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elexis

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Everything posted by elexis

  1. That is the case. The host (NetServer.cpp OnAuthenticate) expects clients to have the same playername in order to rejoin/replace a specific playerslot. There are some catches when implementing a player-replacement feature: We have the list of players and their online/offline state in the lobby, but not for IP-based games. The session and summary GUI page will have to take the new name system into account. The playernames are saved in the replay file. We would have to create a new simulation command to change the playername. (Guess we can ignore getting the full list of players that have played in a specific playerslot in case someone killed 0AD with force and otherwise save that list to metadata.json) The host should confirm that the candidate should be able to replace a player. Dunno if it's that inconvenient. Uploading and downloading stuff automatically is convenient - however it misses some features like discussing replays, quoting, text formatting, linking to other topics and so forth. So we would end up reimplementing a forum. Perhaps a replay upload button could create a forum topic though. Automatic taking of screenshots would also come in handy for the replay menu. Also might want to add some security checks when implementing up/downloading features to the game. There's also a ticket around for adding a textfield and a replay-rating field (0 to 5 stars) at the end of replays, since that's the time when the memory of the replay is still fresh and people recall most interesting details. This would allow sorting and filtering the replay list by interesting replays and reading what happened in that replay long after it was recorded.
  2. You must confuse me with someone else
  3. Map: Danubius (6 relics) Players: (Grugnas, Barxten, D_D_T_, elexis) vs (B_Smoke, RetardadoSVN, Platin, Macaco) vs. Gaia Summary: Gaia quickly made it 3v4, but that didn't decide the game at all. The ships brought us fun throughout the entire game but in the end, it was decided by a mass of bolt shooters. 2017-07-27_0014.zip
  4. New Release: 0 A.D. Alpha 22 Venustas Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 22 “Venustas”, the twenty-second alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. Top New Features Remake of many models, animations and textures, two new music tracks Configuration-free Multiplayer Hosting Capture the Relic Gamemode Aura and Heal Range Visualization Twelve new maps, including scripted enemies, rising water and a tutorial Espionage Technology, Team Bonuses and Hero Auras Petra AI Diplomacy and Attack Strategies Summary Screen Graphs Cinema Path Editing Buddy System A complete list of user-relevant changes can be found in the changelog at https://trac.wildfiregames.com/wiki/Alpha22. Capture the Relic Mode A relic is a wagon that holds the sacred remains of a great leader. Like to have your armies boosted or construct buildings with a discount? Venture into the unknown and secure these priceless items before they fall into the hands of the enemy! The team that manages to keep all relics for a manually set amount of time wins the match. Spartans guarding a captured relic A Catafalque captured by three enemies (10MB Super-HD) New Graphics Hundreds of models, animations and textures were handcrafted to replace the lower quality art. Together with the improved icons and new main menu backgrounds, both new and experienced players can (re)discover 0 A.D.. Damage Variants and Scaffolding present (only) Carthaginian buildings in new variety: Scaffolding at construction sites (21MB Super-HD) The new unit models bring both visual and gameplay balancing improvements. Here we present the never-seen-before Ptolemian Infantry Champion Pikeman: New Ptolemian Infantry Champion Pikeman (11MB Super-HD) New Music The original soundtrack was extended by the songs "Tale of Warriors" and "Sunrise". You can hear the former in the trailer. Listen to or download the entire 0 A.D. soundtrack at: https://play0ad.com/media/music/ . Lossless quality versions can be found at https://trac.wildfiregames.com/browser/audio/trunk/music/. Configuration-Free Multiplayer Hosting This release of 0 A.D. brings hosting multiplayer matches to the mass of players. It features a new "STUN" option that enables most players to start a match without any prior internet router configuration. STUN option when hosting a lobby match Aura and Heal Range Visualization Mauryan Hero Healer Chanakya (23MB Super HD) Finally players can judge the effect range of aura bonuses and healing abilities of their fighters and supporters. A solid line indicates an aura, while the plus-symbols indicate the heal radius. New Maps Players of the new release will be able to enjoy the game in twelve new worlds! New Tutorial A new tutorial, that can be started from the "Learn to Play" option in the main menu, was put in place to help beginners find their way into the game mechanics. New Economic Walkthrough New Scripted Maps Three new maps come with scripted events that shape the story of each match. On Danubius, teams are separated by the Danube river, which is defended by reoccurring Gallic ships that focus the players fleet and land invasion forces. Each