the release process for the foreseeable future. As some of you know, we've been in a "feature freeze" for the past 3 months. This period, during which we halt all new code merging except for crucial bug fixes, is typically a final step before a release. Unfortunately, progress on the release has been slower than anticipated, and Alpha 27 is still several weeks away. Some of the outstanding issues include: Acquiring the necessary macOS certificates for signing the packages Completing the trailer for the announcement, and finishing the announcement itself More testing is potentially needed, and some important bug fixes are not yet merged. The balance of A27 has not been extensively tested and refined. The time it takes to actually release (uploading packages, informing maintainers, etc.) is potentially more than any of the team can commit to right now. Our current pace on these matters is unsustainable. Following a vote, we have chosen to abort the release and refocus. This decision wasn't made lightly, but we believe it's in the best interest of 0 A.D.'s long-term health. We will use this time to: Merge improvements that have been developed during the feature freeze, such as optimizations and further fixes. Identify and address the issues that have hindered the current release process, as we cannot hope to release in the future without fixing them. We will likely come back to the community with more information on this last point and potentially requests for help. We realize that this news may be disappointing. We thank you for your patience, understanding, and ongoing support. On behalf of everyone at Wildfire Games, Wraitii1 point
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@Stan`Maybe this thread should be merged with https://wildfiregames.com/forum/topic/38086-proposal-more-difficult-ai-settings/1 point
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1 point
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Thanks! I don't know C++ or javascript, but I might look at some tickets after the encyclopedia gets done/ closer to being done.1 point
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Since 0 A.D. clearly doesn't have enough AI's I decided to make a new one. It is actually a fork of testbot, but has had some fairly large changes. I have been working on it for about the last 1.5 weeks on and off (faster progress recently since it is making me excited). I decided to announce it now because I just got it to beat JuBot for the first time on Oasis (it may well not do this on other maps). Key changes from testbot: - Replaced the plan manager with a new queue system which is persistent. --- This allows predictive resource priorities so the right stuff is gathered when needed. --- Should lead to a more efficient AI in the future since plans are not discarded at the end of a turn. --- Does fairer priority balancing, keeping an account of resources spent. - Buildings are demand driven --- Houses keep up with demand and don't waste wood by having too many --- Farms will be replanted forever (well until the wood runs out) - The military is currently a heavy work in progress. --- Currently it builds several barracks then spams spearmen and javelinists until it has twice as many troops as the enemy (or 60 units), then walks up to their CC and lets the troops have fun . --- It now builds advanced units, and defence buildings. Also it defends against attacks. More information There is an overview of how qBot works at https://github.com/quantumstate/qBot/wiki/qBot-Structure-Overview The Code This resides on github. https://github.com/quantumstate/qBot Bug Reports There is an issue tracker on github if you have/are willing to create and account there. Otherwise please contact me through the 0AD forums or irc. NOTE: qBot requires a recent svn version of the game, it will not work with alpha 71 point
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I think it is better to have A.I that cheats rather than an A.I which is unable to provide a challenge . I would also recommend the A.I be allowed to use cheat codes in-order to generate resources or troops when it is besieged this will make it even more challenging . This could be a stop gap measure till the 0ad team implements a stronger A.I .1 point
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Nice looking bot you got there. I did some testing and it plays well. I would slightly lower the priority on food and slightly raise it for wood though. On the tests that I did with it, qBot stocked tons of food but was consistently bottle-necked by wood shortages. As far as non-trivial changes go though, I found that placing a mill and farmstead (on the line between your civ center and your opponent's, roughly 40-45 tiles away from your own) gave the AI quite the boost, more-so than using your citizen soldiers to gather. Sure, it's not the most intelligent way to place a mill, but it's better than Jubot's method and certainly better than nothing. No clue how you'd do that though. Speaking of Citizen soliders, I've been poking around in the code and I think I've found a way to get them to gather and build too. I'll give it a shot over the weekend and post a patch on the off-chance I get it working. Again, nice bot. Keep up the development!1 point
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1 point