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Showing content with the highest reputation on 2025-02-08 in all areas
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With Alpha 27's release, there are many things I appreciate about the design improvements. One thing, however, that I think is a problem is the implementation of Hippocrates for Athens. Simply speaking, he was not Athenian, being born on the island of Kos. While he probably travelled to Athens, he was an itinerant physician. Having non-combat heroes is a good idea, but I think there are some much more obvious and much more Athenian choices. Ones such as Socrates, Plato, and Aristotle come to mind, but also depicting the theatre side with people like Euripides, Sophocles, Aristophanes, or Menander could also be welcome.2 points
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I think we need to calm down a little, nobody is any adding any faction to the game--Geneva55 is just reviewing archeological books from the time period and keeping track of them in case we ever need them. If you want to discuss why you would potentially want or not want to have a South American civilization, go to the forum post about that. Whatever you do, please be polite. The devs have been putting a lot of work on the game, please don't make them have to stop their work and sort through a fight.2 points
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He needed to be added to the docs or contributor group. That's done now.2 points
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From what I can tell, there's a few things: Vulkan rendering makes the game have much higher FPS on average, so the simulation ticks, which happen every 200ms, are much more noticeable. This is especially true on e.g. Combat-Demo-Huge. Full state hash checks happen every 20 simulation turns (so every 4 seconds) and are quite slow. I'm not sure it's a new problem - could be exacerbated by happening every 4 seconds since this commit, but I'm pretty sure that was in A26 as well. I haven't noticed anything obvious when profiling a few things. It's possible it's also the smoother rendering making it more obvious ? Shrinking GCs happen every 500 simulation turns, so about every minute and a half. These can cause a lag spike. Pathfinder can still lead to some very slow simulation ticks on occasion. The sim itself might have some rare cases where some turns take extra-long, like when a player is defeated. The GUI is also occasionally slow, notably when selecting a lot of units.2 points
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So far there is no pull request to integrate the features. It will require some work toadapt the code. Also not all features might make the cut. At the beginning autociv was just the game setup addon now there are a lot of features that need to be split and rewritten so they can be maintenable in the long run.2 points
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Currently, like in many games, a ship stops blocking the movement of other ships once its hitpoints are 0. However, visually the ship does not disappear and we see it slowly sinking. As it is sinking, another ship can immediately move to its position where we see the two ships somehow merged together and this may look awkward sometimes. I have a suggestion: does it make sense to make a destroyed and sinking ship keep block other ships' movement until the sinking animation is over?2 points
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I think 0 A.D. is doing great. I've been here for almost two years and the forum is the busiest.2 points
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This post is an initial gauge of interest. I've been working on this scenario/skirmish, called "Ionian Revolt," which is based on the Miletus Peninsula map, and what it does is that it greatly enlarges the map, mirrors Miletus Peninsula so that there are 2 peninsulas facing each other, allowing for 4 human players. The major difference though, is that off to the West is another land mass, occupied by a 5th player, which can be either a human player, a sort of "Dungeon Master", a custom AI, or unassigned for easiness (but uses triggers to enact certain policies). The main objective of the scenario being that the first player to capture the "Wonder of the World" from player 5 on this landmass becomes the winner. I call the 5th human player the "Dungeon Master" in reference to D&D, because this player's main focus is to just harass the other 4 players and build up their own island for the eventual assault, basically to keep the narrative going. This 5th player's whole purpose is to defend that Wonder and keep pressure on the other 4 players who are duking it out for supremacy on their respective peninsulas. 5th player gets 2 smaller islands on the other side of the map, too, from which to launch raids. My initial thought was that this player's gathering capabilities should be nerfed considerably, and then they receive a tribute of resources from Gaia every 10 minutes, with which to use to building ships and troops and go harass the other players. (Above: The Dungeon Master player can hire Pirate ships from these docks and harass the other 4 players. the other 4 players can turn the tables and capture these little islands for an advantage [they too can then hire pirate ships]) Side quests: It would be cool to include a couple side quests or easter eggs. For instance, travel up this mountain pass, kill these two Snake Cultists and you gain the allegiance of their captives, plus a benefit for either capturing or destroying their Snake Cult Statue. A rather big Easter egg on the map already is the recreation of the tourist destination of "Pirates Cove" (Navagio Beach) on the Greek island of Zakynthos. I AM ASKING FOR HELP. I am pants at making triggers, etc. and would like help making triggers and other scripted events occur to make this map something big and worthy of a saved game or two. And then, once it's at a good state with your help, make a Pull Request to include it into the base game for Release 28 as part of a batch of scenarios and skirmish maps that we hope creates a whole other style of single and multi-player. Narrative multiplayer. This post is an initial gauge of interest.1 point