side of the river comes with a Gallic stronghold that spawns attackers until it is wiped out by the players. Danubius (9MB Super HD) On Extinct Volcano, players have about twenty minutes to rush their enemies until the water starts to rise. Attacks and marches will become risky as the water level can rise suddenly anytime. Units below the sea level will drown and buildings become unusable, so you better get the ships ready to evacuate! Extinct Volcano (9MB Super HD) On Polar Sea, there is virtually no vegetation, so players have to use their initial wood treasures and market wisely. Wolf packs reappear from time to time and look for meat. Any kind of meat! Polar Sea (11MB Super HD) Notice that these maps have not been optimized for computer players. New Regular Maps Wild Lake (15MB Super HD) Corinthian Isthmus (4) (8MB Super HD) African Plains (15MB Super HD) River Archipelago (15MB Super HD) India (12MB Super HD) Arctic Summer (13MB Super HD) The Botswanan Haven and Cinema Demo map are not depicted here. To live up to its title, the unique "Survival of the Fittest" map was reworked to spawn heroes, some never-seen units and to become exponentially more difficult in later stages of the game. Espionage Technology After having researched the Espionage technology, players are able to bribe a random trader of a selected enemy, letting it share its vision and thus supply potentially invaluable insights into the enemy's home base. The diplomacy dialog is used to select an enemy and initiate the conspiracy. Team Bonuses Each alliance between players now confers bonuses upon the allies, depending entirely on their choice of civilizations. For example, if you choose to be an ally of the Macedonians civilization, you get 20% more sales when bartering resources at the market. The exact team bonuses can be found in the History section of the "Learn to Play" menu and in the changelog at https://trac.wildfiregames.com/wiki/Alpha22#TeamBonuses. Hero Auras Many heroes' auras were added and rebalanced that require players to decide more wisely which leader to announce. Wish to see what our "Swag" aura can do? Play Iberians and have a great experience discovering new additions at every corner! The details are revealed in the Structure Tree of the game and in the changelog at https://trac.wildfiregames.com/wiki/Alpha22#Heroes. Petra Diplomacy and Attack Strategies Like to play single-player games with bots? The AI bot, Petra, became much smarter this release. It can strategically plan attack and defense strategies depending on the different types of victory conditions (Conquest, Regicide, Capture the Relic, Wonder Victory). It also fully takes capturing into consideration. The economy of the AI was improved as well. Petra now avoids establishing trade routes that cross enemy territory and researches economic technologies sooner. Find a complete list of changes at https://trac.wildfiregames.com/wiki/Alpha22#PetraAI. Team Notifications To improve the cooperation between players, chat notifications have been added that inform allies of tributed resources and researched phases. Summary Screen Graphics The chronology of all military and economic game statistics is now visualized in the summary screen. Track your and your team's progress throughout the game on a graph and derive factors that decided the winner of the game. Summary Graphs Buddy System Keep up with your friends and locate them in-game with this feature. As a host, you can optionally prefer buddies to become players in the match setup and allow only buddies to join running games as observers. Cinema Path Editing With Alpha 22, our map editor Atlas has received new controls to create and edit cinematic camera paths (like the ones seen in the release trailer). Try the Cinema Demo scenario map in the game and in the Atlas to see an example. Consult the Atlas manual for further instructions: https://trac.wildfiregames.com/wiki/Atlas_Manual_Cinematics_Tab. Cinema Path Editor Under the Hood Creating a custom mod of 0 A.D. has become easier. Hobby developers can now add new resource types and match options with a few keystrokes or debug AI matches by simulating many games in a row. The Windows and macOS helper libraries have been updated to resolve security issues. Several ways to cheat in multiplayer games were plugged. If you couldn't play the game before due to a crash, try this release! Make sure to checkout the options page and hotkeys, since new entries were added there as well. Why "Venustas"? "Venustas" is latin for "attractiveness" and was picked to match both the foremost feature of the release (the new models and animations) and the release numbering (V being the twenty second letter in the alphabet). This time we will not ask the community to find a name for the next release, Alpha 23. We have decided that we will name it after Ken Wood, one of the founders, who passed away in 2006. Support Us The work is still in progress and can use every helping hand. You can support us by translating the game into your language on Transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly over IRC. (The "C" stands for "chat") . Subscribe Contact info for press, bloggers, etc.: aviv@wildfireCAESARgames.com without the capitalized name of a well-known Roman dictator, whose family claimed to be the descendants of Venus.
