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  1. No, @Atrik is just making up numbers. Wait until you learn about other mods, like "autociv" for example. I believe it'd be very beneficial for mods to focus on a single area of improvement, instead of putting everything the author can think of into a single mod. This way it would be much easier for players to get exactly what they want and publishing the mods on mod.io would be easier and less controversial as well.
    5 points
  2. A problem 0ad has faced for a long time is that of overshooting. Since the range of a unit's target is checked after attack completion, as long as the target was in range then, ANY attack afterwards will work. This is not so noticeable in many cases, but for slow attacking units in particular, enemy units can travel a long way in that time, leading to things like this: Untitled video - Made with Clipchamp (3).mp4 Also, this problem is very clear with siege units, which have a slow fire rate, and crossbow units. In @ValihrAnt's recent video, you can see that ram ships are annoyingly able to damage units that are far away, resulting in chaotic and unpredictable gameplay. What I propose to fix this is 2 additional range checks that occur during the unit's repeat time. https://gitea.wildfiregames.com/0ad/0ad/pulls/7178 This doesn't completely solve the problem, but it greatly reduces it to where it is basically unnoticeable for pikemen: 20241103-1845-03.6204650.mp4 The additional range checks do slightly impact performance, but its actually less than I expected: After the recent improvements to performance, I think we can "spend" some performance cost for nice things like this. Players, would you accept a small performance cost like this in order to get more responsive and intuitive gameplay? If not, I could limit this to slow-firing units which are the biggest offenders. However, I do think faster firing units stand to gain from this even if the problems are not as noticeable for these units.
    3 points
  3. The problem with buildable roads is pathfinding.
    3 points
  4. you think this could work for proposal 2? Players can check mods by clicking in a new Mods button on the right menu, and it will show all the users set as players and the mods they are using. This text will change dynamically in the same fashion as others game setup stuff. Additionally, there's a gear icon on the left side of every player that opens a window where u can check if mods are signed. If possible, this gear icon could change colour to red (or we can think another kind of notification) so the host can be notified there's some issue to look at. Maybe gear could be the same as the Petra setting and put it in the same place. idk if that makes some conflict
    3 points
  5. Hi everyone. i have no development experience and i admit i can't understand all the technical issues mentioned in the post. I just like to play the game ....but I expect a multiplayer game to be a competitive little "race" where skill and strategy should decide the outcome. Every player imo must have the same basic technical prerequisites to ensure that skill decides .... If ProGUI (... the name is misleading btw as the mod obviously is much more than a GUI - i didnt know that a long time) is adding some considerable advantage, then it is not a fair basis for the competition. It is like you would have some motorcycles taking part at the Tour de France ... If people like motorycles....fine, they can compete with other motorcyclists.... but imo not with the byciclists...(and call it a cycle race) I do understand that things are a bit different in an open source computer game. And some consider the development and use of automation and the "little" extras more as a kind of car tuning in formula1 ... but i think for a multiplayer game this should be absolutely limited and transparent. If all in the game use it it would be fair.... if none in the game use it it is fair... nothing much inbetween imo. (I mean the automation stuff - not the GUI part) Overall, i think solving the issues raised in this topic is very important for the community and the attractivity of 0ad, not only for the experienced players. If new players know that there are cheats which can't be prevented, or efforts to do so are not visible, they might be deterred to start the journey of 0ad. So i am happy that this is beeing discussed here and hopefully be solved somehow. As i said i am not much inside the technical aspects, but i like the suggestions of @Alnur earlier in this post, to synchronize and overwrite mods before gamestart as it seems to guarantee everyone is playing with the same technical prerequisites. And if this is an optional setting ... also fine. So I coud host a game with my kind of "punkbuster" activated and other hosts who don't care could just deactivate it ... (Would be interesting to see how many activate it, btw)
    3 points
  6. Ok and????? I think we have a good idea now that fits 0ad and is cool. It brings interesting hypotheticals and conveys some of the unknowns in the civ description. Where are you going with this?
    2 points
  7. @guerringuerrin @Philip the Swaggerless @chrstgtr @roscany @ValihrAnt @BreakfastBurrito_007 @Dizaka @SaidRdz @ffm2 @Norse_Harold @PistolPetethoughts on more fish for these water maps?