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Hi there! I am writing to express my interest in becoming a Brazilian Portuguese (pt_BR) translation reviewer for the 0 A.D. project. I have been contributing to translations for some time now but I noticed that there are a lot of errors and mistranslations. My user in Transifex is Dianakc https://app.transifex.com/user/profile/Dianakc/ Thanks in advance!1 point
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Right. I was thinking his nearby presence could make a building work faster (productionqueue; training and research).1 point
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Actually each player is well able to select the civs that he believes fit to the same timeframe and geographical region, together with the right biome and the correct map, thus creating a more or less historically correct setting. I just don't get the point why we should not have all this variety available to chose from. Some may consider it fun to also play in different regions with different civs. I guess the reference to "Orcs" was to name a non existing civ like "Klingons" or "Vulcans" or the like. Nobody is stopping anyone from introducing this a a mod. There were some interesting non-historical civs available in past versions (just I never played them).1 point
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The fact that he is not Athenian does not mean that he cannot be trained with this civilization, since he has a very strong identity with the Athenians. I based my idea on Pericles' invitation to Hippocrates to save the city.1 point
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Yeah async is not a magical bullet It only works if you have threads, if you don't, might as well call it synchronously.1 point
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What's stopping you from editing it directly? It appears that I at least can do so... I am about to open a PR for a new error dialog (referring to the FAQ) and I've got a pretty clear idea for how to restructure the FAQ entry. If you don't mind, could you let me do all of that first and then check over it afterwards?1 point
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I read he was made an Athenian citizen, and elsewhere that Kos was in a partnership with athens during his lifetime. https://kos.gr/hippocrates/life-and-legacy1 point
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I would like to improve the FAQ answer, but I don't know the most efficient way to edit the wiki. Does it actually require making a pull request in order to change anything? Why can't we have it function like a real wiki where anyone can edit it? Also, the information about how to edit the wiki is outdated in the second sentence of the front page of the wiki. It links to how to use Trac, and even that is a broken link.1 point
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I propose this: Keep Hippocrates, but move him to the Greek shrines, that way you can capture a shrine and then train him (just once per player). He's not bound to any specific civ. For an Athenian non-combat hero, I suggest Socrates and we come up with some other kind of bonus for him besides healing. Perhaps the Athenian version of the Han Minister or (Maur) Chanakya.1 point
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Alternatively, you can use the Snap of 0ad or another sandbox solution. Version 0.27.0 is obtained with the following command. sudo snap install 0ad --candidate1 point
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I might even want to try to do it but : is it possible to make the selection more smooth with async js? Like would it even be possible to load minimal entity datas (maybe even without using getEntityState / using a alternative), THEN load entity datas next frame(s)? I can think of using mouse over event handler to load tooltip datas, but i guess the performance gain aren't worth pursuing, all the datas would be loaded on later frames? You can try js promises that were added in A27 but as I said it's the same thread so it still gonna wait after everything in the thread is done You still need to load all the datas for whatever you have selected.1 point
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In our case asynchronously, would still be on the same thread. We discussed this with @phosit and @bb_ Node has the same issue. What we actually need to do is run the GUI code in another thread completely. But the main issue with selecting units is that it sends a lot of data. Like basically everything we know about these units. EDIT: See https://code.wildfiregames.com/D16181 point
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It won't be available as it requires a newer rust version not available there. You may consider upgrading to Debian testing, which will become stable Debian 13 this summer.1 point
