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Seleucids

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Everything posted by Seleucids

  1. You can start by making a mod for this yourself, then try to submit it as patches towards the main game. Alternatively, we can keep it as a mod. To make the mod, start with Seleucids and Persians as template and assets source...
  2. A video demonstration of the disproportionate OPness of champion spear cav: Spearmen are intended to be counter cavalry effectively with its 3x bonus, yet the champion cavalry kills regular infantry spearman with 205 remaining health. This is disproportionately OP. Its also defeated a Persian immortal (a champion unit that has hard counter against cavalry) with 57 Hp left. Even matched against the strongest infantry spear units of 0AD, the Spartan Olympic Hoplite and Macedonian shield bearer, the cavalry unit inflicted severe injury before dying. Combined with the mobility and its affordable cost in late game, this unit is disastrously OP. Solutions: Reduce its damage to a sensible level so that it cannot kill a spearman in 5 hits. Decrease armour value Limit the spam - either only allow them to be produced from special buildings or raise their price to unaffordable levels. Give some counter units to every civ. Leif has implemented features in his Historical mod to limit the abusive spam of this unit, which is great. I think we should have some limitations in base game as well. The training champions from fortress mechanism of A23 was good.
  3. Should I submit pull requests directly to gitea or phab or trac? Whats the preferred development platform right now? I would like to first adjust the AI to favour unit spam instead of small invasions and expansions. This is the standard style of the lobby and will make the AI stronger in late game. But I would also like to hear opinions from single players about big pushes Vs constant small harassments.
  4. Thank you for the analysis ffm ! As expected, most are eco techs, then armour, then civ-special. I see no particularly OP tech here; the most popular are all essential things needed to unlock more.
  5. Currently it's up to the players to create different improved versions of bots as mods. You are welcome to make your own version. I'm not sure whether the Devs would have time to actually work on addressing all of these points listed. One helpful things is to download all of the different bots in this thread and do a bot Vs bot contest.
  6. Hi all, please list your feature requests for autociv below, and I will try to implement them as suitable. Also any suggestions and bug reports are welcomed. For a start, I am thinking about allowing the user to choose which stats they would like to see in the stats panel. For example, you can choose to see your melee count but not the number of siege weapons that you made. You can also disable teammate stats (despite allied view on) as some people found it annoying to see so many fluctuating numbers. This will be configurable via a page in options.
  7. I have noticed this happening on a few occasions. It does seem to be a bit less frequent that A26. However, the big improvement is that this error is no longer persistent. If somebody rejoins as spec, the host kicks, then they restart 0ad completely, and error fixed. In A26 it was more severe in that even after rebooting computers, they still rejoin as spec. The most remarkable improvement is that players who initially wasn't assigned a rating by ratingsbot can also rejoin the game after gaining rating. In the worst case scenario, host can save game and re host. So the problem is solved
  8. This github repository was abandoned a few months ago because they migrated to gitea, so what you downloaded here is some intermediate work between A26 and A27 that contains many bugs. You can consider it orphaned and not really relevant. Your six.moves error is caused by your Python environment. In order to build libraries sucessfully for A26, you must use Python3.10 or earlier. You can activate a python virtual environment based on Python3.10 and the problem should disappear. If you insist on building it, this topic might be helpful: This one is the active developing branch, which is gradually morphing itself into the next release. It is not quite compatible with the current released version, so it can only be used for developing purposes and not playing. However, you can build it with few difficulties as it is being maintained every day. If you would like to play the current released version, A27, you can either install via pacman or build the release version from the source code zips on releases.wildfiregames.com Here is my video to help you: https://youtu.be/a0-cBGe-BL8. I am on Arch Linux so we should have very similar procedures. P.S. Mircea, Thank you so much for the Plasma 5 Breeze Glass theme and video wallpaper plugin! As an attached KDE Plasma user your projects made my life so much better !
  9. I think your public was not cloned properly or corrupt. I recommend you use git-lfs to download the assets.
  10. Firstly, there is a fundamental problem with ship pathfinders and the passability of ships. They have a serious difficulty doing anything on small maps. So if you want to play naval, you must use giant size maps or maps specialised for naval play. Secondly, I think the changes were intended to nerf ships against units on land. But I do agree that the old system was better. Thirdly, if you make ships, I will shoot you down with archers. In conclusion, ignore navy and stick to TG STANDARD SETTINGS !
  11. 1v7 Very Hard Petra: Mission Accomplished. This proves that I am qualified. To improve on: kill faster!
