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  1. The Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc1- infix. The list of fixes with respect to Alpha 27 are updated in the top post of the thread. The bug with flood maps is not being worked on, so it will not be fixed in A27.1, we do not wish to delay the patch release further. We may do a A27.2 for this issue depending on timing. The OOS experienced by ffm cannot be reproduced (after investigation in PM) and may have been caused by the local compilation environment. Let's keep eyes wide open for this one during the testing of RC1. Thanks for your help!
    11 points
  2. Added warning of idle players after 30 seconds without command. I think this is important as some games are ruined by players suddenly leaving a 4v4 without notice. In lower rated games this gets triggered occasionally. I can't relate to that but I left the older version (the one without v00) without this if this is annoying. The chat command now also sends the version number (now 00), so if this gets a update and a version was known for false positives one can inform the mod user of the update.
    5 points
  3. From 16 to 22 there was a game breaking unit that everyone agreed not to make (after a few month in the alpha). a23 felt "done". Now balancing started over again and when this model is "done" I fear a new model will be introduced (like historical) by new members that won't reach a mature state like a23. I also like the more diverse civs like the old ptols with free houses that took long to build (although they were always a bit OP).
    5 points
  4. That's wrong. You might have been thinking about interpreted languages which use a Global Interpreter Lock (GIL), like CPython, which results in them not being able to utilize multiple CPU cores when using threads, but that's a limitation of such languages and doesn't apply to C++. And as a side note: Even in languages which use a GIL, multiple threads can be faster than multiple processes, depending on the kind of work to be parallelized. Check out for example the commit linked below, where I speed up validation of entities. I compared using multiple threads vs. multiple processes, but as more time is spent loading data from disk than doing actual CPU heavy computation, using multiple threads instead of using multiple processes was significantly faster, thanks to threads having a much lower overhead than processes. https://gitea.wildfiregames.com/0ad/0ad/commit/e755ef715565409b93cecdb2d84b5098a518fef6
    4 points
  5. AI is probably researching this thread to train itself to recognize mental breakdown patterns.
    4 points
  6. To be pedantic: Maurian champion archer (woman) add arrows. Most healers (men) don't add arrows. Also the hero Hippocrates does not add arrows. "Per Unit" might be changed to "Per Solidier" to clarify this.
    4 points
  7. I just make the PR https://github.com/JustusAvramenko/delenda_est/pull/70 that enable the summary work again and the game itsel work in current development phase :), let me know
    4 points
  8. but do they have to be twice as fast? wouldnt 1.5× or even 1.3× as fast be fast enough? I feel like this would be an unnecessary "unification" of playstyles across different civs. A civ with good defensive options could (if walls, forts, towers werent so bad) secure their eco without needing to keep troops at home and force the enemy cav to take a fight by attacking the enemy base. Then the cav die to normal spearman and no "quick" counter unit is necessary.
    4 points
  9. The topic here is not quality of code or variable names, but code obfuscation. The point in the license is Section 1 "source code". GPL authors clarify that "[...] Obfuscated “source code” is not real source code and does not count as source code. [...]". This is not sufficient to be compliant with GPL3, and not sufficient to qualify as FOSS. Obfuscated code violates Freedom #2 of Free Software as clearly explained here. But besides the "legal" part... if you are a developer who cares about free software (as autociv does), then you will also understand that distributing source code made intentionally hard to be understood is contrary to the purpose and principles of Free Software itself.
    4 points
  10. V01: Added detection for market exploit.
    4 points
  11. "Hello everyone! I'm here to share more news about the WorldRising Mod! Technologies: I've developed several new technologies that unlock amazing units and buildings, as well as unique bonuses and tributes for characters and buildings. Textures: I've significantly improved the textures of the units, redoing their skin, faces, and clothing to make them more realistic. Additionally, I've created a wide variety of clothing and heads to increase diversity. Camera: You can now zoom in and out more, allowing you to appreciate the details and get a wider view of your settlement. Map Creation: I'm working on a map of the Japan region, focusing on the Jomon culture. The first era (Chipped Stone) is almost ready, with just a few final adjustments to be made. The second era (Polished Stone) is already in full swing, with many technological innovations, structures, and units being implemented. New Resources: I'm about to create the first resources, including faith, bone, leather, water, and clay. I plan to start developing these features this week! Stay tuned for more updates and news!
