Jump to content

real_tabasco_sauce

0 A.D. Gameplay Team
  • Posts

    2.795
  • Joined

  • Last visited

  • Days Won

    71

Posts posted by real_tabasco_sauce

  1. you could have the p3 tech give promotion points to just whatever class the p2 ram belongs to, as long as its unique. So the same promotion approach used by silver shields and the roman reforms.

    If the p2 ram is not unique, you could make a unique phase up tech like what is done for athens and persians for the promotion approach.

  2. 7 hours ago, Darkcity said:

    Wrong strcuture tree was shown while clicking on civilization icon on top middle of the screen.

    Ive noticed before that if you have opened the structure tree before in the same game, opening it with this method puts you back to where you left off, not on the civ you clicked.

    Did you look at the structure tree before this?

    7 hours ago, Darkcity said:

    The selected civic center health & capture bar was not showing. When selected any other buidling of same player or other players, this was showing.

    I've also noticed sometimes that some fraction of selected units don't show health bars. I'll screenshot next time I see it and make a report.

  3. a better civ bonus for carth could be good. Maybe something stone-focused to help with the cost of apartments, temples, and the more expensive stone walls.

    4 hours ago, chrstgtr said:

    Also, the biggest problem with Carth’s bonuses is the lack of a real team bonus. If anyone has good ideas that would help 

    mm I think the infantry merc train time is pretty substantial, but its true that it really only helps merc civs.

  4. 25 minutes ago, Seleucids said:

    I think we should follow weirdJokes' idea and move the champs to barracks and stables, because that is the standard of most A27 civs. Only training champs from temples nerfs the civ too much. 

    The temples can be differentiated in other ways. For example, Carthaginian temples have faster healing rates or greater area of influence, for some rituals they practised. 

    Carthage is already unique enough, no need for more weirdness. 

    A commit before a27 made it so that champs trained from non-barracks buildings train 25% faster. I think it has helped justify making things like fanatics and spartiates, but not so much for carthage champs.

  5. 17 minutes ago, TheCJ said:

    "State hash check" is at ~20, which is noticable, but also not nearly as bad as "sim update".

    My understanding is that the f11 profiler uses some averaging, like a sliding window average. For me, hash checks in the f11 profile that get as high as 15 or so MS correspond to profiler2 peaks (gaps in a non-visual replay) as big as 130 -150 MS.

    22 minutes ago, TheCJ said:

    I tried playing another 4v4 in a27 and looked at the profiler;
    For me, the culprits seem to be "sim update" and "gui sim update", which both took over 200msec/frame in lategame, surprisingly enough without any real correlation to what was going on "on the battlefield", so even while we weren't fighting at all.

    Ok this is interesting. You are also on linux right?

    25 minutes ago, TheCJ said:

    I also tried testing in a26, but since I cant really play 4v4 alone, I had to play with 7 bots

    The bots add in some lag. What you can do to test is do alt+d, opening the developer overlay, and then check "change perspective" this allows you to do "gift from the gods" for each player and then set up some auto queues into the middle to make a large, enduring battle. 

  6. 2 hours ago, Seleucids said:

    Numidian skirmisher cavalry run 10% faster than other civs, because they were known for speed and agility?

    I like this, with all the melee mercs and champs, the ranged cav gets very overlooked.

    29 minutes ago, Player of 0AD said:

    - allow Carthaginians to train Champions in stables again. What is a stable which can train only skirm cav?
    - maybe allow them to train infantry Champs in barracks as well.

    I set it up so they train from the temple for civ differentiation purposes. They were originally trained from the temple. While you can get them faster since temples may be built in p2, there doesn't seem to be much benefit at all to doing this.

    Perhaps some way to make building temples less taxing economically would be good. I notice they take a very long time to build.

    • Like 1
  7. 6 minutes ago, Seleucids said:
    22 minutes ago, real_tabasco_sauce said:

    a26-a27 profile comparison to put this suspicion to rest.

    Question: how can i compile A26 on Linux? There are many errors

    Well I am linux naive, so I can't help much. But downloads are here https://releases.wildfiregames.com/. Maybe you could try  @andy5995's appimage? https://github.com/0ad-matters/0ad-appimage/releases

    its on that page if you scroll.

    • Like 1
    • Thanks 1
  8. 4 hours ago, Seleucids said:

    Is there something special about the Linux kernel that you have noticed, or is it just a coincidence that most people replying to this thread are Linux users?

    No, its just an observation I made that the 4 linux players also report worse performance in addition to the stutter. I think there needs to be an a26-a27 profile comparison to put this suspicion to rest.

    • Like 1
  9. 2 hours ago, BugReportTempAccount4 said:

    Swordsmen have another rank after that to become Centurion. The Centurion description states, "Centurions may be promoted from elite melee citizen infantry", which is not easy to do if swordsman cannot gain experience in the barracks.

    when you complete the technology, you can train centurions from the fortress directly.

  10. 17 minutes ago, real_tabasco_sauce said:

    These large regular spikes are interesting. I don't have them even in large games, which you can see in my earlier comments. I would look more closely but I can't open the jsonp. This is without AI right? Could you zoom in on some of the more regular spikes, including the surrounding ~30 turns?

    The full hash checks are not logged so they should show up as gaps, not spikes right?

    nvm, thats a graphical profile right? so then those are just the hash checks

  11. 1 hour ago, Seleucids said:

    These large regular spikes are interesting. I don't have them even in large games, which you can see in my earlier comments. I would look more closely but I can't open the jsonp. This is without AI right? Could you zoom in on some of the more regular spikes, including the surrounding ~30 turns?

    The full hash checks are not logged so they should show up as gaps, not spikes right?

  12. 2 minutes ago, Stan` said:

    Indeed. But it's a bit too good to be true. E.g. it doesn't explain this https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-112230

    But that's the only SP report.

    Interesting. We don't really have a comparison with a26, but seems like pretty bad performance.

    @MetaPhyZic, @Atrik, and @Seleucids all mentioned low fps upon reaching p3/late game in addition or in combination with stuttering.

    In my case, I have good FPS but notice the stutter. All of these players are on a linux distro while I play on windows. @0 calories what operating system do you use?

    So maybe indeed there is more than one issue at hand. @Atrik even said that he gets to 3fps even with quick hash only. Maybe can @Seleucids and/or @Atrik profile a single player combat demo huge and compare between a26 and a27?

  13. 32 minutes ago, Acero said:

    Correcting inefficiencies present in A26 as well will not explain what happened in this alpha.

    From what I understand, we are still figuring out why it seems to be worse. The unfortunate thing is that aside from this, the performance really is strikingly better:

    https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-111582 (red is a26, green is a27). So this is essentially holding back the benefits of the work that was done, at least for MP.

    Ok, so here are 3 profiles of combat demo huge in multiplayer, along with one with quick hash only:

    fullhashCDH.jsonp

    nofullhashCDH.jsonp

    a26CDH.jsonp

    rc1CDH.jsonp

    I can't tell any significant difference between the magnitude of the full hash across these alphas, they all seem to be 120 to 150MS for me.

    • Like 1
×
×
  • Create New...