  5. Took some time to get the new songs in, OSX bundle packaged and release trailer and announcement finished.
  6. 1) If you play EASY alone against the enemy without setting limits to the maximum population. . Almost certainly the enemy devastates with a big army Has been a while since I played against the AI, but having a good build order is crucial (try reaching 300 pop in 20min) https://www.youtube.com/watch?v=E5z-wiD75R8 Also it's crucial that you only fight enemies if you outnumber them and otherwise lure them into your defensive structures (so your units don't take damage). Enemy siege engines must be destroyed with melee units. You can watch replays (Main Menu -> Tools & Options -> Replays) to see what the AI did differently. There are also many replays of multiplayer games here https://wildfiregames.com/forum/index.php?/topic/21337-a21-replays/ 3) The doors are sometimes bugged by entering the enemies in the city, if by chance a populist or an ally who opens the door, or even a soldier who automatically goes to fight the enemy .. and unlocks it Way to enter -.- The gates should always open for your or your allies units. Press the "Lock Gate" button to have them closed. 4) The conquest system introduced by I can not remember which Alpha number is disgusting because the enemy towers return to the enemy if the city center is not conquered. In addition, to win it, many soldiers are needed and all the conquest is canceled That you did as soon as a small group of nearby enemies pass. When you have captured an enemy tower, barracks, temple, ..., then you must garrison it with 3 men or more to prevent it from converting to the enemy again. Take out the civic centers with siege engines to completely get rid of that foe. The capture rate depends on the amount of damage of the building. So if it only has 10% health left, it will be much easier to capture. Garrisoned buildings, especially civic centers should not be easy to capture, otherwise you will experience the same amount of frustration if you lose the entire city to a small group of men passing by when you didn't pay attention.
  7. The host should backup mainlog.html file before starting the game again (as its overwritten with each gamestart). It contains the IP address of joining clients, see 'Net server: Received connection' lines. Can be fixed by implementing #3549, which will be a good amount of unrewarding work. Implementing that will also make it impossible to have player replacements (which are currently used quite often) (without implementing them properly). One can also add two lines to the code to show the IP address of joining clients, but we had decided to not show IPs of players because other trolls used that too for unfriendly purposes. Annoying.
  8. According to Stan (D752) it's a one-liner in the actor from r19095.
  9. Thanks for the report and the exact description how to reproduce it (fully promoted hoplite switching from attack to gather). An entertaining bug. It isn't fixed in alpha 22, so we have enough time to pull that in lobby games. Alpha 21: Alpha 22: Now where I look at it, it's also unexpected that the unit has a helmet when walking without resource and no helmet when walking with resource or gathering. Reported at #4686.
  10. when does the error occur? does it break everything or just throw an error when selecting replays? does it occur with all replays or only old ones?
  11. About the existing history tooltips, it was decided that they should be carefull reviewed and edited before they are sent to the translation teams: #4505. Since we're talking about #3212 for displaying them, we might want to ask @s0600204 directly how to organize the History strings ideally.
  12. Is the source code available to your game, @dimaCyberpunk? Sharing it publicly might make some people interested in helping, perhaps even adding code. Apparently it uses mono? Then perhaps it could be made compatible to unix too.
  13. Profile: https://web.archive.org/web/20100104095622/https://wildfiregames.com/0ad/page.php?p=1772 Interview: https://web.archive.org/web/20100104100236/http://wildfiregames.com/0ad/page.php?p=1489 Forum post: https://web.archive.org/web/20070817184620/http://www.phoenixclan.biz/pxcforum/index.php?showtopic=6300
  14. Didn't read through the thread, so not sure what the conclusion was, but in Alpha 22 the Nubian Archer was removed from the ptolemian production queue and became an unused / atlas-only unit with D56.
  15. elexis

    mapkoc

    Chat isn't saved in replays currently, correct.
  16. ping @Grugnas, didn't we stumble upon that issue in D276?
  17. (We're still in feature freeze and the changes since then were basically fixes we never had the time when focusing on new features. (That player grouping should be considered a fix because some player being isolated / surrounded by enemies was reported in almost every match as a bug of the affected maps). I'll be happy though when we can change strings again and do real things)
  18. Maybe we want a random teamsize option for SP rather? So if we set 8 players, it could become a FFA, 2v2v2v2 or 3v3v2 or 4v4?
  19. 100 is the number of players that are online simultaneously. We have 96603 registered a21 lobby accounts and 200k alpha 21 downloads. (In general I don't like the SP vs. lobby comparison. Most features are equally applicable and relevant in SP and MP.) (In this case, it's not correct that players in IP based multiplayer are of equal strength and there are also friends in the lobby who never play with anyone else. In singleplayer I don't really know what we need the randomization for either, since bots are of equal strength unless you want a surprise difficulty.) (The auto-balancing proposal would be the opposite of the randomization proposal. It was proposed as a button that would order the teams before starting the game, so that it can still be changed (mostly because one can start balancing teams again if one player leaves or joins). Anyway, no real need to discuss it, more a need to program it, or at least post a simple ticket on trac.)
  20. Offtopic, but we removed parentheses from account registration in 0AD with D715. That won't help with IP joins or people just being rude. Kick and ban stay your best friends here.
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