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Showing content with the highest reputation on 2025-05-14 in all areas
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New feature: added an options button to the lobby that launches the settings page in an async subroutine In the base game, there is no way to change your settings once you are logged into the lobby! This provides you with the possibility of adjusting settings to optimum before game starts. If you have reached the gamesetup page, you can press Alt + L to launch the lobby page then press on Options.5 points
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I agree that this would probably fit 0ad more. A monologue (or "citation") at some well-thought about point obviously wouldn't feel completely off, but in my humble opinion, a first person narration would feel out of place for 0ad. Also, you're all doing great work!2 points
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Citizen soldiers (CS) are currently good for only two things. One of them is collecting resources other than food. The other is dying before becoming good at combat. Not a lot of your CS survive until the Elite rank, when they truly excel, both at fighting and at fashion. Of course, you can train them at the Barracks and Stables. But, those structures can hold just 10 units, and often it's better to just let your CS gather resources. Also, you can't exactly tell which rank your CS reached while in the buildings. So, how can we train them quicker? One way is to make "Rigorous Training" an aura around your Barracks and Stables. This aura will provide faster training to CS, but only if they are idle. Another idea is to dedicate special "Training Grounds" areas, either buildable by females and CS or provided scattered around the map as neutral structures. This way, we can award players that use these units primarly for map control and combat.1 point
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1 point
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After playing alpha 23 and alpha 22 for a bit, I'm glad that units got their armor lowered. Pikes with 10H/10P armor were nigh unkillable. This is without upgrades and aura bonuses.1 point
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At least their farmsteads? That message came up more than once. Maybe the problem was that it wanted to fully convert their farmstead which was partially captured but didn't have the units to do it. Results may vary. My ally was a total dumdbutt; sent me thousands of wood and was still hoarding thousands more but didn't really build p2 structures nor built up any food producing eco. Orange on the other hand built everything and had a significant pop. Replay attached. commands.txt metadata.json1 point
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An update: I've added colour to the hero icon, so now you know whose hero it is. Furthermore, I enlarged the minimap and added icons for cavalry units as well. antiherorush.zip Suggestions about icon schemes, colours and sizes are welcome. Right now I have not many ideas so I just take icons from chess1 point
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Bug fix and adjustments: Statistics counter used to crash when you switch the perspective to Gaia, because the original rating symbolism code couldn't handle gaia's null value. My solution was to give Gaia a rating of 1200 and that prevented the crash. Player overlay was overcrowded with incidences of long names being split between lines or 2 short player names on one line. Now, I implemented an AoE style overlay without the shadows, restricting to 1 line per player. I also separated out the sections of Spectators and Missing Players Deleted some unused functions and variables to decrease performance impact. Return of Max and Min colour highlighting A new release has been built for the aforementioned changes; we are now on 27.0.5 The build environment was changed to Ubuntu 22.04 because GitHub removed Ubuntu 20.04 on 15th April 2025. This shouldn't affect any users, especially if you clone the code from source.1 point
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Except that you wont be outnumbered, since your enemy is in the exact same position. If he decides to play aggressively like you, both of you will have similar soldier numbers and if he goes full eco, you will outnumber him, he might not even have any soldiers. The opposite is only true for 0ad; in 0ad an aggressive play will result in your army being outnumbered by someone that went for eco, since you have to walk to his base and his reinforcements spawn right there. ...Therefore you use res and time on units that dont eco. They shouldnt be idle. The mindset that a soldier that isnt gathering resources is idle is unique to 0ad; reconnaissance, defense, harassment all mean that a soldier isnt idle. Its just that in 0ad the economic benefit outshines any strategic advantage from any of the other occupations, thus reducing the valid uses of a soldier and making the game as a whole less complex, more streamlined and more focused on booming/"ecobotting".1 point
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Interesting work. However you are starting to edit areas already modded in ModernGUI (its lobby page also adds buttons, including 'option') and therefor it is breaking the historical compatibility/complementarity of the two mods.1 point
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1 point
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I think the concepts are pretty cool. My only suggestion is don't lock down how the campaign's narration works, it would be kind of cool to have room to have the campaign designers to have some artistic difference.1 point
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@VanthaThe text It's much more clear now and easy to read. I really like that mockup op1 point
