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Showing content with the highest reputation on 2025-04-02 in Posts

  1. The title says it all. I hereby officially propose switching all of Pyrogenesis' network traffic to IPoAC. Finally an authentic, period-accurate communication method! Who's onboard?
    3 points
  2. This topic is dedicated to sharing, analyzing, and discussing historical sources.
    2 points
  3. To offer a brief clarification, I am not saying that this is a necessarily bad thing. Many popular game series like Starcraft and Age of Empires reward players with high APMs. I also would note that of my albeit brief time playing the latest alpha, I have had fun; this is not about whether 0 AD is a good or bad game. That said, it is a fast game, with a casual player like myself feeling like I am running something more like a factory than a fledgling city. The reason I think this is important to note since 0 AD's vision contradicts the current game state. To consider this looking at training times shows at least in part why the game is fast-paced: Looking at 0 AD, women train in 8 seconds, infantry in 10, and cavalry in 15. Age of Empires II Villager training time: 25 seconds. Starcraft Probe training time: 20 seconds. Starcraft II Probe training time: 12 seconds Age of Mythology villager training time: 15 seconds. Age of Empires III settler training time: 25 seconds. Age of Empires IV villager training time: 25 seconds. Considering that aside from champions, all units have economic roles, training times should be significantly increased for all citizen soldiers and women. If we don't even consider batch training, which accelerates training even more, the early game becomes a frantic rush. Assuming that a player like myself starts by training women, something I think is intuitively sensible since they cost half as much as soldiers and produce the same economic output, the player is pressed to put all of them towards food production to maintain production before needing to rapidly pivot to wood to allow for the building of houses, eventually the barracks for citizen soldiers, and lastly farms for when berries inevitably run out. The barracks snowballs this even further, and the fact that a technology at a house makes you able to churn out even more women means that population growth feels exponential. I'm sure that there could be much better ways of playing, but intuitive way feels surprisingly intensive for what should be the most relaxed part of the game. I would advise at the very least increasing the training time of women to be 15 seconds. Infantry could take 20 seconds to train, and cavalry could take 25 seconds. These numbers, I would note, are a modest increase, and I would still argue that the game would feel fast paced. If we truly wish to make it game that does not force you to multitask too heavily, bumping everything up another five seconds could further help. These numbers are hardly perfect I'm sure, that's what playtesting is for, yet I think they would bring the game more in line with the game's vision.
    2 points
  4. 1v1 vs fullmetal (1702) with very suitable background music OPness starts at 21:58
    2 points
  5. I recommend binding "attack move (units only)" in place of the current attack move.
    1 point
  6. There’s no need for speculation or a revisionist history on why slower train times failed in a24. Comments were very clear that the player base doesn’t like a slower paced game. Users also noted that slower train times were extremely unforgiving. You couldn’t recover if lost one big fight since you couldn’t rebuild your population quickly enough to defend against an invading army.
    1 point
  7. Buenos día o tardes @DIYARAKUZA; -¿Tendrían usted referencias sobre los Tamiles del período 500-1 B.C (Tamilakam,EarlyCholas/Pandyas/Cheras, Periodo Sangam...) o cualquier cosa relacionada?solo encuentro textos, nada de referencias gráficas... encontré algunos reyes como; Nedunjeliyan I (Pandya) Karikala Chola (Chola) Ellalan (Tamil of Sri lanka) Disculpe las molestias*
    1 point
  8. Buenos días o tardes; -Me está resultando difícil encontrar información al respecto ,sobre los javaneses tengo muy poco también ; Esta reconstrucción de una aldea de pescadores en una exposición; Y esta reconstrucción 3d de un supuesto santuario; -Hay varias descripciones de que en la isla hubo un reino fuerte ,Yawadwipa y restos de alguna cultura como Buni . -Si alguien conoce o tiene referencias sería de gran ayuda. Disculpen las molestias*
    1 point
  9. Buenos días o tardes; -Me está resultando difícil encontrar información al respecto ,sobre los malayos por ejemplo,encontré algunos reinos a.C/BC como; Kedah tua Kandis Chi-Tu Kelantan Pahang Tua Perak Tambralinga Langasuka Gangga Negara -Hay mucho texto con varias descripciones pero pocas reconstrucciones o ninguna. -Del reino de Kedah Tua y de ciudades del valles de Lembah Bujang, como Sungai Batu encontré; Aquí una ampliación del asentamiento del escaparate ; -Otra reconstrucción de Sungai Batu , que se ve en el sitio arqueológico es : -Aquí un posible templo reconstruido , pero la datación de la fecha aún sigue en debate y estudio; -Si alguien conoce o tiene referencias sería de gran ayuda. Disculpen las molestias*
    1 point
  10. There are a lot of frustrations linked to production that can be addressed. Here are 3 features, from most basic to most advanced that can improve gaming experience. Fix 'bugs'. Suggested by @guerringuerrin. Also implemented similar feature after his idea in Moderngui. Help visualize idle buildings. (Moderngui) Centralize production management. (Moderngui's 'ecopanels') I'm pretty happy to be able to say that thanks to Moderngui the frustrations that i also used to experience from production management are past history for me. Just commenting ideas and personal experience/preferences.