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Thanks for reporting. The error can be ignored, it does not impact any game functionality. There is a fix for it.1 point
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Else your logs might be helpful: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths1 point
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Hmm. That's true. An actual command button should be there. An oversight for the feature, perhaps. Not an art problem though, per se. Someone needs to code the button.1 point
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Yep! Variants for all the biomes that use the newer (big, the 2 middle ones as shown in the video) models. The only one that doesn't is the Alpine-Arctic ore, because it requires a "snow cap" prop, and such a prop I think would be stifling for the small ore models and hurt recognition. Will just use aegean_small_01 for that one. I think these run enough shades and colors that they can apply to almost any appropriate biome (for instance, Badlands, Sahara, or Savanna could all be used for the "Persia" biome or a "Middle Eastern" map, depending on the color of mountains and cliff terrains you're using). You don't see the filename in-game, so that's irrelevant to the player. All that matters is that the metal ore templates used match the map's color scheme.1 point
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Seleucid are Asian, Carthage is African. So you are wrong even in your original post. The game need new civilizations, namely germanic tribes and scythians.1 point
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Persians, Ptolemies, Carthaginians, too. And possibly the nomad civs a couple releases from now: Scythians, Xiongnu.1 point
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@Norse_Harold @Dunedan We need to provide a more detailed error message. I have talked to numerous people with this problem and I have yet to find a single one who the current one actually helped. Instead, in most cases it actually misled players into believing they would be able to resolve the issue by port forwarding. And, of course, it completely misses the entire situation of double NATs. Ideally, it'd also provide some first troubleshooting steps or at least link to the designated section in the FAQ (which is too brief and technical in my opinion right now too).1 point
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autociv.zip Here is autociv with overlay stats, as well as option compatibility with other mods fixed. (I was asked to do this for a while lol)1 point
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Welcome to Achilles, Cúchulainn and Beowulf ? no. Thats not what I meant. In American cultures there is often little or no writing. So using these as inspiration makes sense.1 point
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Welcome to Achilles, Cúchulainn and Beowulf ? Because most of the evidence comes from the Monte Albán III, a phase which is labelled the "Golden Age" or the Classical period of the Zapotecs. Most of the previous buildings have been rebuilt several times. This is similar to Rome, almost all of the ancient Roman buildings still standing are from the imperial period.1 point
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I think it would be fine to employ legends and oral histories as hero inspirations.1 point
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Civilizational development was higher by a large margin in certain regions of the word (Parts of Europe, North Africa, Middle East and East Asia) during the game's time frame and it matches that reality There are plenty of peoples in the same region that could still be added without nonsensical balancing, but yet "Nooooo, you should prioritize those guys with nice pottery in the Amazon [and somehow come up with equivalents for cavalry, ironworking, fortifications, etc] or else you are eurocentric!" If a game looks for historical accuracy, it has to be representative of the situation at the time, not distort it to please people's wishful thinking or minimize their self-pity Good lord, South Americans have to get over that delusion that other people are deliberately trying to downplay them. We have digged our own victimization holes1 point
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We might add a workaround for this which could be interesting if we know the hierarchical structures, we could add a chief, high priest and maybe some intermediary level. Those would work as heroes. Unlike other civs they wouldn't have a 1 time limit (only max 1 alive) Bonus points if we could have dynamic specific name matching how they named people back then.1 point
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Could you name three historical figures from any pre-columbian civilizations who lived during the time-frame 500 BC to 100 AD?1 point
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Kushites, Mauryans, Han Chineses are Europeans now?1 point
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Temos um mod muito ambicioso porém ainda em sua fase inicial:1 point
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Thanks for the good ideas! I don't know what we should do with all the great ideas - ideally we should create a repository for ideas for future discussion. These may currently look complex to implement but possibly at a later time they may become feasible. Anyway the game being only in its 20s; I am sure there is still a lot of potential Here is another collection and discussion hidden inside the forum: ... Says somebody who never contributed any thing to the code.1 point