  12. This is an interesting metric and the top 3 are indeed consistent with experience with booming using these civs. However, some civs generally spend less than others due to bonuses and mercenaries. The most prominent examples here are Ptolemies (who get wood discount on all buildings, so they spend a lot less), Carthaginians who make mostly mercenaries and generally are a rush civ; Iberians get cheaper skirmishers so less investment is needed etc... Also, could these scores be affected by the frequency of usage of these civs? For example Mauryas and Seleucids might be played less often than the others here...
  13. In a comparison between A26 and A27, I did 300 cavs per side for battle. You have seen the A27 version already. The A26 version was not worth recording, but there are a few observations: 1. Average frame rate was on par or even lower than A27. 2. Much less freezes and stutters in A26. It was a simple matter of low framerate due to too much models being rendered on a weak GPU. 3. My laptop was stretched much harder by A26 than A27. While playing A26, I had a single core at 100% and the temperature rose to 95 degrees Celsius. At this point the frame rate began to drop to 24fps. On the other hand, in A27, even if you are at 3 fps, the usage of CPU is merely 50% - 60% with a temperature of around 70 degrees. I have never seen A27's CPU usage exceed 60%, not even for a single virtual core. The laptop was barely doing any work. There is something wrong with the way A27 consumes CPU resources that is causing the stutters. Barely any hardware is used by A27. Maybe there is too much waiting for a particular process? A27's optimisation improved in the sense that its maximum frame rate could reach higher values than A26 and the average over time was better. However, the range of A27 fps values is much bigger with the lowest values below 1 (totally unplayable). There is no frame rate stability in A27. Therefore, the solutions is to make A27 consume as much as A26, then the stutters should be much less. @real_tabasco_sauce @wraitii
  14. A sniping tutorial for those of you who haven't learnt this key skill:
  15. I have not even attempted to turtle since the end of A24 Gauls are the ideal quick boom and push civ, then you spam champion cav with the loot.
  16. Great civ, used to be my favourite. Pros: Epic boom, the fastest civ aside from Romans. Ranged cav + pikeman is a strong combo. Great champion options, instant unlock, then boosted cataphracts. Has something at every range so that you are never stuffed. Military colony allows you to gain map control without too much investment, then you have cheap CC bonus on top of it. Elephant spam with Nikator is nearly unstoppable. Has nice siege options to kill turtle players or troll with siege towers. Siege has become relevant again in A27. Cons: Your skirmishers will get sniped by Ptolemie slings in the first battle, then GG with your 0.2KD. No citizen class melee cavalry - can't really go full cav spam army unlike the other cav civs mentioned above. Champions and mercs are a bit too expensive at ~ min 15 but of course no problem if the game lasts more than 20 minutes. No slings and can't get too many archers in early game. You die against snipers.
  17. Sword cav. Make 3 Cavs since the very beginning, arrive at enemy berries and woodline at minute 1:30 and they loose all. Then your cav go back to hunt, which gives you ample food supply to women spam meanwhile your enemy has no chance to counter attack. Feels like cheating. You can also boom with cav, since sword cav are good at hunting. Get a dozen cavs and send to enemy fields at min 7 then they loose all their food production
  18. Defending cavalry raids explained by the French Anthem La Marseillaise: Allons enfants de la Patrie, *Trained units spawn from barracks Le jour de gloire est arrivé ! *Attack moves towards enemy base Contre nous de la tyrannie *Loses hero because it charged too fast at the enemy L'étendard sanglant est levé, *Garrisons units into defensive buildings, causing the flag to appear Entendez-vous dans les campagnes *Checks outposts and edges of the visible area and hears cavalry noise Mugir ces féroces soldats ? *The attack sound effect plays Ils viennent jusque dans vos bras *Enemy raiding calvary gets close to your woodline Égorger vos fils, vos compagnes ! *Kills your women and low rank soldiers at woodline Aux armes, citoyens, *Call to arms and raise alert Formez vos bataillons, *Group select soldiers and close order formation Marchons, marchons ! *Close order formation marches towards enemy cav which is attacking near your CC Qu'un sang impur Abreuve nos sillons ! *The enemy cavalry is killed by your spearman because they were stuck due to the pathfinder. The mixture of horse blood and human blood soaks your fields, hence “impure blood”
  19. Civilisation choice is dependent on map, position and your strategy. If you are next to enemy, or map is small: Ptolemies, Macedonians, Spartans, Iberians If you are in pocket position: Persian, Mauryas, Kushite If you want to do cavalry spam: Persians, Gauls, Romans, Carthaginians If you want to rush someone or play aggressively: Britons, Han, Mauryas, Iberians, Ptolemies If map has low resources: Mauryas, Carthaginians
  20. I am doing some graphics mod and there are error spams. These are false alerts spam and should be ignored by the player. How can I stop them from showing?
