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Showing content with the highest reputation on 2025-05-02 in all areas

  1. "Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"
    3 points
  2. 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
  3. Decaying causes some trouble apparently, https://gitea.wildfiregames.com/0ad/0ad/pulls/7616 that's a bit fixed by @nani's autociv since it limits the amount of corpses. There is also https://code.wildfiregames.com/D1618 which would help when many units are selected. EDIT1: A27 also supports the --with-lto flag iirc which might slightly improve performance you can also force the cxxflags with march=native and mtune=native probably O3 as well.
    1 point
  4. This will lead to GCs when the game runs out of memory. I think you're better off implementing my Incremental GC fix (which I merged since A27). Pathfinder is already in C++. I don't think you'll win much by swapping JS math functions to C++ unfortunately, as that's not really the bottleneck.
    1 point
  5. I had a Index error. I didn't take the score at minute 12 but at minute 6. The statistics gets taken every 30s. The score itself is spend (food+wood+metal+stone)/10.
    1 point
  6. This sounds very similar to Rise of Nations, the game which got me into RTS games in the first place! looking forward to it very much!
    1 point
  7. Top Eco Scores of Used Resources at 6 Minutes Here are the best games with the most resources spend at minute 6. I don't take the games eco score (of gathered resources) because unused resources are bad and this is better reflected in the eco score of used resources (ecu score) Methodology Excluded: Fortress maps (games starting with Barracks) Conditions: Cheats disabled Starting resources: 300 Full replay available Game duration >12 minutes No quickstart used Dataset Total games evaluated: 763 Total player entries: 3,255 (Note: Same player in multiple games counts as separate entries) Key Findings The top scores typically come from games where players: Produced only women for the first 3 minutes Didn't face early punishment Played as pocket position Note: This only one viable strategy, that can be measured in a benchmark well. Top Performances by Civilization Replay Date Ecu Score Player Civilization 2025-04-20 920.0 stockfish Gaul 2025-02-13 911.5 chrstgtr Brit 2025-02-06 905.0 havran Spart 2025-02-12 890.0 stronglag Athen 2025-03-16 887.5 borg- Sele 2025-03-23 884.5 havran Maur 2025-02-23 884.0 e133 Ptol 2025-02-16 870.0 havran Rome 2025-04-18 872.0 ricci-curvature Pers 2025-04-22 870.0 stevie_wonder Kush 2025-02-16 865.0 chrstgtr Mace 2025-03-29 847.0 borg- Iber 2025-04-26 845.0 blossom Han 2025-03-22 830.0 duck__ Cart All replays available on replay-pallas
    1 point
  8. Well @Deicide4u, according to my experience, the strategy that works most often is just making as many citizen soldiers as possible, until you reach 200 pop for the first time, then you can start "sprinkling in" champions (as many as possible) and fill "the rest" of your pop with citizen soldiers (if your units die fighting and you cant replace them entirely with champs). That works pretty well in games with up to decent players. You wont win against real pros with that, and I have no idea about the AI, though
    1 point
  9. Here are some tutorials for making procedural materials (Materials that doesn't exactly need a texture image for looks good) Have fun. Eyes making https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Procedural_Eyeball_in_Cycles Marble/Stone like materials and Cracks/veins https://cgmasters.net/free-tutorials/blender-cycles-tutorial-stonemarble-how-to-make-any-texture/ Letters animations (Maybe for making introduction videos).
    1 point
  10. Hello again Sorry, I didn't think there was a message limit on this forum. Can I show you an example of sword you nedeed? I can do more complicated things, but it's still difficult for me to understand what exactly is nedeed. Point out errors to me and i will try to correct it. And no, I haven't crated a portfolio anywhere yet, I can only attach examples of what I've been working on last time The style of these projects is different from yours, but I would like to work on something more realistic. nordic_sword3.blend
    1 point
  11. Hi all, Is Delenda Est a multiplayer oriented mod only? I find the Petra AI on very hard behaving like it is easy or very easy. Not bragging here. The AI does not develop it's structures almost at all - barracks, stables and some houses, minimal army and minimal civilian population only. In my 1 vs 3 (Very Hard AI) game, they only respond to my attacks in groups of 2-5 infantry ... And I was the first to attack ?!? I like to turtle btw. In the vanilla game (also 1 vs 3 VH AI) I played just before this one, AI mopped the floor with my behind in the second coordinated attack (zillions of infantry, javelins, cavalry followed up by battering rams, and some more infantry for good measure). Is Petra AI unable to utilize the altered mechanics of Delenda Est properly? Or is there some special setting/mod I should consider adding on top? Otherwise, the mod is very intuitive and looks fantastic. Cheers
    1 point
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