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The Zapotecs have already a complete mod IIRC.1 point
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Here is an attempt to see the frame rate evolution with GPU skinning. The frame rate is low but the system resource consumption is also very low; the process is not using much processing power. Only 9% CPU usage and 5% GPU usage, yet the game is at 8 fps I think this is a matter of code optimisation. I'm glad to see some signs of multiprocessing, but the load could have been distributed more evenly.1 point
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I’m strongly in favour of using the single player campaign as a milestone to drop the "alpha" label and enter the "beta" phase. Keeping in mind that I am biased by being a long time player who almost never plays multiplayer. What I look for in RTS are skirmishes that do not get boring (so many kinds of maps, and playable civilizations that are not mirrors of each other) and either a long campaign (like in Warzone 2100 or Age of Mythology) or several shorter ones (like in Age of Empires).1 point
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Can someone who has successfully built this software on Arch PM or respond to this post? I humbly submit that I perceive the general linux build instructions to be incorrect: * There is no 'build-source-libs.sh' $ find . -name "build-source-libs.sh $ * following the README buried within 'libraries/source/spidermonkey', "... just run build.sh," you get `ModuleNotFoundError: No module named 'six.moves'` * buried in this forum and somewhere on the issue tracker which is a nightmare to navigate (constant error popups), there is a reference to a patch for the above, but the branch does not seem to exist in git. git switch py312 fatal: invalid reference: py312 Sorry, but this project is not worth a darn to me if we use git but do not bother with parity between SVN and git, so I remain at the point where I throw up my hands in defeat. Please help, so I can help.1 point
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Both Venus and Elytra dont any move in my machine. Red errors keep getting printed on the screen Here is the log file: interestinglog.html1 point
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Currently, 0 A.D. features 14 playable civilizations: Athenians, Britons, Carthaginians, Gauls, Han, Iberians, Kushites, Macedonians, Mauryas, Persians, Ptolemies, Republican Romans, Seleucids, and Spartans. Of these, nine are European (Athenians, Britons, Carthaginians, Gauls, Iberians, Macedonians, Republican Romans, Seleucids, and Spartans), two are Asian (Han and Mauryas), and two are African (Kushites and Ptolemies). At this time, the game does not include any American civilizations. It is long overdue for 0 A.D. to introduce at least one civilization from the Americas. The game does a fantastic job of representing ancient cultures across Europe, Asia, and Africa, but it lacks a crucial element of world history: the civilizations that thrived in the Americas during antiquity. The inclusion of an American civilization would not only add diversity to the game but also introduce unique gameplay mechanics and architectural styles inspired by pre-Columbian societies. Several civilizations from the Americas around the 1st century could be great candidates for 0 A.D.. The Maya had already begun forming city-states with impressive architecture and sophisticated governance. The Zapotecs of Monte Albán in present-day Mexico had a thriving society with writing, trade networks, and military advancements. The Moche civilization of Peru was developing large ceremonial centers and a warrior-based society. Any of these could offer a fresh and historically rich addition to the game, making the world of 0 A.D. even more immersive and representative of ancient global civilizations.0 points
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And more specifically - why not start with Brazil? When people think of ancient civilizations, they often picture grand stone cities and vast armies, and Brazilian indigenous groups around the 1st century don’t immediately come to mind. But here’s the thing: there were thriving, complex societies in the region, and some of them would make fantastic additions to the game. Take the Marajoara culture, for example. These people lived on Marajó Island and were anything but primitive. They built organized settlements, developed sophisticated agriculture, and produced some of the most intricate pottery in the pre-Columbian Americas. Imagine the stunning visual designs that could come from their artistic legacy! Another great candidate would be the Santarém culture (also known as the Tapajó people), who lived at the confluence of the Amazon and Tapajós rivers. They created elaborate ceramic art, had fortified villages, and developed complex social structures. And if you’re looking for a warrior society, the Tupi-Guarani peoples were already expanding across Brazil at the time, building palisaded villages and engaging in fierce territorial conflicts - perfect for a strategy game. Of course, the biggest challenge would be the lack of written records from these civilizations. But that’s where archaeology, anthropology, and even collaboration with indigenous communities could come in. There’s enough historical and material evidence to create a compelling and respectful interpretation of these societies, just like you’ve done with others in 0 A.D..0 points