    4 points
  12. Hi everyone, We are preparing the first "patch release" of 0 A.D., now that our workflow allows us to do that. We need your help testing it! What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. What is the current status of A27.1? We have setup all the infrastructure for generating patch releases, and a first testable version is ready for you. In A27.1 are included: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) a fix for modifying your lobby password when you have an uppercase letter in your username a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for changing player perspective in replays a fix for an out-of-memory crash in the JS engine when generating random maps a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails a fix for a memory leak in the renderer fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) A27.1 will not include: a fix for the Britons OOS on rejoin: unfortunately it would make A27.1 incompatible with A27 (against rule 1 above) any modification of simulation hashes: it could remove stuttering entirely, but it would make A27.1 incompatible with A27 (against rule 1 above) incremental simulation hashes: those improve stuttering as well, but are too complex to backport (against rule 2 above) How can I test it? You can download the release bundles of A27.1-RC0 at https://releases.wildfiregames.com/rc/ Please report below any crashes or new issues (that weren't already present in A27, unless they are listed as allegedly fixed above). Thanks for your help and support!
    3 points
  13. I'm not sure if it's placebo or not, but the patch release is much more smoother and performance is now better. No more lag in the mid game, only some in the late game, and that is bearable when compared to the initial release. This is only single player, I'm sure multiplayer is more noticeable.
    3 points
  14. @Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue.
    3 points
  15. i installed it and everything is working fine
    3 points
  16. Yes my friend, you do. Btw. the only buildings where archers add more arrows than other soldiers are walls.
    3 points
  17. I'd really love the ability to select the Phase in which the game commences. This would allow for a wider variety of singleplayer and multiplayer playing styles. It's a common feature of many games with technology or research phases. For me, I'd like to jump right into military composition, battle tatics, etc. without all the "boilerplate" of unlocking my civ's champion units and siege units. I'm wondering if there's a console command or config file I could tweak or some other hacky workaround. Also, as a programmer, I'd be okay with contributing this feature to the Matches UI.
    3 points
  18. @Thales The range in the description tells you how far his aura reaches. If you select a hero you can see it and the affected units have an aura overlay: (Don't believe "AI".)
    3 points
  19. ChatGPT wrote massive trash. When the hero dies, the bonus is gone forever. The line of sight of the hero is far greater than 45m. There is indeed a fixed radius. The cavalry unit doesnt have to be newly trained, it just needs to be a cavalry unit.
    3 points
  20. 45 meter around this heroe all cav have +2 armor (take less damage) in french translate it type +2 attack but it wrong
    3 points
  21. This is a great start. I wonder if it wouldn't benefit from its own new texture. I think we could save some triangles by getting rid of the 2 staircases we won't commonly see. I think the original building abutted walls and other buildings on those 2 sides anyway. So, copy the double staircase on the front over to the left side we see here, then get rid of the 2 staircases on the far side. I might be able to help with textures for the staircases. The game does have this: Which would be verrrrry useful for the Wonder. Here it is on the Tachara:
    3 points
  22. This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s (v01)" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s(v01)" If a player does not send a command in 30 seconds triggers the chat message: "%(player)s has not send a command in 30s (v01)" Market Exploit "%(player)s has bought %(buy)s shortly after selling it for %(sell)s (v01)" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: turning off in game or handle 2 players with the mod to limit spam Current version: 02 oddity_detector.zip oddity_detectorv00.zip oddity_detectorV01.zip oddity_detector V02.zip
    3 points
  23. I hope you'll excuse this quite massive bump: Since today (UTC+2) there is this new ticket #8055 (Feature: City Names)-opened by op.
