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Ceres

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Everything posted by Ceres

  1. Yes, the link goes to this new thread.
  2. Sorry, I was unable to multi-quote on my no mobile device, hence I created these 2 separate posts. Does anybody know what exactly needs to be built to progress to the next phase when this in-game hint is shown? Thank you!
  3. Speaking about sensitive data: Which files of 0 A.D. can contain such? Is there a way to have them auto-removed or anonymised? I mean when logs are created. If logs don't contain such info, then this is of course only relevant for config files, where auto-removal does not make sense. Still, I would be interested to learn which (potentially) could contain sensitive data. Sorry about this partly OT question and thanks for your hints.
  4. Passersby interested in new historic names, please have a look there: Historic Names list
  5. How shall we procees about the Seleucids? Shall I copy all names from the links posted before and filter out what we already have in the game? Shall there then follow a poll, or you do you guys usually take decisions about this? (sorry about my ignorance how things like this work, but I am very willing to learn)
  6. Sorry, but I have no idea what exactly needs to be built to progress. Anyone else?
  7. Hello! Is there already some general hints section I am not aware of that deals with how to handle large amounts of units (incl. collecting women)? In the help section, I found these hotkeys mentioned: Double Left Click on unit/structure: Select all of your units/structures of the same kind on the screen (even if they are different ranks). Triple Left Click on unit/structure: Select all of your units/structures of the same kind and the same rank on the screen. Alt + Double Left Click on unit/structure: Select all your units/structures of the same kind on the entire map (even if they are different ranks). Alt + Triple Left Click on unit/structure: Select all your units/structures of the same kind and rank on the entire map. Ctrl + 1 (and so on up to Ctrl + 0): Create control group 1 (to 0) from the selected unit(s)/structure(s). 1 (and so on up to 0): Select the units/structures in control group 1 (to 0). Now I wonder if you guys use these, or if you have other (additional?) pro hints how to cope with many different units? My main problem is that I very often lose track of where my units currently are - especially when being occupied at different spots. And when plying with my kids (we use mumble for conversation), we often hear each other providing information like "Watch out, your ships are being attacked at that harbour!", questioned by "Which harbour do you mean?" Thanks for kindly sharing your thoughts with me 0 A.D. beginner.
  8. Please allow me asking this question that is not specific for these great posts and very interesting links that @Lion.Kanzen has kindly provided, but more in general terms about Youtube tutorials: The voice-over and consequently the shown video material - or vice versa - are very fast. Maybe I am overseeing the obvious, but I could not imagine to always press the pause button in such a video and then on play again to get along with the high speed. Is there maybe a trick I am not aware of? How do you guys get along with this? Again, sorry for asking this here, but I have very hard times watching and understanding these "rock" videos.
  9. Same with the following comment from yet another thread:
  10. Maybe my comment is not in the right context here, but when I read the quoted post, I think about building 5(?) houses is sufficient to reach phase II, correct? Is this intended? Would you consider giving this another thought? When hovering over the button to progress to a next phase, we see hints like we need to build e.g. 4 more entities of this and that. But of what exactly? The same, e.g. identical houses, or 4 other structures that we have not yet built? This is (to me) not clear. I have not consulted the Wiki or other information sources about this, but maybe we can make this clearer in the in-game hint? Do you want me to move (or repeat) my comment over there maybe? Suggestions for 0 A.D.
  11. @Yekaterina Where can I check which names we already have? (I don't want to spam this thread with already known names) Thank you! Well, I just start with the Seleucids, and we can remove what we already have. Seleucus I Nicator (/səˈljuːkəs naɪˈkeɪtər/; c. 358 BC – September 281 BC; Ancient Greek: Σέλευκος Νικάτωρ, romanized: Séleukos Nikátōr, lit. 'Seleucus the Victor') Antiochus I Soter (Greek: Ἀντίοχος ὁ Σωτήρ, Antíochos ho Sōtér; "Antiochus the Saviour"; c. 324/3 – 2 June 261 BC) Antiochus II Theos (Greek: Ἀντίοχος Β΄ ὁ Θεός, Antíochos II ho Theós; 286 – July 246 BC) Seleucus II Callinicus Pogon (Greek: Σέλευκος Β΄ ὁ Καλλίνικος ὁ Πώγων; Kallinikos means "beautifully triumphant"; Pogon means "the Beard"; July/August 265 BC – December 225 BC) Antiochus III the Great /ænˈtaɪəkəs/ (Greek: Ἀντίoχoς Μέγας; c. 241 – 3 July 187 BC, ruled April/June 222 – 3 July 187 BC) Oh, you might find these nice overviews quite useful: https://en.wikipedia.org/wiki/List_of_Syrian_monarchs#Seleucid_dynasty https://en.wikipedia.org/wiki/Seleucid_Empire#Family_tree_of_Seleucids https://en.wikipedia.org/wiki/List_of_Seleucid_rulers Sorry if this is shortfalling your expecations/standards for 0 A.D. I am no historian and therefore rely on the a/mentioned sources. Maybe experts here have better hints.