    2 points
  8. I'm rather concerned to hear these comments. How do you imagine we'll ever be able to include the Greco-Persian Wars, the Peloponnesian Wars or even the Punic Wars as playable campaigns, if we get stuck at the first non-playable faction? Wasn't it simply a lack of vision at the start of the game's development? I'm thinking in particular of the split of the generic Greek faction into two factions with Athens and Sparta. I think we should have umbrella factions which should allow us to incorporate minor factions into the game and even take advantage of them to include them in innovative game strategies. It's extremely difficult to bring variety to building design. Creating factions that are entirely dedicated to one people has a significant cost from a conceptual point of view. The risk is of producing uninspiring, sloppy content by having to vary the designs for the same cultural sphere, or of giving up on including certain peoples altogether because of this challenge. And multiplying the selectable factions by including lots of peoples from the same cultural sphere is simply going to make the UI less interesting and less user-friendly. If we have to add Thebes, Corinth, Syracuse and Massalia as playable factions, we're walking on our heads. However, these city-states are interesting and can bring in lots of units, technology and interesting bonuses. I think that umbrella factions can integrate these minor factions in interesting and diverse ways. In the case of the Greeks, we can imagine starting with a generic affiliation to the Greek faction and quickly having a first choice offered in the civic centre building to move towards Athens or Sparta. Each brings different bonuses and different units that can be used quickly. However, the player can continue as a generic faction to unlock other choices such as Corinth, Thebes or Syracuse in the next phase. This is just a rough draft to illustrate how it might work. But I really think it's a better approach to bringing diversity into the game without degrading the visual quality of the game and without bringing in too much art. Umbrella factions can also address the problem of balancing civilisations that are either too weak because of a lack of variety, or too strong because of too great a diversity of units and technologies. The fact that certain units are dependent on specific choices can lead to interesting strategies and counter-strategies. This approach could also solve problems such as that of the Iberians. Which is still a faction implemented as a patchwork of three very different cultures. Introducing the option of choosing sub-factions or minor factions during the game would highlight the differences within the Iberian Peninsula without creating new, similar designs. I'm thinking in particular of the difference between the Iberians and the Celtiberians, who were culturally, politically and linguistically very different, but who had points in common in the architecture of their cities and fortresses. The aim of my proposal is to take advantage of the diversity of the ancient world without overloading the game with too many elements. But also to allow for diversity in the scenarios, and to allow for a respectful treatment of ancient peoples and cultures.
    2 points
  9. Great, thanks. What a refreshing sight, someone helping. The more detail, the better. Do we want to add an icon next to the names of players who are using certain mods (which can be specified somewhere by the hoster)? This could help with rapidly balancing teams. If someone would make a pixel art icon suitable for it then it would be helpful. And, what should the interface look like that allows hosters to define required and optional mods? Where should it be located? Atrik, do you want to help with these tasks? It would be great if you would have some buy-in to these proposals.
    2 points
  10. Right. I could see traps being implementable for 0 A.D., but draw them out into a line like drawing out a section of walls. You draw out a line of traps/ditches that either bog down/slow down or kill a percentage of enemy troops that cross it.
    2 points
  11. Its fair for the players because everyone is playing the same game and has the same opportunities to succeed. I'm not as hardline about banning progui as some, but I think the status quo needs to change. Frankly, it is not a matter of opinion whether progui provides an advantage, so users need to request when they want to use it, like a handicap in other games. The reason I am not concerned with progui going "underground" is that players actually do a great job of enforcing the rules so long as everyone is in agreement. "no cav" a22, ("no bolts" eventually didnt have to be said), we even started having "no merc cav" games in a25. The reason there is not widespread agreement right now is because of disinformation regarding progui, lack of awareness, and the monumental effort required to get widespread multilingual agreement to disallow something when its easier to just start the game. The problem is that all negotiation work is on numerous clean players to come to an agreement to disallow it, when it should be the work of the mod user(s) to ask for permission to use it.
