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Showing content with the highest reputation on 2021-07-24 in all areas

  1. Fixed in https://code.wildfiregames.com/rP25835.
    4 points
  2. Just my 2 cents on this, I searched quickly and "phusis" apparently means something like "nature", if that is the cause I don't think "gaia" is used simply because it is greek, if it was just for the meaning then simply "nature" in each native language would do it. I think the use of "gaia" is more because of its connotation of mother earth, as she is the originator of all life in mythology, also it is used in other famous games, people are used to it, and to me it seems like it is the name of a "player" controlling that "color", much like sometimes specific historic figure names are used in scenarios for certain colors.
    3 points
  3. I'm trying to make researched techs to change the look of affected entities. For example, Greave technology that allows all soldiers to have greaves on their legs. For this, I made custom actor based on basic infantry spearman, but the greave prop is separated into its own variant (similar to flag prop in garrison holder) named greave0 (without greave) and greave1 (with greave). To trigger the actor update, I made a new component, named VisibleTechnology. It will check if the player has researched the tech, and then set the actor variant based on the tech. The problem is that it seems that the TechnologyManager component cannot be called. I tried to call it in UpdateActor() function during Init() and OnResearchFinished(). The call is like this: let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); if (!cmpTechnologyManager) return; During Init(), it's always Null, and on OnResearchFinished(), the UpdateActor() isn't even called. I'm not sure what I did wrong here. Any help is truly appreciated. NB: I replaced the Athenian CC to train this infantry spearman with researchable graves. I also put Greaves as tech in Athenian Forge. Easiest way to test this is by loading Sandbox Athenians and training infantry spearman from CC and then research the Greave tech in Forge. The prototype is here: https://github.com/azayrahmad/visible-upgrade-A25 Thank you.
    2 points
  4. Ok, previous one broke. This one looks stable.
    2 points
  5. Thats great to hear. To be frank, the pathfinding and unit responsiveness from a24 was a lot more tiresome than getting owned by Rauls' micro every game of a23.
    2 points
  6. @wowgetoffyourcellphone, @Stan`, @Freagarach and @Trinketos thanks a bunch guys, with your helpful comments I was able to make, not only the auras and portraits for units and techs but also most of the unique techs of my modest Syracuse mod.
    2 points
  7. Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:
    1 point
  8. this seems reasonable so rest of us can more clearly see our level on the leaderboard. started this thread because like half the people above me dont play anymore or dont play rated anymore. maybe there should be a quota of X amount of games per month that a player must play rated or otherwise remove "y" amount of rank.
    1 point
  9. watch my video and seeh's video: Just copy paste the commands into terminal and hit enter. That simple.
    1 point
  10. Greeks and other civs get attacked by Gaia alike, so that's fair. Or did you mean the ancients? I'd say let's handle that when they complain. On Elephantine (? Has it been removed in a25?) humans, lions and crocodiles chill together until a player comes along, giving me a real Gaia vibe. Anyway, I don't know if it would add anything to the gameplay if we differentiate the herbivores, carnivores and free/wild humans.
    1 point
  11. Since it seems to be a leaderboard issue: I don't think people who don't play (rated) anymore should stay at the top forever. I would handle it more like other world rankings (eg tennis), where if you don't earn points you move down. I think it's also justified by the change of versions, or people could become rusty (or deteriorate biologically/die). I would take a simple approach: at the end of each inactive calendrical month -50 pts. So a month of inactivity wouldn't be too bad, but a year of inactivity certainly would get you closer to the bottom. Since I only do SP I'm totally impartial.
    1 point
  12. 1 point
  13. 1 point
  14. I don't to be a party pooper but this seems irrelevant.
    1 point
  15. Another idea: we can set up a council of ratings judge on the forum. Players who are unhappy with their rating can submit their replays and let the judges decide their skill level. Players who think others are smurfing can also submit such evidences and the Smurf's rating would be adjusted accordingly.
    1 point
  16. Another suggestion: Neutral. it doesn't allude to greek mythology and pretty much translatable into any language
    1 point
  17. Maybe I am going of point, but I had a different idea for ratings for players on the other side of the spectrum. My suggestion: If a player under 1250 completes a game, his rating gets increased by 1 point regardless of whether it was a rated game. I think it would not hurt too much as people will probably learn from each game and after 50 games you are probably better than before. This would solve the issue with all the 1200 rated players and new players can easier distinguish between real noobs and those who did not play rated games.
    1 point
  18. - don't decrease rating, because playing no rated games doesnt mean that the skill decreases - if a player doesnt play rated, increase the uncertainty of his rating - if the uncertainty is too high, mark the player rating with a question mark and remove him from the leaderbord
    1 point
  19. A few things going on here: Technology manager is a component of the entity's owner (the player), not of the entity itself. Instead of Engine.QueryInterface, you'll need to call the helper function QueryOwnerInterface(this.entity, IID_TechnologyManager). When each component's Init() function is called, there is no guarantee that all the entity's other components have been initialized already. There's no neat solution to this, but the best solution that I have found is using OnOwnershipChanged instead for code that is dependent on other components. The event OwnershipChanged is fired when the entity is assigned to its initial owner, which occurs almost instantly after all components have been initialized. You'll want to check that the initialization code isn't called again when the entity's ownership changes, so do something like this: VisibleTechnology.prototype.OnOwnershipChanged = function() { if (this.initialized) return; <initialization code ...> this.initialized = true; }; OnResearchFinished is only called on the entity of the player that researched the tech. To have any individual entity respond to a tech being researched, use OnGlobalResearchFinished. The msg consists of the fields "player" and "tech", player being the ID of the player who researched the tech and tech being the name of the tech. You'll want to check that the player ID is the same as the entity's owner, or else you'll update the variant when any player researches the tech. Use the following code: const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (cmpOwnership.GetOwner() !== msg.player) return; Good luck with this! It's something I've always wanted to see in the game. I've thought about giving the Romans a "Corvus" tech to improve the power of their ships, which would give them with the boarding plank you see on the ships in A25.
    1 point
  20. Very much likely no. Having that behavior be consistent on all platform is probably a bit tricky. The problem is not there though. If the game allocates 4GB at start it's free to use it as it pleases. The problem comes if there is a leak somewhere and memory is no longer recognized to be usable or too fragmented.
    1 point
  21. The reason A25 is faster is not because of this. It's because of pathfinder threading and graphics optimizations. The threading absorbs the pathfinder lag spikes in the late game and instead dispatches them on all your cores. Mp turns are reduced to 200 ms which means the game don't take half a second to process commands but instead a fifth like it's always been the case in SP. The DDOs issue might have been reduced by the lack of players however we made it much harder to get an IP without joining a match in A24. Maybe the script kiddie was only on the lobby server and did not join individual matches. Currently, no. Unless you use linux or mac.
    1 point
  22. @Mr.lie The excessive Siege, Ships and Cavalry constructing/training should be fixed in SVN now.
    1 point
  23. Should be able to just say get back to work for them to resume their routes with their res.
    1 point
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