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Showing content with the highest reputation on 2024-12-31 in all areas

  1. As we approach the New Year, I want to thank all the developers, designers and everyone else who made this great game and continue to improve it.
    5 points
  2. Wildfire Games would like to send you its best wishes for 2025! May you have a prosperous New Year!
    3 points
  3. I think @Lion.Kanzen wasn't there when you devised that plan.
    2 points
  4. I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you! GitLab link: https://gitlab.com/4trik/proGUI/-/tree/modernGUIA27 DirectDownload link: https://gitlab.com/4trik/proGUI/-/archive/modernGUIA27/proGUI-modernGUIA27.zip In this mod: Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod. New exclusive features, like kill counts, flare message and more! (the skulls near unit icons indicate for Player unit kills and Gaia entities kills) Explore tones of extra options in your settings to customize your GUI! Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.
    1 point
  5. May you and Wildfire Games have a great New Year
    1 point
  6. Yep it's called copy and paste :D. Fixed thanks.
    1 point
  7. 1 point
  8. @alre I made it optional. You can enable it in options under "minimap perks". Short therm KDR can be displayed in top panel too now, and it's a option that I use now.
    1 point
  9. Hi @sarcoma, there are a lot of options to save screen space for the game GUI. You can try the following existing options in settings : Resize the minimap Hide allied stats from top panel Resize or even disable right panel As for the summary, I was checking how could I adapt it better for small screens. Thanks for reporting this issue I wasn't aware of since I never worked on it. One solution on your end could be to disable the modifications to the summary. To do this you can : Go into the mod folder ModernGUI/gui/summary rename "summary" folder with "-summary" or whatever And there you go, you will have the classical summary! Edit: I've just pushed a small rework of the summary that should work for small displays.
    1 point
  10. did you drop the "blood meter"?
    1 point
  11. Fully agree to everything here. There's lots of controversies with AI and many are fair, but the some things I can see great use for, especially for an open source project like this, is to assist when resources (in this case, skilled volunteers) are scarce. There's a fear that AI will make certain jobs redundant. Rather, it's that people using AI will replace those who don't. Likewise, projects using AI will generate more value than those who don't. I'm speaking as someone who's very skeptical of AI and want more legal and environmental regulations surrounding the use of generative AI.
    1 point
  12. Can we have this mod for smaller displays? i couldnt use progui because it takes the whole screen and the summary doesnt even fit
    1 point
  13. Hello! Imagine a perfectly symmetrical world... Where harmony is the most important virtue... Can you survive this seemingly endless war? Can you dominate the world? Welcome to the Endless Arena! Features: Automatic adjustment of allies/enemies depending on their military power Fair support for weaker players High difficulty due to equilibrium oriented design & scripting Unique gameplay leading to test new ideas. The key to victory is use your cunning and maintain balance. You'll have to use stratagems and art of wars rather than sheer military power. Notes: recommended 64bit version of 0 A.D. Alternatively you can lower population limit in game setup if out of memory occurs during large battles. Version : 1.5.5 Map Created : 10/27/2024 Last Edited : 1/14/2025 Map type : skirmish Players# : 8 Size : Giant Tested @ 0 A.D. Alpha 26 Changes: v1.5.5 [1/14/2025]: replaced turkeys with chickens, changed map preview to fit 0AD convention Mod io homepage (always latest version): https://mod.io/g/0ad/m/map-endless-arena Direct ZIP download: Endless Arena v 1.5.5 or *.pyromod format in attachment My idea was to create a map, where the gameplay on the one hand could be extended as much as possible, and on the other hand it remained fair and symmetrical for everyone. To achieve these goals map uses set of algorithms to calculate power of each player and use this information to impose balance between them. Calculating Power As a short introduction, you need to remember few things. Typically power of a state is the sum of its kinetic power (known as military) and potential power (widely known as economy and R&D). Economy and R&D is treated as a potential power only because it may be forged to build military power later in the future. Otherwise it could be completely irrelevant. In fact many scholars often ignore economic power, because it is typically being used for purposes other than building military forces. It becomes useless in predicting or explaining various events from the large scale perspective. History proves this may be good approach. Many states ignore economy as a mean to create their own military power (either involuntary or coerced by other powers), leaving real future of a state in the hands of other greater powers. Whatever the reason, most of the economic power is usually wasted. Same applies also to 0AD to some extent. Since it is difficult to tell how much economic power would be turned to strength in the future, and how useful technology investments would become for military uses, Endless Arena uses only military might as power indicator. This is not perfectly accurate, and later addressed in "Divine Intervention". But in the end it is military might that determines the future of a kingdom. Unlikely to in-game military score, only current military power is being used as a factor. In dynamical systems, historical achievements does not determine future at all if they possess Markov property. And most chaotic systems we observe in life, seem to have this property. 