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Visualizing Technology Research Timing Based on Public Opinion For each technology, I created a diagram showing the optimal research timing based on aggregated player data. Key Metrics and Axes X-axis (Progress Score): Reflects the advancement of a civilization, calculated as: score = resourcesUsed['food'] + resourcesUsed['wood'] + resourcesUsed['metal'] + resourcesUsed['stone'] - unitsCapturedValue - unitsLostValue - buildingsLostValue - buildingsCapturedValue + lootCollected - tributesSent + tributesReceived + tradeIncome Y-axis (Progress Score by Minute 13): Indicates how efficiently a player progressed. Higher values denote better development. Expected Trends Faster-developing players tend to research technologies closer to the optimal timing. Slower-developing players show more deviation, ideally forming a Gaussian distribution around the optimum. Natural barriers (e.g., resource constraints) may prevent earlier research, allowing further refinement of the optimal timing. This approach leverages the Wisdom of Crowds principle. Why Progress Score Over Time? Using time as the X-axis would skew comparisons between fast and slow players. Instead, progress score ensures fair benchmarking. E.g. a for a faster developing player it makes more sense to research p3 earlier, so the dots would lean to the left going upwards. However, for practical player reference, iso-lines mark when different player segments (e.g., top 25%, 50%) typically achieve key progress milestones. These lines are smoothed averages from 60-player samples. Visual Enhancements Top Histogram: Shows the distribution of progress scores when players research the tech. Solid black line: Mean research point. Dotted black lines: ±1 standard deviation (68.2% is inbetween). Colored solid line: Your personal mean-helping identify biases for improvement. Right Histogram: Blue bars: Fraction of players who researched the tech at a given progress level at 13 min. Gray bars: Fraction who could have researched it but didn’t. Note: Naval techs (requiring water maps) are currently not accounted for (less than the grey bar actually have the chance to research them). Civilization-Specific Behavior Technologies with differing research patterns across civilizations (e.g., Ptolemaic farming phases) are split and annotated. Data Interpretation Top Players: While highlighting top performers (e.g., Stockfish, Havran) is possible, overemphasizing them may not be useful. Rankings can shift slightly with minor metric adjustments (e.g., using minute 12 instead of 13). How to Run the Analysis Place the folder in your replay directory (e.g.,~/.local/share/0ad/replays). In A_fastest_boom_at_time_eco.py: zeroad_data_folder needs to point to the game. The icons, descriptions and prices are pulled. Set you = "ffm" (your username). Adjust top = 2000 (sample size) and your_top = 49 (minimum personal records included). In B_tech_of_fastest.py: Configure multiprocessing (cores, top-player highlighting). how many cpu cores you player name again Tech Categories: Over_70_perc: Essential techs (good for beginners). Over_10_under_70_perc: Situationally valuable (deeper insights). Under_10_perc: Rarely used 0_perc: Never used Limitations & Feedback The tool lacks robust error handling, so use caution. Exceptions for some edge-case techs are accounted for. I welcome reports of anomalies, I hope I didn't mess up anything big. Enjoy optimizing your boom. top_analysis.zip1 point
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In terms of design, I also like the use of overlapping. It removes rigidity and allows the figure to connect even more with the text. Also as u say, having different predefined layouts with slight variations in this design could help speed up the process of creating narratives for the campaign. Personally, I like campaigns where a character is developed over time, because it builds a certain empathy with them and I think that creates excitement. In this sense, first-person narration can deepen the player's connection with the character, but it might pose a greater challenge compared to third-person narration, which allows for the inclusion of more general contextual elements. In the case of 0 A.D., it might be interesting to combine this with a certain level of historical accuracy that, without turning it into something purely educational, allows the player to learn verified historical information. I think something in this same style done in charcoal helps integrate the image more easily with the GUI you're creating than if we used color images. I also think it might be easier to produce something of this size that looks nice or aesthetically coherent than if we tried something similar to the current portraits in 0 A.D. But in the end, it all depends on the artist =). These images were created with DALL·E. They might be useful to start working on the GUI. If you think they could be helpful to use in the meantime, feel free to ask me if you need something specific — I still have plenty of prompts available this month.1 point
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I found an old ticket, maybe good for some development nostalgia: https://trac.wildfiregames.com/ticket/9521 point
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1 point
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New update: Additional camera settings: These are configurable options that are normally hidden from the settings interface, presumably because it might confuse new players. However, I personally found these camera settings to be essential for players improve their micro. In short: Scroll speed changes how fast your camera pans around the map when you press WASD. The value is the speed of the camera in m/s and the default was 120. I personally use 620 so that I can quickly move myself around my base. I allow up to 1000 but that's a bit too crazy for me. The zoom options control your altitude from the map. Default minimum is 50, but if you have a high resolution screen, you can still see content clearly for up to 10 or even 8. FOV = Field of view1 point
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Citizen soldiers are a staple of Oad indeed, but the OP has a point about the difficulty of mounting raids in 0ad. Which reduces the diversity of tactics (while everyone knows that diversity of tactics is important). Maybe we should find another way to allow more trade-offs between eco and military ?1 point