    2 points
  12. Thank you! More are on the way
    2 points
  13. I've been playing with the script a bit more. Some user recomended me to check a suspicious game between borg_ and stockfish. Here we see the attack commands (not queued). Stockfish has a time between turn 5300 and 5400 where he reaches over 20 commands in a turn multiple time while borg_ never gets over 4. Looking at these commands in the file one sees: turn 5325 200 cmd 1 {"type":"leave-turret","entities":[]} cmd 1 {"type":"unload-all","garrisonHolders":[150,2374,2740,2883,2923,3057,3140,3229,3351]} cmd 1 {"type":"leave-turret","entities":[]} cmd 1 {"type":"unload-all","garrisonHolders":[150,2374,2740,2883,2923,3057,3140,3229,3351]} cmd 1 {"type":"leave-turret","entities":[]} cmd 1 {"type":"unload-all","garrisonHolders":[150,2374,2740,2883,2923,3057,3140,3229,3351]} cmd 1 {"type":"leave-turret","entities":[]} cmd 1 {"type":"unload-all","garrisonHolders":[150,2374,2740,2883,2923,3057,3140,3229,3351]} cmd 2 {"type":"attack","entities":[2472,2483,2533,2701,2732,2735,2749,2781,2790,2806,2815,2825,2826,2846,2847,2848,2849,2851,2852,2853,2864,2872,2873,2874,2875,2876,2889,2896,2897,2912,2947,2960,2971,2973,2975,2977,2985,2995,2997,3022,3029,3030,3031,3032,3034,3035,3036,3040,3042,3055,3068,3069,3071,3083,3084,3085,3088,3100,3105,3120,3122,3123,3134,3145,3160,3171,3181,3193,3200,3209,3214,3223,3224,3226,3227,3245,3247,3254,3281,3287,3292,3294,3308,3309,3311,3313,3314,3316,3329,3330,3331,3346,3347,3348,3360,3361,3363,3365,3366,3367,3373,3376,3379,3390,3391,3392,3393,3421,3422,3425,3429,3431,3435,3440,3444,3445,3451,3467,3468,3469,3471,3509],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2472],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2483],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2533],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2701],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2732],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2735],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2749],"target":2446,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2781],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2790],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2806],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2815],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2825],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2826],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2846],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2847],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2848],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2849],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2851],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2852],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2853],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2864],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2872],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2873],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2874],"target":3342,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2875],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2876],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2889],"target":2446,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2896],"target":2446,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2897],"target":2446,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2912],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2947],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2960],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2971],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2973],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2975],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2977],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2985],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2995],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[2997],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3022],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3029],"target":2963,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3030],"x":535.4337768554688,"z":222.9183349609375,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3031],"x":535.2202758789062,"z":222.64129638671875,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3032],"x":535.2202758789062,"z":222.64129638671875,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3034],"x":535.2202758789062,"z":222.64129638671875,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3035],"x":535.2202758789062,"z":222.64129638671875,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3036],"x":535.2202758789062,"z":222.64129638671875,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3040],"x":535.3624267578125,"z":222.36502075195312,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack-walk","entities":[3042],"x":535.3624267578125,"z":222.36502075195312,"targetClasses":{"attack":["Unit","Structure"]},"queued":false,"pushFront":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3055],"target":3015,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3068],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3069],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3071],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3083],"target":3234,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3084],"target":2446,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3085],"target":3050,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3088],"target":3183,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3100],"target":3183,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3105],"target":2385,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3120],"target":2545,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3122],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3123],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3134],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3145],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3160],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3171],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3181],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} cmd 2 {"type":"attack","entities":[3193],"target":3475,"queued":false,"pushFront":false,"allowCapture":false,"formation":"special/formations/null"} end So stockfish gives each unit there a individual command. Not as a group. Each command he would need to select the unit and select the target if I'm not mistaken. And the first 3 attack the same target. He'd rather select 3 units individually and attack one target instead of selecting them to a group. The game is from: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/9E145F4901E161F4 load_replay.py
    2 points
  14. I think it's better to let him be. He has his vision like each one of us. I think he's upset.
    1 point
  15. If you bring in a faction called ‘the Germans’, people expect to see ‘the Germans’. People are either going to be disappointed, or they're not going to care.
    1 point
  16. I understand, but it is more complicated than that. They had a language, a religion and particular customs. This is the important features to determine a cultural affiliation. If they are coming from Jutland, they are more probably Germanic or they were related to a sister-language who disappeared without letting any traces but with a common ancestor related to the Proto-Germanic language. The issue is that the Cimbri wandering in Europe aggregated different peoples and we know some of them were Celtic (the Tigurini). For the Ambrones, it is uncertain, they gathered little interest and we don't know much about them. Strabo, Plutarch and Pliny generally said the Teutones were Germanic and came from the same area than the Cimbri. It is not the issue. It's just a fascinating effort you make to add to your difficulties and make things more complicated than they are. The Cimbri are not the most prominent of the Germanic people. You're building a house of cards. With the Germans in general.
    1 point
  17. Sure, if I can! I know this proposal would help for a lot of things others then just the transparency benefits. Too often some players crash or oos for having known (by the community) conflicting mods, outdated map mods (listed as compatible) etc..
    1 point
  18. What about now? Finally gotten around to doing that too. I have many improvements to perform on this redirection tool, I will look into them ASAP.