0 A.D included. What matter is power "here and now" (factor "A" in below equation) and how well it is being used. History may tell us only about how well power is typically applied by a given state (strategic culture, quality of commanders, leaders). In Endless Arena this is represented by factor "B". So the formula used to calculate power of a kingdom in Endless Arena is following: Power = A * log(B) Where: A - Current military power potential B - How well military power is being applied Current military power Current military power is being calculated based on all of your current population, its cost and health. We can easily assume the more expensive the unit, the more powerful it is. If your soldier is heavily wounded (25% of health), we can also assume they're tired and 4 times less capable of fighting comparing to freshly recruited one. Of course there are many other factors, like forge technologies, that should be applied to this to be more accurate. However, during tests this heuristics appeared sufficient. Other players development progress was usually similar, hence easily ignored - especially in the late game experience. So to recap, to determine power potential Endless Arena uses: current demography, their cost and their well being. How well military is being used There exists simple indicator that helps to determine how well you're managing your military: Kill/Death ratio (KDR) and this coef is being used for "B". During tests it appeared to be important to use logarithmic function with this coefficient, as it operates much better toward equilibrium. We can fell it - there is not much difference between someone who manages to have 100 KDR comparing to 20 KDR. It doesn't really mean they are 5x better than the other. They're both skilled generals. And the difference may be related to luck, weaker enemies or geographic properties. Typically geographic landscape and players proximity should also be taken into consideration. The reason is, that "power" (soldiers) shifts and flows according to certain geographic properties. In this regard in some places power would always equal to zero no matter how good it looks in raw numbers. Even if state is equipped with elite soldiers and high demography (consider oceans or mountains as an example, where people and their goods simply cannot be present). On the other hand there are some places of extreme importance. Consider mountain passages or straits, where soldiers would have to always be displaced in order to reach, gain or defend "something". Therefore I decided to create symmetric map with equal distance to each other player, equal number of resources etc. This way we could mitigate geography factor in our equation. Technical details Endless Arena map calculates power and alliances each 5 minutes. During the assessment process, algorithm calculates all possible alliances combinations and permutations, and chooses best according to the simple rule: the more similar in power the alliances are, the closer to equilibrium such alliance set is. Mathematically, the smaller standard deviation between the power of each Teams (alliances), the better set of alliances. After the process of deciding who belongs to what alliance, each player change their teams automatically. Typically weaker players are paired with better one, best players are usually lone wolfs facing bigger threats alone etc. Map tries to keep balance at each stage. Divine Intervention Previously there have been described some issues with economy value used to calculate power. On the one hand you can't use 100% of economy value to calculate power as most of it is wasted from the power perspective (same applies to military power, however in military we can easily determine how useful it is examining units health). On the other hand, however, some of the economy is being used to train your soldiers, research military technologies helping you with your military power etc. This definitely should be used to calculate might. How to find a good solution to this? Given the level of entanglement in game mechanics and possible outcomes, there seems to be no answer to this problem. Hence my approach is a little different. I'm not using economy potential to calculate power at all. But, during assessment process, each player is estimated how much military power it lacks to the best player. Let's assume Player 3 in terms of military is best player (100%), and Player 1 is at 84%. Player 1 lacks 16% of power to the best player. Endless Arena