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Showing content with the highest reputation on 2025-04-07 in all areas

  1. Screen Recording 2025-04-05 103826.mp4 here is my more recent "best of both worlds" approach. This improves lag in 2 ways: Corpses accelerate slightly, allowing them to spend less time under the surface and less time overall spent decaying. This means fewer corpses will accumulate. (i could also reduce the time it takes for corpses to start decaying). Corpse position is update at 1/150th of the current rate, implemented with a random chance. This also makes things look less homogenous. This second part is much greater an improvement than one might expect. Even when the same number of units are decaying at the same time (as in the below profile), cutting down on the unnecessarily high update frequency results in a substantial improvement to rendering performance. So with this PR https://gitea.wildfiregames.com/0ad/0ad/pulls/7616, players might not need to turn corpses off as is done in autociv.
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  2. They're usually easier to safely evacuate though. While it is true that I (generally) have more women on food than people on wood, it's not by that margin and due to a. a lot of food going in tec upgrades and b. champ cav costing 1.5-2 x the food (that's what I'm mostly producing late game).
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  3. Base gather rate for fields is 0.5, Base gather rate for wood is 0.8/0.75 So one woman on a field gives 0.5 food/second, while one woman on wood gives 0.75 wood/second. Also, gathering from fields becomes less effective the more women you put on one field.
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  4. You seem to lack expertise of the game. For example, women are more expensive than half of the prize of a soldier: Food is more expensive than wood, and both units cost 1 population space...
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  5. IIRC it starts on the default creen so maybe you could swap the default and this one. Looking at your screenshot it seems you also have display scaling which might cause issues. You might try to launch the game with SDL_VIDEODRIVER=wayland if fedora uses that.
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  6. Hello ! I am posting this for Chesnutter, cause he asked me to I think these are great and probably ambitious ideas for improvement of the game.... (i hope this is the right place for it .. if not please move it) Hey, I’m a Roman history fan so my knowledge and focus is on them more than other ancient civs. I think these would make playing as and against the Romans more authentic, fun and challenging. Bear in mind I have no coding experience but here are my ideas. So, Roman engineer (unit) builds trenches, traps and roads. OR it could be just the basic infantry unit. Historically, Roman soldiers were part fighter and part builder. I think a greater emphasis in 0ad of this would make it more real. Trenches (with spiky stakes or simply a deep empty moat (with/without water): - Doesn’t prevent enemy infantry movement across but slows them down a lot (80% speed reduction) - Doesn’t damage infantry unless spikes/stakes tech upgrade (like a gate in a wooden wall however you could double click to select all trenches in view to upgrade them to have stakes all at the same time - Requires a lot of wood. - Cheap and fast to build compared to walls but in some ways less effective. Available in phase one, degrades over time(?). Built like a wall across an area. Good against early cav rushes. Prevents cav and siege from crossing. 2. Traps/pits « lilies »: - heavily damages and slows down enemy infantry and cav, but doesn’t damage rams. - Expensive to build. - Built along an area (shown as a bunch of small holes with spikes in them) - Barely visible for a realistic element of surprise. Maybe once enemy units have been damaged they become viable to the enemy (like trenches degrades over time). Would this be hard to code? 3. Roads - speed up movement of units (allied AND enemy). - Available in phase one though maybe cost prohibitive unless teammates contribute resources - which I think would be cool, increasing teamwork and community interaction (which is what I like about gaming). - Built out on the terrain and any units moving on it move 20-25-30% faster. - Requires wood and a lot of stone. - Built mostly straight to make it user-friendly (curved or zigzag roads wouldn’t be playable). - Shift right click to make the units go from point A to point B (so they walk along the road). - Or it could work a bit like a hero/monk where when they are near the road they move faster (but less visually appealing IMO). Does this make sense from a user POV? - Roads could be built through forests, bogs, hills, rivers etc... just like the Romans did it. I don't think roads would make the romans OP because the cost would be fronted by the user building it but it could also be used against him. *Roads are one of the things that made it possible for Rome to conquer the known world (and for them to be conquered themselves by « barbarians” in the 200-400s AD), so I specifically like this idea. 4. (Non-Roman) Need to be stronger against Siege. Wooden walls should be cheaper to build and faster. To make possible what Caeser did in his Gallic wars. Ie Alesia. OTHER GENERAL IDEAS to increase historical accuracy and more interesting game play. Range bonus for troops/siege on hills. Attack + defense/health bonus for troops hills. More implementation for defensive formations (like Romans) but that players actually want to use. Slow attrition for armies not in allied/home territory. Attrition for armies/troops in the sun VS healing rate for troops in the shade/forests. Defensive bonus for troops fighting on edge of forest (to imitate guerrilla tactics). 0zon “Cost surface” ideas + some input from me. “With a cost surface function recalculating range or walking speed etc. based on attributes such as slope, altitude or landuse type (forest, meadow etc.) some of the ideas could be maybe technically implemented..…” - 0zon Reduced speed walking up hills. Reduced speed walking through forests/bogs/sandy areas. Increased speed for troops on flat/non hilly ground (specifically for cav). Rams can only move on flat open terrain. Increased fertility/food gains on flat grassy areas (for farms). Increased building costs on non-flat lands. Forests that regrow. Rams get attack bonus when garrisoned. Allied temple’s aura also heals troops. An idea from LeiftheLucky (I think) Ranged units have only a certain amount of ammo and then they have to use melee or/and go back to allied territory/cc/barracks/garrison to replenish stock. Keep up the good work and THANK YOU! Chesnutter on 0ad Edited several times for spelling and formatting
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  7. A variant that wasn't discussed so far is to make the time of disappearance configurable. For instance corpses stay for 5 seconds (use slider for slider sake!). This way the the information corpses provide remain reliable while avoiding the visual oddity of the corpse limit approach. The performance gain would also be similar in most cases.
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