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Showing content with the highest reputation on 2024-01-10 in all areas

  1. I would say that it is most likely that any mod that automates aspects of the game or changes its graphics in such a way that whoever uses it obtains a significant advantage over those who do not use it will be considered unsuitable for use in a competitive environment. That does not necessarily mean not allowing it to be used, but it does mean that its use is confined to "friendly matches", without rating/points or any other type of competition. We could again use as an example the small trees of age of empires 2 that have become a standard and are available to everyone even in competitive environments and, on the contrary, mods that automate aspects of the game in some way have been prohibited, with some exceptions like the cavalry's Auto-explore.
    2 points
  2. Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year! On behalf of the Wildfire Games team, Vladislav
    1 point
  3. I think that’s a concern, though, for the targetingAI. Rushing right now is pretty balanced. Losing one out of 3 quick rushing cav hurts pretty bad (don’t care if a player targets with tower/cc—that’s skill the same as targeting one cav with your units) Anyways, I think all this will be hard to predict actual gameplay effects without actual tests and this could have very large meta impacts. That’s why I would really like it to be in community mod
    1 point
  4. In my opinion, competitive aspects of the game are inherently more fun and should be maintained for casual matches. It's no coincidence that competitive e-sports in the RTS genre consistently use ancient games such as Aoe2 as opposed to recent releases like aoe4. Modern game designs seem to forget that gaining skills and knowledge and mastering challenging techniques are what make games fun and re-playable in addition to being more viable in a competitive environment. It's really great to bring this up. The reason that its allowed in competitive environments is because its not optimized, intentional scout control will beat autoscout every single time. Automation aspects that aren't easily beaten by player control should never be considered for inclusion in the game. Even with 0ad's vanilla autoqueue it was mathematically proven that 1 by 1 training provides the fastest return on costs spent on the units, yet because 1 by 1 training is outpaced by manual batches, players can invest more of their resources for faster population growth which gives more resources than 1 by 1 eventually.
    1 point
  5. there are open-source text-to-speech models: https://huggingface.co/models?pipeline_tag=text-to-speech&sort=trending
    1 point
  6. The problem is the existing voices wouldn't be enough to train a model. So until legislation is in vigor, I'd be really careful in using AI in anything else than mods.
    1 point
  7. In fact forests with trees with voluminous crowns can be used to hide outposts beneath them. And this at some point is something that one can use to their advantage in certain biomes and not in others. So having the possibility of turning trees into purple sticks or eliminating them with a variable in a configuration file is something that influences the game (or helps to have better woodlines or see enemy armies better). In any case, I brought this example, not with the intention of eliminating that mod or criticizing it, but as another example of how some modifications that may seem simply aesthetic can influence the game.
    1 point
  8. You can get the latest SVN here: https://svn.wildfiregames.com/public/ps/trunk/ We haven't done transitioning yet, only mirror and test repositories. GitHub mirror is https://github.com/0ad/0ad. Yeah, currently all repositories except the SVN one are mirrors (or test mirrors).
    1 point
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