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Everything posted by Seleucids
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Update: Autociv 27.0.3 has been released: https://github.com/nanihadesuka/autociv/releases Features: Additional counters for total mobilisable military, melee, range, KD ratio A page in options to adjust update frequency and the counters that you want to see
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- hotkeys
- autoassign civ
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Technical borders: Any mod which only changes art and audio folders are completely safe and non-cheating. Most mods that change GUI are safe and non-cheating, unless they reveal information about the enemy, which is no longer possible. The reveal chat vulnerability has been patched and no single change to gui folder can enable you to access forbidden information in A27. Real cheat mods would have to touch the simulation folder. But this comes with high risk of fatal OOS @WiseKind I appreciate your effort in writing such a long and meticulous essay
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Exactly, same mechanism in terms of the code. I'm not sure to what extent was the Mauryan ram Easter egg intentional though.
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I don't think it's necessary to remove this unit because it is not particularly OP and it's nice to have an Easter egg. Han capturing a Persian is a rather rare situation
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This is not a bug ! Technical explanation: Han civ was pulled straight out from Terra Magna A23 and had its code fixed for a24 and A25, as a single standalone mod civ. On incorporating into A26, for balance, many features of the Han were removed. However, they didn't delete the template files; they just removed the OP units from Han production buildings. Crossbow cav and mobile boltshooter tank were examples of these. But the production buildings of other civs do not have explicit inhibition of these units, especially the Persian CC which can train all cav class units. As a result, the hidden units can be trained by capturing other civs' buildings.
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Units die too quickly: Melee units have too little armour
Seleucids replied to Seleucids's topic in Gameplay Discussion
This also seems fine but 10% wont make much of a difference. 30% is a better starting point. The units that die too fast are infantry and especially ranged infantry. Cavalry doesn't have this problem and therefore they don't need health increases. Note that each ranged cav has double the health of a ranged inf with more armour. Each melee cav is 60% stronger than its inf counterpart. OP. Auto-upgrade with phases might be fine. -
Units die too quickly: Melee units have too little armour
Seleucids replied to Seleucids's topic in Gameplay Discussion
Actually not at all. Longer to die = less death updates -> less need to call entity corpse / mirage replacements which task performance + less need to call death animations (also performance issue). There will be less stuttering as well. I think the performance issue you mean is constantly having 200 units on the screen. This will keep the fps low for longer. However, right now the min fps is the same if not even lower when you are at 200 pop, so it doesn't really change much. The quick death approach is just banning units from the map to reduce lag. In any case you can just limit max pop to 175. To summarise, rate of death has not much impact on performance. -
Units die too quickly: Melee units have too little armour
Seleucids replied to Seleucids's topic in Gameplay Discussion
Great, so what health values are we suggesting? Let's try: 150 health for melee inf 75 health for ranged inf Cavalry can stay as they are, for now. -
Units die too quickly: Melee units have too little armour
Seleucids replied to Seleucids's topic in Gameplay Discussion
I think there is nothing wrong with meatshield meta. But you can try to increase armour of ranged units as well, so that everyone is strong. All in all we just want units to live a bit longer. Right now, if you make 1 mistake, you have lost it for your team. 2v1s are especially problematic, there should be some kind of retreat possible or at least give all players enough time to wait for their ally to arrive. Meatshield or not, please please just no more vapourising units ! Suggest values please -
Units die too quickly: Melee units have too little armour
Seleucids replied to Seleucids's topic in Gameplay Discussion
template_unit.xml The pathfinder has been fixed for you simulation/templates/template_unit.xml 2025-03-11 15:48:17.774030190 +0000 @@ -62,7 +62,7 @@ <Anchor>pitch</Anchor> <Floating>false</Floating> <FloatDepth>0.0</FloatDepth> - <TurnRate>14</TurnRate> + <TurnRate>100</TurnRate> </Position> <RangeOverlayManager/> <RangeOverlayRenderer/> @@ -126,7 +126,7 @@ <WalkSpeed>9</WalkSpeed> <RunMultiplier>1.67</RunMultiplier> <InstantTurnAngle>1.5</InstantTurnAngle> - <Acceleration>35</Acceleration> + <Acceleration>1000</Acceleration> <Weight>10</Weight> </UnitMotion> <Visibility> -
Spearman and swordsman have 3 hack 3 pierce armour. What is this joke? Units die way too quickly in this alpha (and in A26 and in A25). There is no possibility of retreating from a fight. If you retreat, you will loose everything. The amount of damage dealt while turning around and pathfinding outside enemy range is enough to kill the melee unit. Ranged units die almost instantly. The attack damage is disproportionally high compared to the effective health of units, so we see instant vapourisation of entire armies. The problem of units dying too quickly is proliferated by forge techs focusing too much on attack damage and not enough shield upgrades. For comparison, in A23, the melee units had 5 hack 5 pierce armour by default. Fully upgraded units can have up to 8. Meanwhile, the damage techs are not as strong. That allowed reasonable death rates. How do we fix this? Simple: 1. Nerf the attack damage upgrades, especially cap the T3 to +1 2. Improve shield upgrades. Increase like +1 +2 +3 each tier. 3. Increase turn angular frequency. 1000 radians per second is a good value. There is no possibility of dancing given the new pathfinder which stops the unit before it turns, plus the lag which makes dance impossible. A high angular frequency will aid unit pathfinding, prevent units from being stuck and allow retreating. 4. Default unit armour values: Spearman: 6 hack 6 pierce Swordsman: 6 hack 5.5 pierce Pikeman: 8 hack 10 pierce