    3 points
  24. Since that happened this WE I looked into it, and got a grasp of the problem. The prices are currently driven by the number of transactions and not the volumes they generate. So one can drive the price of a resource then benefit from large transactions, therefor overall generating resources. Currently the formula multiply some constants to sold amount (which is equivalent to number of transactions, as sold amounts are fix), if you change it to bought amount, large transaction affect the price more, and generating resources from this 'Pump and Dump' no longer works => The only way to have barter efficiency over 100% will now be if ANOTHER player oversold a resource, and the amount you can generate is now proportional to the amount he lost. Which is very likely the behavior intended in the first place.
    3 points
  25. Could be. Although if you read the story we the devs back then actually proposed a game before age of mythology
    3 points
  26. A27 is infinitely superior to alphas like 23. The game could be called alpha 23 celtics. If I'm not mistaken, out of every 8 players, 6 were Celts and 2 were Ptols. Slinger + Ram spam. Whoever got to era 3 first won. We've been working hard since then, the game isn't perfect now, it still needs a lot of work, but it doesn't compare in terms of gameplay/balance.
    3 points
  27. Ah, the hidden "Naga" civilization!
    2 points
  28. That's actually a really cool breakdown — love how you're balancing things while keeping that historical flavor. The camel addition for the Persians is a great touch. It’s a fun detail that also has a real tactical logic to it (horses freaking out around camels is historically documented, after all). Definitely adds depth without just stacking more cavalry. I like the idea of giving the Romans a sword bonus too — feels appropriate, and the nod to Iberian steel is a nice bit of realism. As for Sparta, champs being stronger makes sense, and having the heroes appear in P2 with nerfed stats but full bonuses sounds like a solid compromise. That could create some really interesting early-game decisions without being OP. And yeah, the Celtic Coalition is shaping up to be really diverse. Even if the Gauls were more about raw infantry and numbers, bringing in units from other tribes makes it more exciting to play them. Looking forward to seeing where you take this next — keep it up!
    2 points
  29. Your horse doesn't fit in a tower. In the cc or fort it's ok. Except when the game setting is regicide and hero garrison is off, then also no additional arrows. Maybe just change the tooltip to "it's complicated".
    2 points
  30. Ideally it would be nice if it was extended to: Nomad Village (standard start) Post-Village Town Post-Town City Post-City And then be compatible with mods which have more phases, such as Delenda Est, so: Empire Post-Empire Post- means that all of the techs up to that point have been auto researched. Only exception is paired techs. In that case, resource and time costs are set to 0 and all the player has to do is click one out of the pair they want. So, Post-Town would mean every tech in Village and Town are automatically researched for free. Make sense?
    2 points
  31. ok, the new version is released in the mod downloader!
    2 points
  32. I believe the best way to balance cavalry is to eliminate the "blending in" or stacking of units on top of each other. In other words, make the unit collision work as it should. This would make it impossible to have a 30 spear cavalry death ball in just one tile. It will also nerf the range advantage that some champion spear cavalry currently has.
    2 points
  33. don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.
    2 points
  34. Speed. I think all cav could use a nerf. Setting their speed an about equal to fanatics seems about right with melee cav being slightly faster and range cav being the same as fana (also, would make fana a better counter, which I think it needs to be) also, what exactly is the 3x counter? (Just want to make sure everyone is on same page) kind of related, but melee inf should get a speed boost too. But that’s more of a range vs melee balancing issue.