    1 point
  11. @user1I have attached the replay here, when doctororgans started losing he left the game, there was no error of "losing connection to server", then he joined again and said i ddos him, which i didn't, then he said there is OOS error which was again a lie, as i didn't see any oos error. After wasting my time with his baseless excuses for 5-10 mins he said unpause when i unpaused he started playing like nothing happened, then again when i started winning, he said he won't let me get points and started making the same excuses all over again. Such a bad experience. metadata.json commands.txt
    1 point
  12. Description from their website: openage is a free (as in freedom) cross-platform RTS game engine that provides the mechanics of Age of Empires. We use C++20, OpenGL/GLSL, Python, Qt and CMake to allow people using GNU/Linux, BSD, macOS or Windows to play the game natively. Our aim is to make openage a platform for the original Age of Empires games providing the same look and feel, but with more features for modding and multiplayer. Engine: openage is intended as a powerful platform that runs any Age of Empires release and can even be used to make your own RTS games! Modding: openage uses an open API powered by our human-readable, easy-to-understand configuration languages. Multiplayer: We are implementing a client-server architecture with dedicated servers that supports more than 8 players. The overarching system will provide matchmaking, lobbies, server discovery and other community features. openage is a community project that values every contribution, the only requirement is your enthusiasm. Don't hesitate to get in touch with us if you want to help!
    1 point
  13. When we try to produce units from multiple barracks at the same time but don't have enough resources to assign the desired number of units to each barracks, it often happens that units are added to the production queue of already occupied barracks, while free barracks remain idle. This results in long production queues accumulating in fewer barracks than we actually have available, and it also locks up resources that remain reserved for those units. This week, I have been working on a mod to fix this bug in 0 A.D.'s training system. Additionally, I added an option to define the maximum number of units in the production queue. This works the same way as for free barracks: if some of our barracks have reached the maximum queue limit, new units will only be assigned to the free barracks. I'm sharing two videos showing the behavior. When producing in batches, the mod takes into account the number of occupied "slots" in the queue. That is, it does not consider the number of units produced but rather the number of assigned batches in the queue. Also, I added an alternative production system based on the standard system from AoE2, where units are assigned, as we issue the command (via hotkey or click), to the free barracks or the one with the fewest queued units. For now, this system only applies to individual units (not batches). This means we can combine both systems—producing one unit per barracks each time we issue a command or distributing multiple batches among the selected barracks when using batch production. The spirit of this mod is to offer an alternative approach to what I consider to be design flaws in 0 A.D.'s vanilla training system. Distributing it as a mod gives us the opportunity to conduct the necessary tests and receive feedback with a view toward its implementation in the next release. I want to give a special thanks to @Atrik for pointing me to the necessary game files to modify and for sharing a preliminary code to implement this mechanism. To install: unzip the content of the folder into your mod's folder. (I plan to make the .pyromod file and add it to mod.io in the future) CustomTrainer.zip AoE2.mp4 176872599_MaxQueueLimit2.mp4
    1 point
  14. If I recall correctly, we ran a 2v2 large-army combat test two or three days ago with you and @real_tabasco_sauce . During that test, I used two computers: a high-spec PC and a mid-range laptop. Despite having all graphics settings on low, the laptop still struggled, running at just 3 FPS for most of the large battles. Some improvements have been observed, such as the absence of stuttering and state hash check spikes when panning the camera. While these changes may indicate a performance boost overall, I would be cautious about promoting them as a definitive "performance improvement," as players might find the gains imperceptible, leading to potential frustration. To ensure a more accurate assessment, it would be beneficial to involve more players in the testing environment, allowing us to conduct full 4v4 matches under "typical multiplayer conditions".
    1 point
  15. One idea I thought of was to add a check for targets of higher priority than the one currently engaged if the unit is not following an order. I thought of this for bolts, but it could apply to other units too. I think AOE2 does this.
    1 point
  16. Well, I know it's a small kingdom, but it's got significative and interesting traits: it's the first buddhist kingdom in all Asia, and remained so for centuries, and it lasted roughly 1 300 years (377 BC - 1017 AD). Few other empires or kingdoms have achieved the same prowess. It's been in relations (commercial and political) with India since the time of Ashoka (the mauryan emperor), China, Khmers, Ptolemies, Greeks, and Romans. Now I understand it's not as famous as other political powers of its time, but it was a power recognized by other nations, and powerful enough to defend itself, and even make some offensives on the asian continent (Burma, and South India for example). It has developped specific architecture traits, and irrigation and pool network unrivalled by other asian nations for centuries. Of course, I understand your point, because you've got your list of civilizations, and you obviously didn't think of adding this kind of civ, but I thought it could be an opportunity to give life to an original, and wrongly forgotten civilization: one that has never been introduced before in an RTS game (I know there are others)... I will discuss about this civ in the topic you showed above (though there have been no news since a year?) I'm not in a hurry, I hope someday, someone will be interested to work on it Maybe in a mod of its own...
    1 point
  17. I have attached the replay here, when doctororgans started losing he left the game, there was no error of "losing connection to server", then he joined again and said i ddos him, which i didn't, then he said there is oos error which was again a lie, as i didn't see any oos error. After wasting my time with his baseless excuses for 5-10 mins he said unpause when i unpaused he started playing like nothing happened, then again when i started winning, he said he won't let me get points and started making the same excuses all over again. Such a bad experience. metadata.json commands.txt
    0 points
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