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Freagarach

WFG Programming Team
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Posts posted by Freagarach

  1. The last uploaded replay is simple, there are entities blocking the construction site, due to the sheer amount of entities, they cannot get off.

    The other replay/savegame is more tricky, it involves apparently non-existing entities, we're investigating.

  2. 10 hours ago, nani said:

    List of possible problems and complains from game played a24 4vs4 random map, take into account that performance is comapred with a23. (last svn revision as for 2/6/2021 windows build)


    1) Very heavy lag when using the scrollbar in gamestup. All players looks like they are about to disconnect. (Ex. Relic count, Relic duration scrolls) [this issue I think is very important to fix]
    2) Chat with too much interline space (in a23 is much less space)
    3) Map browser doesn't select first result if Entrer is pressed
    4) Construction countdown  time texts and number of number of units building it text are too vertically close
    5) Camera stutters hard when moving it with keyboard (also happens with middle click mouse)
    6) Buildings icons too small/hard to see
    7) Some orders/actions seem to be lost/ignored when in late game/lag/low fps
    8) Sometimes untis seem to attack houses instead of capture if they are left idle
    9) When ending game (session) and load -> stats page loading freezes and even Windows suggest to close 0ad as it doesn't seem to be responding.
    10) Multiple occurrences of random 1-2 seconds for when the game drops to 4 fps on my case (looks random) and then returns to normal 17-30 fps

    Graphics settings for me: no MSAA, GLSL on, no shadows, no particles, no mods 

    metadata.json 296 kB · 1 download commands.txt 1 MB · 1 download   mainlog.7z 1 MB · 0 downloads

    In the mainlog you can see the insane absurd amount of net gamesetup messages when using scrolling for the settings ( i suggest using some kind of debounce function)

     

    @Stan`

    [1]: There is already some delay for sending data to the lobby bot, one could implement the same for changes sent to other clients.
    [2,4]: Seems like mostly preference-related. Feel free to make a patch :)
    [3]: D3532
    [7]: Got an example video or something?
    [8]: About where in the replay?

    Thanks for the reports :)

  3. 21 minutes ago, wowgetoffyourcellphone said:

    The most relevant real time information for most players is: What is this unit or building good at doing? What is its role? Number crunching every stat in real time satisfies a small minority of players, when most players just need to know which units to use against these other units because unit types have roles.

    Yeah, so a compact and informative tooltip, with a *pedia-like option for those who desire that.

    • Like 2
  4. On 31/01/2021 at 12:05 AM, wowgetoffyourcellphone said:

    chance to go gaia and start attacking you (or anyone else, see: Mamartines, Mercenary War, et al.)

    I very much like this idea, but it can easily be abused. Just make a whole lot of mercs quickly, station them near your enemy, and let them convert to GAIA, no upkeep cost, but still the benefit of hindering your enemy. Any ideas how that could be negated?

    5 hours ago, cowehe8775 said:

    What if they cost differently like trading in the market. Like bartering for resources, they start low then they get more expensive the more players buy them.

    Hmm, would be a nice idea indeed :)

  5. Hi all,

    as some of you may know we're planning to include campaign support for A25. With that also comes the opportunity to include a tutorial campaign. Since devs usually are nose-deep into the game, community voice is particularly important in creating such tutorial.

    I was personally thinking about splitting the different learning goals in subsequent scenarios:

    • Basic interactions (for those compleatly new to RTS)
      • Selecting entities
      • Giving orders
      • Notion of resources and population
      • Entity creation (and stopping to create)
    • Basic economy
      • Resource gathering
      • Corralling
      • Dropsite position (mind the docks!)
      • Fishing
      • Treasures
      • Territory
    • Basic warfare
      • Diplomacy
      • Building defenses
      • Capturing
      • Unit classes
    • 0 A.D. interactions
      • Batch training
      • Selection modifiers (idle, military, deselect)
      • Queuing orders
      • Secondary orders
      • Order-one
      • Pushing orders to the front
      • Structure snapping and turning
    • Advanced economy
      • Diplomacy (tribute, shared vision and dropsites)
      • Trading (international bonus)
      • Bartering
    • Advanced warfare
      • Scouting
      • Siege
      • Loot
      • Strategic positions
      • Covering retreat
    • Other tips and tricks
      • Keep producing entities. Always.
      • Tips from pro players?

     

    This way, people can choose what extra training they need without doing a lot of boiler plate actions first. One can couple the different scenarios, such that one follows the other (with the basic interactions one being optional). Following a storyline would be nice also.

    IMHO it would be nice to use random maps for the tutorials, such that when one plays the same one again the feeling is still a bit different.

    Let me know what you think, what can be improved or elaborated! Also, if someone wants to take a shot at one of the scenarios, please do so :) (I guess economy is (partly) handled by

    already.)

    • Like 2
  6. Hi, on game setup, you can set teams. To force the AI to make war at somone, you can set all to the same team, with the option "last man standing" (note this will probably just trigger them to immediately declare war on you).

    You can also set the game to wonder victory and put yourself in the same team as the AI, this way the first to a wonder wins :) (Dont't forget to lock teams then.)

    • Like 1
  7. If, in A23b, one (e.g. athen) would capture a briton structure it would have less health indeed, but if one would research a tech modifying structure HP or capture a relic doing that, the new health would be calculated from the athen HP, not the briton. So if the bonus was e.g. +10%, the resulting HP would be 3630, not 2640.

    Indeed persistent techs would be nice to have and that's something on my list for someday as well.

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