    2 points
  35. JagsusIndia (Arup) is a distinguished, experienced 0ad player with extensive knowledge of all aspects of gameplay details. Over the hundreds of matches that I have played with him, he has experimented with every single civ and unit type; he has deployed every known theoretical strategy into real TGs on top of his own innovations. He has unparalleled knowledge of unpopular strategic nuances and gameplay on non-standard, extreme settings, especially about the Wonder. Therefore, he will be an exceptional balancing advisor and I will support him with technical operations. As an ex-balancing advisor, I sincerely believe that he will excel at his role and contribute momentously to fixing the balancing issues for the next release!
    2 points
  36. yes! and much more! I actually wrote my list of changes on paper and pen so I'm gonna type them out here soon
    2 points
  37. I will keep it general and go for just "page". It's not the 100% fitting term, but it's simple, and players will understand what it refers to.
    2 points
  38. Hey @wowgetoffyourcellphone, this may be a good candidate for the Galatian wonder: "The ‘oak sanctuary’ of Galatia, the Celtic province of Asia Minor, as described by Strabo (1st cent. ad), the Roman geographer. A council of the Galatians met here." https://www.oxfordreference.com/display/10.1093/oi/authority.20110803095732249
    2 points
  39. My comment wasn't a direct reply to you. If anything, I agree with you here. My comment is in response to those who would rather obfuscate what their mods are doing while claiming "freedom" and twisting the meaning of open-source software as justification.
    2 points
  40. You'll notice a strong trend here on this forum and also out in the real world, indeed, across humanity: When some people speak of "freedom" they very often mean their own freedom to screw over other people. The fight against this tendency is what builds and maintains civilization (and a healthy online community in 0 A.D.).
    2 points
  41. We gave them bonuses in Historical via aura. My understanding is currently formations don't quite work, you cant attack in formation. So the only way to apply bonuses is through auras. Hopefully it is something that will get looked at and implemented in the future. Its a great idea!
    2 points
  42. Under certain conditions, the market can be pumped exploited with OP trades that will generate infinite resources. Below is one example of the exploit: One needs to firstly invest 3000 metal to buy some other resources, e.g. food, to really depreciate the metal value and raise the food value. Then you take 500 food to trade back more than 3000 metal - you end with a net profit in metal. Furthermore, the food is still highly valued and you can buy huge quantities of other resources with food, resulting in resources being generated from nowhere. However, this is not consistently working. I tried to reproduce this but did not get these profitable values like Cube did. After many trades, I was eventually able to generate 10K metal after spending 2000 food and 2500 wood (profit?) Ideally we make changes to the bartering mechanism to prevent this from happening.
    2 points
  43. This is an OOS change so maybe could be tested in @borg-'s balancing mod or the Com mod by @real_tabasco_sauce
    2 points
  44. See: https://gitea.wildfiregames.com/0ad/0ad/issues/8051
    2 points
  45. Olá @Alisson Fabrini é muito bom saber do seu interesse em ajudar e será muito bem vindo, atualmente a "linha de produção" do mod é a seguinte: @Duileoga e nossa grande artista que produz e cria os modelos e texturas 3D, tanto das unidades quanto das estruturas. Muito das ideias mais conceituais são de sua autoria. @Lopess (eu) Fico responsável em exportação os arquivos de um.blender com todos os modelos para um .dae com cada modelo separado e nomeado (fiz um código para o blender para me ajudar nisso com ajuda de A.I) Faz um mês que estou editando os modelos.dae em massa para adicionar props de projéteis e guarnição, o quanto mais automazafo melhor, mas ainda existe erros de tamanho etc. Além disso estou criando os modelos civs, muitas com somente unidades provisórias, em breve atualizadas com suas características oficiais. Além disso @Duileogatem planos de atualizar algum modelos 3d principalmente os primeiros que atualmente já são superados pelas suas capacidades artísticas. (Um dos motivos que ainda não comecei com os bakes AO). Se quiser mais detalhes pode entrar em contato comigo em PV toda ajuda e bem vinda. Temos o nosso Github lá atualizo toda semana com algumas correções que consigo pegar.
    2 points
  46. I look like Lichtenstein or Luxembourg
    2 points
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