assumes that Player 1 must be lacking some military resources to achieve Player 3 level. These missing 16% are calculated to manpower that would be needed to get to 100%, and then converted to regular resources amount (food, wood, ore & stone) needed to recruit these missing soldiers. Next, these resources would be distributed to the Player 1 as a divine help during the next 5 minutes in form of tranches (one small tranche each 10 seconds). These additional resources should be used to build missing military capabilities. But if the Player already have "missing resources", no help would be given at all! Game assumes, that if a player already have enough resources to build military, but for whatever reason they are not building it, it's their business. Volenti non fit iniuria. Lets consider few examples how it works. Example 1. Sometimes you could face the situation to inadvertently become target of the whole world. Just imagine the situation, especially in the beginning of the game, when you're the fastest developing player (as a human comparing to AI) and in the numbers become stronger than sum of 3 other players. You're not as good as all 7 others, but still considering raw numbers they'll be coerced to form a strong alliance against you! Initially you could even repel some waves of the enemies, but in the end this will even worsen your situation as officially your power increases thanks to high kill to death ratio in the next assessment (you're also skilled tactician). After few initial victories you probably won't have enough time and resources to heal all your soldiers... And even if you do, your enemies have operational depth (in spite of facing huge losses at the front!). This depth helps them to continue their development, while you're occupied with warfare. Weak alliance you'll be part of, probably won't be much of a help due to problems with coordination. They would even expect help from your side, since you're powerful! You'll find yourself quickly in a big pressure, typically rolling back most of your hard earned progress! Yeah, it's true that after such a defeat, with next estimate you would be part of a strong alliance, but what about your destroyed economy and kingdom? Not an easy thing to start from scratch, when everyone else is at City Phase. Thanks to divine intervention, you'll receive big help as a severely weakened player in comparison to other, more powerful. First you violated equilibrium with your outstanding development, then another equilibrium is violated to help you and eventually balance will be restored. Just like with tight rubber band that tries to find natural position after being released. Example 2. Similarly, just imagine you won few battles with AI due to your tactical skills. At some point they refuse to develop and build military.. This is typical problem in most regular 0 A.D. maps. Mostly due to destroyed economy. Result of one or two great battles determines future forever. Game is ruined, as you totally dominate world. To address such issues with balance, AI will be bestowed upon with lot's of resources (but not more than it is needed to attain your military level) that'll help them to repel your vile actions. Again: the point of the game is to keep balance as much as possible, so everyone could exist and live as long as possible. Known Issues There are few known issues: When diplomacy changes, we can witness short lags. And since there are many alliance changes (depending on situation there may be even >20 changes each 5 minutes) you may expect short lags in game each 5 minutes. I don't know how to mitigate the issue and whether it's related with AI or internal game engine, so the only solution to this was to add ~2 second delay between diplomacy switch. During tests in Windows, there were sometimes problems with memory (Out of Memory exception). Solution to this is to use 64bit version of 0 A.D. Optionally you could limit the number of population in game settings to control memory usage. Map wasn't tested in online play. Currently it's unknown whether script works correctly in on-line game. Hope you'll like this map! I'm appreciating all feedback. Thank you! map-endless-arena.pyromod
    1 point
  14. After 4 years of procrastination, I finally released a new version: https://www.moddb.com/mods/derphammer/downloads/derphammer-20 It's still a bit rough around the edges, but it works and that's all that matters.
    1 point
  15. That's a great Psalm. Psalm 23.
    1 point
  16. Well with this feature we could only keep the one with the most players https://gitea.wildfiregames.com/0ad/0ad/pulls/7271 There was also https://code.wildfiregames.com/D4127 which could be nice.
    1 point
  17. My stance would be: less quantity, more quality. As of Alpha 27 0ad will ship with 157 (!) maps. While I believe a big map pool is good, 157 is too much in my opinion. I'd prefer something like ~100 maps in the base game. An easy step to decrease the number of maps would be to eliminate duplicates. For example there are three "Azure Coast" maps and three "Corinthian Isthmus"/"Isthmus of Corinth" maps right now.
    1 point
  18. https://youtu.be/taHv6K-PH2c
    1 point
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