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  1. Dear Wildfire dev team, I'm teaching a class entitled "Advanced Distributed Systems 2" for Master 2 students in a French Informatics university. It begins in 10 days (although, we can discuss in-length, and plan for next year's class instead). In my class, students are assigned an application, and have 5 weeks to achieve a 20min video presentation of the distributed systems challenges that their application has had to answer. For e.g. Spotify it's a walk in the park: content distribution went through P2P, then on-premise, then cloud; with Twitch they can speak about the challenges of distributing live feeds to millions of people. For Valorant it would probably be about fairness in an e-sports game despite varying hardware config and network latency. Sadly, such examples are closed-source, which sometimes makes it hard to scrutinize the software in-depth. I'd like to propose 0 A.D. as a case study. Being a RTS, it has interesting real-time challenges. Performance-wise: I've seen Valhirant's videos, I know how laggy a 6 players end-game gets. There must be some nice Distributed Systems topics to cover here! But the poor students have to base their video presentation off something, e.g. technical or scientific references. And a brief walk around Trac has showed me nothing much usable, about the ongoing or solved challenges of the game's development. Maybe I don't know where to look? Do you have some design documents (or lengthy issues) about technical challenges related to Distributed Systems? Thank you for your help, And keep up the magnificent work ADRN --- I may have to delete this topic should I propose 0 A.D. to my class, sorry.
    2 points
  2. Why the ÆGISHJÁLMR for the emblem? https://en.m.wikipedia.org/wiki/Helm_of_Awe
    2 points
  3. "The amentum (or “ankyle” in Greek) was a tool known to the ancient Greeks and Romans used to enhance the performance of a javelin throw." It was also used by the Iberians1 , by the Italic tribes in general2 and by the Gauls3,4. 1 BALLESTER TORMO, I. (1942). El" amentum" en los vasos de San Miguel de Liria. Archivo Español de Arqueología, 15(46), 48. 2 Burns, M. (2006). The cultural and military significance of the South Italic warrior's panoply from the 5th to the 3rd centuries BC. University of London, University College London (United Kingdom). 3 Caesar, Gallic Wars, 5, 45-48. 4 Gardiner, E. N. (1907). Throwing the Javelin. The Journal of Hellenic Studies, 27, 249–273. "It was applied for sports, hunting, as well as warfare." You can also mention it was used on horseback in some occasions. We have an account from Polybios mentioning its use from horseback during a hunt: And we have a few iconographic evidences: - Athens, Acropolis Museum. - Archaeological Museum of Pella "Recreations estimate the gain at above 25% in speed and 50% in distance. Moreover, the amentum also imparted spin on the javelin, improving its flight stability and accuracy." There are two sources, Edward Norman Gardiner and Julius Jüthner, mentioning a better performance for recreations.
    2 points
  4. Here's the outline I was able to come up with. (I deliberately left out ships and naval warfare for now as I feel like all that should probably be taught in a seperate, fourth scenario.) (Core concepts (marked with a *) need more detailed (skippable) explanations for player new to the genre.) As already planned, the guided tutorial section encompasses three scenarios, the first one focusing on the Village Phase, the second one the Town Phase, and the third one on the City Phase. It is possible to set custom victory conditions from scenario scripts and my idea is to make it the winning goal of the first scenario to reach Town Phase, and of the second one to reach City Phase. And to let them build on each other, so at the beginning of the second and third one to just tell the player "Do what you did before." and start guiding again when the player has reached point they haven't been to before. For technologies, I would not individually order the player to research every single important one, but rather tell the player "This structure has important technologies. Periodically check for available one here and research them as soon as you comfortably can." and remind them to do so if they forget about it. Any criticism/suggestion? Any ideas how to embed the story?
    1 point
  5. Hey @ADRN Welcome to the forums. I think a lot has been said already. Which school if you don't mind me asking ? I'm french as well. I don't think there is much about that anywhere. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/docs contains some of the thesis that were done on the game. But nothing on the particular subject. Maybe @Itms or @feneur know more. We can hide it and and unhide it at will maybe at the end of the course Thanks for considering the game. I've met a few people in academia interested to do things, but I've yet to see a good project flourish. We have a good contender now that Activ' Design has taken us as a project to make mods to teach students game design but it would be nice to have more. Especially in the reinforcement learning side.
    1 point
  6. Female Citizens could have a weakish Armor aura for soldiers. I chose to not get too over-analytical on this part. Since Sparta already has an armor and damage buff to women, and since the women took part in the migrations, I thought it appropriate to simply give them a movement speed civ bonus. I think this is the time to close off the remaining art tasks, like the emblem discussion and the hero portraits. If we keep adding new ideas to the civ, it will make the development take longer. If we finish the art and polish, we can commit it and then see if new gameplay ideas are appropriate/balanced after some playtesting.
    1 point
  7. Female Citizens could have a weakish Armor aura for soldiers.
    1 point
  8. 1 point
  9. I kind of like the idea of using one of these faces as the emblem. @wowgetoffyourcellphone thoughts? maybe its a bit creepy, but personally I'm fine with creepy.