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https://discord.gg/qADktZxc
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You can get these features in ModernGUI mod by Atrik
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lag investigation thread
Seleucids replied to maroder's topic in Game Development & Technical Discussion
Lag is only observable in 3v3 and 4v4 TGs. Today I made a mod which removes the walking and attacking animation of the jav cav. I limited the animation to A23-style low arm javelin throws of the rider and completely removed the walking and idle animation of the horse. That instantly reduced a lot of GUI lag for the Carthaginians. It would seem that cavalry model and animations are a major source of GUI lag. Interestingly, camels lag less than horses because they have less attachment points. I will update you on lag after I remove all cavalry animations. Some experiments showed that having too many objects in your selection group can also be a source of stutters. Today I took over the base of a player who makes less barracks than me and I also experienced shorter durations of stutter when accessing barracks. Huge GUI crashes happen when I am trying to select a large group of units. Again, strangely, in 1v1, selecting the same group doesn't crash the GUI as much. The total number of visible units on the screen are the same in 1v1 and 4v4 situations. -
This is the optimal settings for me: this.suppressionTime = +this.template.SuppressionTime / 15; this.suppressionRangeSquared = +this.template.SuppressionRange * +this.template.SuppressionRange / 5; The suppressiontime was set to 60000 by default The suppressionRangeSquared is 25600 by default
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The attack detection system does not alert the player frequently enough. A whole army has been killed off-screen and I did not get any kind of verbal notification nor attack warning sound. Sometimes I rely on my allies to ping me and flare when rushed, because I get 0 warning when attacked. I found the source of the problem to be the javascript file AttackDetection.js having an attack suppression time and a suppressionTransferRange. This feature prevents spamming attack alerts by limiting the minimum time span between 2 consecutive alarms. However, these 2 values are way too long, causing the alert system to be ineffective. There should be an option to change its value or just decrease it.
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siege tower op.zip Watch Otherperson spam towers sword cavs cannot take them down
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Here is the deal: Improve the pathfinding of seige so they look less buggy, but: decrease some of their pierce armour. Catapults are kind of OK but Siege Towers are just insanely OP now. They are too tanky vs sword units and deal way too much damage. Without some GUI mods, it's hard to see their roots so that your units disappear into their model by overlapping.
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Ranged cavalry should be at the back of formations
Seleucids replied to Atrik's topic in Gameplay Testing
Getting off topic, but here are the reasons: 1. Changing any simulation = OOS 2. Hugely different files in public = file hash check failure = false OOS alarms 3. How can you change the files on people's computer? There will have to be some way of updating the game. For us Arch users, WFG can just push or pacman, but then everyone has to update all the time and stable distros such as Debian and Ubuntu certainly won't update their repo in time. For Windows users like you, you have to re-download and re-install new versions, which you will find inconvenient. Solution: When game starts, run an automatic update checker to compare local files to upstream files. Basically like a separate launcher app, similar to Minecraft launchers. Then you can easily update to upstream. -
Cachy OS I love necrobumping ancient threads that are older than me
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All siege are OP now Only rams are reasonable. Bolts, Catas and Siege Towers are just mega OP, but catas are nerfed compared to A23 in that their pathfinder is totally broken. Catapults should we weaker vs sword, by default.
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Why are we arguing about spies? It is an overpriced tech that is less useful than scouting with a cav or outposts. So just leave it there. Let it exist. Just don't use it. Maybe someone in a remote corner of the world will find the tech useful for a very specific situation. Weak / Useless features can stay. If something is rubbish, ignore it. Fun idea, but might be too troll if in used in multiplayer.
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Funny chat screenshot: Geriatrix flexes his 20000 commits to open source project This is intended to be entertainment, not malpractice reporting as I see no strong violation of ToS here. Funny claims by Geriatrix or whatever his new account is: 1. I somehow made a 2200 and a top 10 player quit. But he cannot name any of these 2. I am somehow destroying 0ad, in a irreversible way, by contributing. 3. He tried to frame @MarcusAureliu#s with some random bot claims but couldn't even come up with a complete theory XD 4. He still shares links to old cheat videos
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lag investigation thread
Seleucids replied to maroder's topic in Game Development & Technical Discussion
Just looking at this list, the least laggers are all 5 house civs Laggers are 10 house civs. Could this be relevant? The least laggers feature mostly infantry; in the case of Ptol I never make significant number of cav. Brits and Gauls are also biased towards infantry when they are in my hands. The top 4 laggers are the civs where I play significant numbers of cav, except Spartans. So: Small house = less lag Jav Cav = more lag