  21. fpslog1.txt average fps: 76.17021276595744 fpslog1.txt `10%` low: 30 fpslog1.txt `1%` low: 20 fpslog1.txt lowest: 18 fpslog2.txt average fps: 92.876254180602 fpslog2.txt `10%` low: 30 fpslog2.txt `1%` low: 21 fpslog2.txt lowest: 17 fpslog3.txt average fps: 91.12413793103448 fpslog3.txt `10%` low: 31 fpslog3.txt `1%` low: 21 fpslog3.txt lowest: 17 fpslog4.txt average fps: 81.94713656387665 fpslog4.txt `10%` low: 30 fpslog4.txt `1%` low: 20 fpslog4.txt lowest: 16 fpslog5.txt average fps: 119.80232558139535 fpslog5.txt `10%` low: 42 fpslog5.txt `1%` low: 27 fpslog5.txt lowest: 20 fpslog6.txt average fps: 188.7904761904762 fpslog6.txt `10%` low: 53 fpslog6.txt `1%` low: 30 fpslog6.txt lowest: 29 The 10% low and 1% low has been calculated. Human eyes will feel smooth for animations above 30 fps. Having decapitated frozen Maurya spearman ensures the fps is smooth even in 300 vs 300 situations (extreme 2v2 battle). This can at least remove the GUI lag from A27, without the pain of editing the engine. I will be working on a mod which can do this.
  22. The result, graphed: This might explain why experiment 4 and 3 yielded lower values than they should have: I could have paused the experiment prematurely, while the fight was still happening. This decreases the amount of high fps values recorded at the end and hence reduces the total values. However, it is still clear that experiments 5 and 6 (disabling spearman animations) consistently outperformed the vanilla 0AD.
  23. Experiment 6 only removed the attack animations of half of the melee actors present, but the performance improvement was already this huge! To reduce render, one can seriously consider replacing all spearman templates with Maurya spearman. It will look weird but it will really help your fps. Files used attached below: fpslog6.txtfpslog5.txtfpslog4.txtfpslog3.txtfpslog2.txtfpslog1.txtcomparator.pyfpslog6.txt
  24. A source of frame rate drop found: attack animations. When we fight large armies, the GUI must render all of the attack animations, which is a huge task. I removed the attack animations of some units and did a fps comparison to with the attack animations and noted the results. Experimental method: 1. Mod the fps counter so that it prints out the fps value into my terminal. I then save the terminal outputs to a .txt file. 2. For each test, I ran the Combat Demo Huge map on automatic. On game start, I zoom out to my zmin (8.00 in user.cfg) and watch the units fight. 3. Kill 0ad as soon as one side lose all units. 4. Use a Python script to compute the average frame rate recorded, discarding anomalous values and the gamesetup screen etc. I did a FPS measurement and save it to a new file every time I remove an art feature (sorry Stan ). Results fpslog1.txt average fps: 76.17021276595744 fpslog2.txt average fps: 92.876254180602 fpslog3.txt average fps: 91.12413793103448 fpslog4.txt average fps: 81.94713656387665 fpslog5.txt average fps: 119.80232558139535 fpslog6.txt average fps: 188.7904761904762 file 1: Vanilla 0ad units with just my katemod. file 2: removed attack animation of just Roman skirmishers file 3: repeat of experiment 2 file 4: removed Gaul skirmisher attack animation, but kept Roman skirmishers file 5: removed some Roman and Athenian spearman animations; removed both Gaul and Roman skirmisher animations file 6: kept all above changes, replaced Roman spearman with a Mauryan spearman, then decapitated the Mauryans. Subjective observations: Experiments 1, 2, 3, 4 all had a stutter immediately after game starts, then fps rises over time. Experiment 5 was not perfectly smooth animation but playable from a first person perspective Experiment 6 had almost no lag or stutter. Units were selectable in real time without delays. Conclusions: This is consistent with my experience of Romans being one of the most lagging civ and Mauryas lagging significantly less. One big source of lag (at a GUI level) when fighting is the sudden need to render many animations. Removing spearman animation had the biggest effect on fps. A mitigation strategies: simplify skirmisher attack animation (we can't remove it completely because you wouldn't know whether they are attacking anymore); remove spearman / melee attack animation (you will not watch your spearman in battles, you just assume they are fighting ).
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