    1 point
  10. Celtic bronze cauldron found at Braa south of Horsens. It is decorated with bull motifs. It is more than a meter in diameter. Only the upper part of the cauldron is preserved, the rest has been reconstructed to show shape and size. Its capacity is estimated at 600 liters. Photo Danmarks Oldtid by Johannes Brøndsted. Remains of an almost vanished Celtic bronze kettle from Sophienborg Mose in North Sjælland. From Danmarks Oldtid by Johannes Brøndsted. Animal motif from Celtic bronze cauldron found in Illemosen near Rynkeby near Kerteminde on Funen. Photo Danmarks Oldtid by Johannes Brøndsted. Facial motif from a Celtic bronze cauldron found at Rynkeby on Funen. Photo Danmarks Oldtid by Johannes Brøndsted A finely decorated Celtic bronze bucket or kettle has been found at Kjeldby on Møn. Photo Danmarks Oldtid by Johannes Brøndsted. Typical Celtic detail from a Dejbjerg wagon. Photo Nationalmuseet, John Lee Wikipedia. A Dejbjerg wagon on display at the National Museum. The Dejbjerg wagons are two wooden wagons with ornamented bronze fittings from the Iron Age, which were found in 1881 and 1883 during peat digging in Dejbjerg Præstegårdsmose near Ringkøbing. The iron for the wagon bodies is from mountain ore from Central Europe and they were probably made by Celtic craftsmen. The rim bands have been repaired in Denmark with iron from Danish bog ore. Photo Simon Burchell Wikipedia.
    1 point
  11. This is one of the most famous Celtic iconography. You can but it was probably an imported booty or gift.
    1 point
  12. Some experiments conducted in Atlas editor regarding sniping: With no upgrades at all: 18 archers can kill a class_b ranged unit at their maximum firing range in 1 shot 11 slingers can kill a class_b ranged unit at their maximum firing range in 1 shot Between 19 and 21 archers can kill a class_a ranged unit at their maximum firing range in 1 shot 11 slingers can kill a class_a ranged unit at their maximum firing range in 1 shot An indefinite number of archers is required to kill a class_e ranged unit at their maximum firing range in 1 shot. The number required is huge due to the inaccuracy of the archers - in the most lucky case, 23 would be enough. In less fortunate cases, 35 is required. 13 slingers can kill a class_e ranged unit at their maximum firing range in 1 shot. With only archer accuracy upgrade: 18 archers can kill a class_b ranged unit at their maximum firing range in 1 shot with certainty; 17 is sufficient for most instances. 19 archers can kill a class_a ranged unit at their maximum firing range in 1 shot. Between 23 to 25 archers are required to kill a class_e ranged unit at their maximum firing range in 1 shot.
    1 point
  13. Yes there are some issues with wayland. On some OSes wayland is using EGL. I wouldn't be suprised for input to be affected. Athough it should be using the SDL2 if I didn't miss something https://gitea.wildfiregames.com/0ad/0ad/pulls/7087
    1 point
  14. Thanks for the corrections and suggestions. The source I used was this research paper: https://www.academia.edu/1406230/Efficacy_of_the_Ankyle_in_Increasing_the_Distance_of_the_Ancient_Greek_Javelin_Throw. It (among others) mentions the sources you referenced but also conducts an experiment (of a larger sample size) resulting in, to be precise, +27% in speed and +58% in range. I probably did wrong not pointing out the discrepancies between different experiments and should have provided the source. I made a commit addressing all your points. See: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/commit/d24f182841cb14be2de5ee79a1a65eff8d2713f8
    1 point
  15. I suppose a svn patch could be made, but i've already moved on from svn entirely. In any case, I think the easiest way would be to git clone the mod directly into your mods folder and then apply the mod in the version of 0ad you have access to with svn.
    1 point
  16. Testing is welcome on gitea: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 to apply the patch, make a remote of my fork and checkout the branch 'add_germans', then build. Also, you may test by: 1) navigate to mods folder 2)git clone https://gitlab.com/real_tabasco_sauce/cimbri-refinement.git Cloning the repo should work for the nightly build too. Hopefully some art contributions can be made, we need hero actors and portraits.
    1 point
  17. I can’t say how easy or hard it would be to pass through their curation process, but I think 0 A.D. would be a great fit for GOG, if distributed there as a free game. It would no even need an "early access" label (it is already in a much better state than many *released* commercial games). Many GOG customers are starved for RTS games, and multiplayer games that can be played without going through a store launcher/DRM. Many of them joined the store for "old" games and are still waiting for Age of Empires, so having access to 0 A.D. could scratch their itch. I expect launching the game on GOG would have a bigger effect on 0 A.D. popularity than what itch.io did, if only because of the small catalogue leading to each game getting more (relative) exposure. To get an idea, here is their full list of so-called real-time strategy games (most of these are not even what we would call RTS): https://www.gog.com/en/games?genres=strategy&tags=real-time&hideDLCs=true It would be very easy for 0 A.D. to shine when compared to most of these games. --- On the topic of the alpha version, I too am in the opinion that it does no longer help. I would suggest dropping alpha, beta or whatever and stick to the 0.0.27 naming scheme (0.1.0 would be first beta, 1.0.0 first "complete" release). Alpha/beta could stay in internal discussions, but no longer has an useful meaning for distribution.
    1 point
  18. 1 point
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