    1 point
  19. So to kind of reiterate you’re thinking something like age of mythology where you pick a different god , but instead you eventually just pick a civilization to allign yourself with? that would drastically change the game but I kind of like it. That would solve some of our problems and make aging up a bit more game changing
    1 point
  20. Someone able to write automations should have no problem writing a patch to bypass such checks. So the highest difficulty for anyone to use such changes is either download and install a mod or a modified engine. Something everyone can do. Providing a mod or a modified engine is perfectly legal due the software license under which pyrogenesis and 0ad is published, arguing it's not moral isn't going to help. IMHO, the only thing worth looking into is what @ffm2 does with the script checking for abnormal patterns in the replay. Then if the heuristics in the script trigger for a ladder game you file a report and moderation can decide to take action based on written rules. If you host a non ladder game you are free to ban whoever for whatever reason you want. If you join a non ladder game you have no say in the rules nor should wfg.
    1 point
  21. That works for me? Changed it recently Ah you mean the forums? Fixed. Pinging @Itms as I cannot do that.
    1 point
  22. Yep, I'd like the "Royal Kurgan" wonder to be round and look very much like this, except maybe have additional stelae surrounding it at the base (maybe on the inside of the ditch, or outside?).
    1 point
  23. There is if someone volunteers the information that they want to use progui. Then a discussion can be had about whether to allow it. If someone starts the game with it hidden and someone discovers it (very easy to do), then they are simply banned from the host, just like with any cheat. everyone would agree that an unfair advantage is not allowed, no matter how small. Also its worth pointing out that it is quite a substantial advantage anyway. Also these are not assumptions that I've made, they are observations. Usually what happens is a player out of 8 asks a progui user to abstain, the user deflects/ignores/makes excuses about why they deserve to have this advantage (not honest negotiations), and then the objecting player is put as a spec by the host because they see 1 player not ready. The core of the problem is that offenders wield a negotiation advantage as long as there is no official stance or action about progui, which brings us back to the very beginning of this topic. I certainly agree with tabasco that a variety of the proposed solutions could work, but I'm certain that a requirement for an effective solution is to make it so that the working, default assumption is that progui is not allowed.
    1 point
  24. If an option for hosts would be implemented, that enables or restricts the participation with the controversial mods... no assumptions would be required anymore, as you will have numbers and figures about how many use this option... this would give a clear picture about what the players prefer and raise awareness as well
    1 point
  25. If players want that, they shouldn't force their vision of how the game should be played on other players that don't have the same advantage. I expect few to 'play underground' like you mention, maybe half of current users. But I concede that more options like I outlined above is better for everyone. Shoot, it could even be under a dedicated tab, called "mod allowance", "fairness", or something else.
    1 point
  26. I mean - after more than 20 years of development - no matter the idea, there's a pretty good chance someone has already thought of it in the past By the way, I recall someone suggesting the feature of buildable streets that boost unit movement speeds over them a while ago. I don't remember in which exact thread, but it's an interesting concept.
    1 point
  27. One more thing is, we need a new formation banner texture. It's currently pretty Gothic looking. We could keep this texture and just rename it _goth or whatever, but the standard German banner should be something a lot simpler. I'll see what I can do for that.
    1 point
  28. It seems like the proposals are not mutually exclusive. We could have user mods visible under the player profile, and even in game setup, a button that requires users to use signed mods, and a similar button that activates a mod whitelist which could be determined by the user in settings. Between these options there would be good options for hosts to determine what mods are allowed or not including a user friendly and intuitive option, and an more customizable option.
    1 point
  29. @guerringuerrin I think if it was an autociv pause situation, then we would see a different profile of actions per turn: probably a huge peak followed by some relative decay. To me the profile visible with a peak of 70 is consistent with a group of ranged units walk into range of a group of targets.
    1 point
  30. That won't help. As 0ad got removed for a while from Debian/testing, it isn't available in (K)Ubuntu 24.04: https://packages.ubuntu.com/search?keywords=0ad Probably the best solution is to install 0ad as a Snap or Flatpak package: https://gitea.wildfiregames.com/0ad/0ad/wiki/GettingTheUnixRelease#ubuntu
    1 point
  31. Ok the place you most often want to be is the repository home. Near the top you can see “issues” which is where all the tickets are that were formerly on trac. you can also click commits where you can see a big list of all the commits. Searching commits here is a lot better than in phab. in order to make a pull request you first make a “fork”. You can do this by simply clicking the fork button and filling in the prompts if you’re signed in. then over on your fork 0ad/My_username, you should make a branch named after what you want to change. then add some changes to this branch (either directly online, or by cloning the repo, committing changes, and pushing them) then you can make a new pull request based off of this branch by clicking a new pull request and setting the target repository to 0ad/0ad Alternatively, you get a prompt to make a new pull request when you return to 0ad/0ad, and I prefer this way as there are less clicks.
