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Showing content with the highest reputation on 2025-05-01 in Posts

  1. Hi @ffm2, getting back to you after taking a closer look - you have actually detected a real OOS which was also observed by @real_tabasco_sauce. This would be a correct way to test the branch (although you would lack translations and shaders), which shouldn't create an OOS in itself. Taking a closer look at a fix I had included in the branch, that fix is OOS-incompatible with 27.0. So I removed it from the branch. Your commands file was useful for me to assert that this specific fix was creating an OOS You can test the branch again if you wish, or you can wait a couple days before we distribute testable bundles of 27.1.
    3 points
  2. Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
    1 point
  3. I would like to share some engine changes that I made locally to A27-0 release. Feel free to apply my patch and rebuild for better performance / more features. Core changes: 1. Turn off Nursery Heuristic (Dunedan's performance patch) which greatly increases fps in fights. 2. Does not write config strings to mainlog.html but prints out in console instead. This shortens the mainlog by a lot of spam, especially if you use Autociv and / or ModernGUI 3. Prettier console with less transparent background, better cursor, larger fonts etc 4. Prints out every step of the handshake process when joining / hosting a game. This allows you to see why you can't join someone or who is the "unknown player" that failed to join you. The "unknown player" often freezes the host and ruins the game as the host doesn't know which username to kick. 5. Network warnings if the ping is more than 200ms. The default warning time is scaled with turn time, so sometimes the game might freeze due to bad conn but still you couldn't tell who was the cause. sevda.diff
    1 point
  4. What does "Score 920" mean? I was curious and checked the record replay out. Neither was it a really outstanding boom nor did Stockfish spend 92,000 resources at minute 12, he rather spend 30,000.
    1 point
  5. Technically the engine could support up to 30 players https://code.wildfiregames.com/D2667 (Work on it has been stalled due to inactivity though) I expect that thirty players will only be playable with a handful of units given the current performance of 4v4 matches.
    1 point
  6. Hmm those benchmarks are interesting https://programming-language-benchmarks.vercel.app/lua-vs-javascript they look a bit the same as the ones that were used to choose the language.
    1 point
  7. Sounds a lot like Rise of Nations. Good luck, looking forward to trying out the mod.
    1 point
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