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  1. It also improves performance for some users. Some have a much better experience, while others don't see much of a difference. Probably depends on your computer. For me it was smoother movements and about 15 more fps. This is @leopard's video on the differences in performance: I should mention that "A26" in the video was actually the development version of a27 which included the spidermonkey update which was also a performance enhancement.
    3 points
  2. I voted no to question 3 because I think some time should be waited after the new vanilla release, before the first mod release.
    3 points
  3. The problem when moving them to the bottom is that you can't have a drop-down menu anymore. And a drop up menu looks bad imo. So moving them closer to the top might be an option, but unless you make them smaller as in @guerringuerrin's example, this quickly looks unbalanced (And I do prefer that these buttons are big, since they hold the most important functionality)
    3 points
  4. @borg-It's future proofing as Open GL is being dropped by most operating systems even blender is moving to Vulkan with version 4.0 Enjoy the Choice
    2 points
  5. +1 to this. +1 too. At the top or bottom would make easier the background design. I just share two different alternatives. (ignore the black rectangle in the middle, ofc)
    2 points
  6. In addition to thank you all for the enormous work you have done with this mod, I think it is important to note that it has energized the community a lot and has generated great enthusiasm from many players. It is true that it has also been "divided" a bit between players who have downloaded the mod and those who have deliberately decided not to do so and we could even say that the mod is not used by most of the community and, nevertheless, has been adopted by the most competitive hosts and players. I would also like to suggest that if the community-mod will become a regular mechanism for testing and introducing possible changes towards new releases I think it would be important to achieve a better integration of it within the game and facilitate access to recent changes that are incorporated into the mod without the need for the user to enter Trac. This is not only a limitation because the user must manually enter a website, but must also learn to interpret the site, which is not the more friendly website to someone without some computer skill or interest. A welcome screen/text box in the main menu would be enough to be able to transmit to the user in a more effective way the changes made in the community-mod, as well as any other message that the developers consider important. The content of this section could be extracted from some website controlled by the developers, which would easily allow modifications to be made. The only message of these characteristics is the motd of the lobby and it seems to me that it is not designed for this type of information that I am proposing. If there is any difficulty in incorporating this into the main menu of the game natively perhaps it can be previously tested on the Shiny mod made by @maroder with a similar mechanism, only instead of using WFG's servers to host the content, it could be hosted on some other web server with controlled access. And beyond the fact that this does not solve the underlying issue that I am raising because it would be necessary to use the shiny mod, it can be a good way to work and improve on such an important issue wich is to communicate simply and well. Best regards
    2 points
  7. What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) ** NOTICE: in Alpha 25 the pyromod installation will trigger an error message: to fix just disable autociv, restart the game and enable autociv again. zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.27 Probable to work alongside other community mods as balanced maps spec mod (monitor) custom_rating boonGUI Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv
    1 point
  8. Hi Everyone, With a27 on the horizon, it will be decided whether or not to make a community mod for a27. @Stan` mentioned making a poll for this so I figured I would go ahead and put it out there. Please fill out the poll and feel free to add additional comments on this below.
    1 point
  9. I find myself quite dependent on the community mod because it fixes the bugs with the original version and allows tier 2 military technologies to be researched early. However, if the original version can fix all of the existing bugs and balance the civs like community mod does, that would be great and there would be no division in the community. There was a player who complained about "ego" users using community mod to maintain their superiority, resulting in divisions within the player base. I am not certain whether I can agree with him; I only wanted to escape from the bugs and get some early technology.
    1 point
  10. nno, just linking people who can help you.
    1 point
  11. Is there any plan to introduce hoplite mercenaries to Persia? They were a focal piece of many battles such as the Battle of Cunaxes and ones during Alexander's campaign.
    1 point
  12. Excuse my ignorance, what advantages do we have with Vulkan?
    1 point
  13. Ah I see, well one can only test and see how things play out
    1 point
  14. agreed. Would not be intuitive. I like how the shiny menu feels; not only the looks of it.
    1 point
  15. If the matches were unranked then I would agree. Unfortunately, they were ranked, so I disagree that he is not harming anyone else by rigging ranked matches. In addition to what I wrote earlier, I will point out that the value of maintaining the integrity of ranked stats is more than just the rating. The value is also the number of ranked matches that have been played. That represents a real time investment, considering that matches usually require at least 15 minutes, sometimes much more. It's easy to create new accounts, but it's not easy to build up substantial ranked statistics, provided that we enforce the rules about not rigging matches. If we don't enforce the rules about rigging ranked matches then it means that the time investment that people have put into their ranked stats has almost no value, whether for honor or for proving that one has invested in an account. When one has invested in an account then one is less likely to engage in severely disruptive behavior. You see, this goes way beyond the simple issue of rigged ranked matches inflating one's rating. Sorry, but what you wrote here is an ad hominem logical fallacy. Anyway, the rules have very good purposes, and you've completely ignored those purposes so far in the conversation. How many ratings violations before you would agree that cronelius is flagrantly violating the rules? When you looked at the evidence that I posted, did you see any examples of rule violations? How many did you see? If you think that the rules should be changed, then that's a separate conversation that should be in a separate thread. In fact, this isn't even the correct thread for this conversation. Anyway, go ahead and propose rule changes. In the meantime, WFG staff are expected to enforce the rules. What I think should happen to cronelius is that the rules should be enforced the way that they are written. Anyway, the only moderation capabilities that I have are mute and kick. So, it's up to user1 to decide what course of action to take. I think that he will want to conduct an investigation first. Please share evidence that you may have, whether demonstrating rule violations or demonstrating rule compliance.