    1 point
  32. I feel lost with this new site. Before it was easy to search in the trac, now I don't know how it is organized. It's going to take me a while to find everything.
    1 point
  33. Can "Development" in the site menu now go to gitea? Can https://gitea.wildfiregames.com/ get "FAQ" and "wiki" links real biggly and obvious? Edit: Could the redirection on https://trac.wildfiregames.com/log/ps go to the gitea version?
    1 point
  34. Hello! On Ubuntu, 0ad is in the "universe" repository. If you are running a fresh install, you may not have activated it yet. Please try sudo add-apt-repository universe before refreshing your package list in your preferred package manager. (there may also be a place in the GUI settings of your package manager to activate universe/multiverse repositories)
    1 point
  35. Eh, I kinda prefer without the extra contrast. IMO Some details are for when players want to zoom in I only made 9 textures but they carry over pretty nicely with the square, rectangle, and oval shields. Overall it looks pretty diverse. So with the shields done for now, all that remains is armor tweaks on Boiorix and the hero portraits!
    1 point
  36. There is literally just ONE mod that everyone is complaining about. All the rest of this is noise to make it look like we are not signaling any one person or mod out. Let's call a spade a spade and disallow progui. Everything else is overly complicated and/or incomplete.
    1 point
  37. Some of that is part of the issue. No clean player should have to ask a progui user not to use it, it should be up to the person who wants to use it to ask if they may. The default should be that no one is allowed to cheat. Also not all cheaters will be honest or participatory negotiators as we have seen. Surely also you may see why having equal numbers of progui users per team is balanced for the teams but unfair for the players. @ffm2 I think in this case the 20 commands is just sniping attack commands to distribute damage. This can be done in the base game.
    1 point
  38. Is it 10%? I don't know how many use the regular UI. I would have thought plenty of players prefer the regular UI. I do at least. Of course not all games need to have the option checked, and i think it should be unchecked by default. I'm sure solutions can be found for certain mods. For autociv, which is certainly the most popular I think the main features (exect for the in-game data table) should be merged.
    1 point
  39. The moons could be outlined. White does not contrast well with yellow.
    1 point
  40. Ok, there we go. We have some for each rank. I incorporated an ochre color and yellow/gold for some symbols. Other than that its just player color and white.
    1 point
  41. In a very enduring and extreme way. This script is very young, although I checked games of good players and haven't seen it this extreme. There's also hardware that send multiple commands with very few delay on one click, but that would not explain the change of targets. It could also be some way to play the game other players don't know. With this kind of lag @borg- or @borg_ must be very frustrated and remember this. In the team games that I checked one can see lag a bit that multiple people have the chance to cramp in a lot of commands in one turn.
    1 point
  42. Incas, Aztecs, Xiongnu/Scythians, Thebans, Community Maps...
    1 point
  43. I think that will be included, it just has low priority.
    1 point
  44. So thanks a lot for taking the effort to create this new map!
    1 point
  45. That is a great idea! During recent discussions it became obvious that some ideas have already been discussed several times in the past. Those discussion were valuable and shall not be lost!
    1 point
  46. https://gitea.wildfiregames.com/0ad/0ad/pulls/7153#issuecomment-103686 Ok, so after seeing a few games on naval maps, I realized that many naval maps and hybrid maps (land and sea, like hyrcanian shores, lake, continent) do not have enough fish to justify making fishing ships. Take as an example Aegean Sea: The bottom two players don't have a single fish accessible, and the top few players only have a handful, with some of those fish being close enough to the shore. In this case, players may only be able to gather 3000 food with an investment of not only as much as 500 wood (dock + boats), but also lots construction and walking time. This is not enough fish to justify making fishing ships and it means naval gameplay is only relevant for controlling passage to the other side. It also means there is rarely any fish to kill with ships, and if there were fishing ships, they would have already gathered most of the accessible fish. Also, if you look at lake, you would see a map that should be pretty enjoyable, but because there are such a small number of fish in the lake, the middle lake is basically just an obstruction unless you use it for transport and siege ships. Here is Aegean sea after adding the fish: I didn't apply the same exact change to all maps. For maps where there was a comically small amount of fish, I added plenty, but for maps like continent, I added just enough to make fishing worthwhile, but not mandatory. Thoughts?
    1 point
  47. SaidRdz been spamming yt the last days: https://www.youtube.com/@SaidRdz0AD/videos
    1 point
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