  12. And this, too. Well, it's already in the build instructions, so maybe pinning this and the other thread is not needed. Sorry for my maybe superflous comments.
  13. @Stan` Would you like to consider that this is pinned in the right spot? I find it very useful and assume that others do, too. (Yes, I can alternatively build in Linux besides Win 10)
  14. Would it be appropriate to open a thread for new historic names? So everybody interested is welcome to add hints with a link to a good source (e.g. Wikipedia?). If experts like @Thorfinn the Shallow Minded want to handle this alone, that's of course, fine, too.
  15. You mean that these animals would walk around as a kind of flock? Or surrounded by a fence to keep them in one place?
  16. Well, if I may chime in, I like the chicken - and the rabbits, too. Please consider not removing them. Thank you!
  17. @Stan`@nani Maybe there under FAQs? https://trac.wildfiregames.com/wiki/FAQ I added an extra bullet point "Optimal gfx settings". Please let me know what you want me to change or add. Thank you. BTW, should values such as e.g. Shader effects not be integers only? What does e.g. 2.21 mean, when the maximum is 10.00? Do we need such little steps for changes? Should this rather appear as 22%? (this is a comment of little importance - I am just curious )
  18. Should they also switch to another resource (e.g. stone), if the previous one (e.g. wood) is depleted? Or should they stick always to the same type of resource? Should they become idle when all of the same kind of resource is depleted, or should they then at least switch to another resource? Is it possible to tell them not to use one's allies' resources? Or even the foes' resources? (to draw less attraction) What if the currently worked on resources are depleted and they wander into foes' territories? Is there a wish to disable/toggle this behaviour? (just a few thoughts)
  19. By "single player 1v1" did you mean 1 human player vs. 1 PetraBot? Why is playing then less demanding for the hardware as compared to playing of 2 human players? Could developers maybe consider introducing profiles? Thus, players could save their settings differently for e.g. single player matches, as compared to multiplayer matches (against AI and/or humans, if it made a difference), or maybe savind less demanding settings in another profile if planning to play with more players. Would this be feasible and possible? Would it make sense to create a "test map" as a reference to find out optimal gfx settings and compare them between platforms? Maybe such a map should contain different - how do you call that? - textures (Alpine, Sea, water in general to consider water reflections and other effects), trees and structures for shadows, and lots of units to start with (to see how that would draw on performance). If that all does not make sense to you, it's simply because I am too unexperienced with program/game development (incl. 0 A.D.), so please accept my apologies.
  20. I assume that most of you already know this, so please forgive me linking it again: https://software.intel.com/content/www/us/en/develop/articles/identifying-the-frame-rate-bottleneck-in-0-ad.html
  21. This would be very sad, as many people would not be able to play anymore. Will 0 A.D. also in the near future support integrated GPUs, e.g. Intel 605, 655 and similar cards (same for similar AMD, Nvidia etc.)? About the hint for the hardware demands for various settings: Would you maybe find it useful to use footnotes/ an asterisk for those settings that one should disable/ minimize first on weaker hardware? I understand that thus cluttering the settings menu might more distract the user, but maybe it depends on how "decent" the hint(s) could be. Finally, I understand that on weaker machines, switching off GLSL completely, disabling postprocessing, disabling shadows, and disabling silhouettes (in this order) could help most.
  22. Yeah, I got it. Our devices have Intel iGPUs from 605 to 655 and Intel CPUs between something as 1.5 and 2.4 GHz (2 and 4 cores). When we (3 people) play together vs. 1 AI opponent, all device fans are at max. ;) @nani Just to make sure that I understand you correctly: You mean that I shall enable GLSL, shall set everything to low or even disable it, and what about water transparency + MSAA or FXAA? Also disable/lower them? Sorry that I am not quite clear about this (though it's obvious to me that disabling everything is best for performance). I have no experience, though, which of the other settings (besides Shadows and Silhouettes being expensive, as @Stan` already mentioned) are most demanding.
  23. I have not thought about this and never (maybe with very few exceptions) used specific formations, at least not for women. So could it be that when in formation, this formation hinders the people to "walk away" to some errands close by, which would seem reasonable to a human player but not from the point of view of the design of a formation? If this topic is too OT on this thread, please let me know; I would start an extra thread, of that is preferred and helps.
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