    1 point
  16. Outpost don't have vision unless garrisoned which might be counterintuitive.
    1 point
  17. @rossenburg I understand and agree with your argument of it being a violation of defined rules. Now, the issue seems to be with whether the rules were set appropriately, as the activity of players are retrained so tightly. Some rules about the lobby seem to be outdated. Regarding ratings, it had been very reasonable for A23 or earlier as the players with higher ratings were generally better. Nowadays, ratings means nothing because: 1. Anyone can come back with a second account, tell the community who they were and we immediately know they are around 1800 even though the rating number says 1200 2. There are many players who play only team games and not rated 1v1s. Examples include reza-math, Ginnungagap, NoobDude, SaidRdz. Their ratings numbers are misleading and they have done nothing wrong in not playing rated 1v1s. On the other hand, there are players who play many 1v1s only against weaker players and they have stacked up a huge number despite still being weak as they learnt absolutely nothing in the process. 3. Even if players play rated 1v1s, their win/loss often fail to register. This could be caused by one player leaving without resign, or, simply a bug in the ratings bot. It happened to me on more than 1 occasions. Not everyone bothers with reporting 4. @Mentula has made the amazing localratings mod which generates a much more reliable rating than what the lobby bot can give, based on TGs and not just 1v1s. Many thanks to Mentula. 5. Since everyone knows the lobby rating is useless, they don't care about it and the system gets worse. I am surprised that an OP player cronelius would acutally waste his time on that. I am also providing you with an easy solution which I had proposed many many times in the past 2 years, and it is simple: COUNT ALL GAMES INTO A PLAYER'S PROFILE!!! so we know who is an experienced TG player and who is truly new @rossenburg I believe this should be a trivial task for your programming skills.
    1 point
  18. Assuming we make a version of the community mod for a27, I will request to merge a branch for @borg-'s sparta ideas. I left out the two kings idea because of regicide issues and also 1 hero seems like a good thing to hold constant across civs. As for the champions, I think access to spartan hoplites in p1 is a must as this seems like part of the spartan identity. The current model implemented as a civ bonus is the following: Champion hoplites may be trained in p1 from the syssition, cost double population and half resources. This is a nice idea but my concerns are that they will become unhelpful later in the game by taking up lots of population, and that deviating from the 1 pop per soldier is introducing too great of an inconsistency. So, I thought of an alternative to the current model that would allow hoplites to be trained in p1, but retain their usefulness over time: Champion hoplites may be trained in p1 from the syssition with a universal -25% discount of all resources and costing 1 pop. However, their train time compensates for this discount: +50% train time. Note that a train time of 30 seconds means it will take almost a minute to train a batch of 2. Importantly, the +50% train time becomes less of an issue in the late game as the spartan player may build more syssitions. It may also be necessary then to add a limit to the number of syssitions available, perhaps 5.
    1 point
  19. hi @Yekaterina i understand your point but "farming rating" is like breaking 2 rules he agreed to comply when registering an account in the game. That is - making multiple accounts, and trying to gain ratings by farming from the secondary account. If ratings wasn't that important, i'm not sure it will have been added in the first place so i somehow disagree @Yekaterina. Before making an account we do agree to comply with some rules governing the game (which everyone that has account clearly did), Terms of Service, Terms of Use and Privacy Policy. To maintain fair gaming environment the rating system was introduced to evaluate rookies from pro players. A pro player playing against a rookie to gain point is totally okay so far as the rookie agreed to play. My point is, it might seem okay to some people but as far as he agreed to these rules before creating an account, and intentionally breaking those same rules he agreed to comply with shouldnt be allowed right?
    1 point
  20. On button placement, I'd say moving them close to the bottom would work pretty well. Another option could be to add some transparency, but this might end up looking worse. But really it's good enough as is in the middle.
    1 point
  21. Should be possible with some extra work (one would need to implement a specific timer first) but I agree with @vv221 that this might be a bit too much. Changing every time you go back to the main menu seems nice but iirc it should do that already if you go to any fullscreen gui page ?. I.e. if you go back from the gamesetup/ the replay page / the mod selection it should change. I am not sure if it is desired that it also changes when you just have a small window on top of the main menu and you can still see the current background. (E.g. when opening the options) I think in that case we would certainly need a slow fade out / fade in.
    1 point
  22. So I know I'm neckro my own thread, but I am sure that if I'm trying to return to modding again so. This thread may start to grow over the next few day. Before anyone asks I'm starting get back into the flow of 0AD and working to get familiar with the JS code and how modding works again
    1 point
  23. There is the python script in the simulation folder of the mod that one can try to use on other mods, I cannot give any guarantees though.
    1 point
  24. I am Chinese, today is the Chinese Lunisolar New Year, and I wish all the people around the world who celebrate the festival according to the Chinese lunisolar calendar a happy new year.
    1 point
  25. @CeresThe README is at https://github.com/0ad-matters/gh-action-build-pyromod and a thread here with extra info
    1 point
  26. 1 point
  27. I think an automatic slideshow would be a bit distracting. On the other hand I would love to get a random background on each game launch.
    0 points
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