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DesertRose

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Everything posted by DesertRose

  1. Trying to sync in the web UI gives me this error message: Merge Failed: There was a conflict while merging. Hint: Try a different strategy. And all fixes for it I found are for conflicts with the same repo, not with a parent repo. A comment similar to git merge upstream/main doesn't seem to exist for git-lfs
  2. When I try to pull the changes made to my fork by sync it to 0ad:main I get the error: Downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (101 KB) Error downloading object: binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e69): Smudge error: Error downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e699101e3ab0b367bc4557a5fe155b395df3a28d3c3ecc3c5d7bb4b45565): batch response: Repository or object not found: https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork.git/objects/batch Check that it exists and that you have proper access to it Errors logged to '/home/tre/git/0ad/0ad-DR_fork/.git/lfs/logs/20260321T085833.61052115.log'. Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed Have this error for a few days now. Is that an issue I can fix myself, or is this on the remote's side? I can't find any helpful info online.
  3. Is there a way to a resistance, but it not being shown in UI? Cause this lists a resistance to Poison and Fire, but I have not seen it in-game anywhere.
  4. From what I have seen there is neither a "drop resources and go idle" UI element nor a "drop resources and go idle" hotkey. Use case: You want to shift your economy, and instead of having to find the nearest drop-off point yourself you can simply go Hotkey -> SHIFT + New Order.
  5. edit: This mod is currently on hold until it is decided how this issue should be tackled: Template structure for "Citizen Soldier" and "Champion" / "Hero" is different #8832 As I threatened here I created a small mod to test some balance changes. Attempt at a git repository: https://codeberg.org/DesertRose/0ad-balance-mod So far it only affect Citizen soldiers that deal Hack and / or Pierce damage. Short Changelog: - (Cavalry) Swordsmen became better against Spearmen, Pikemen and ranged units - (Cavalry) Javelineer became better against melee cavalry, worse against ranged infantry - Ranged Cavalry is faster than melee Cavalry Full Changelog: 0ad-balance-mod.zip
  6. What's annoying that if auto-production stops due to insufficient resources the building switches back to no auto-production. It would be nice if the game remembers auto-production, and if I order a building to produce units again I do not have to enable auto-production again.
  7. Builders and "Field Builders" are made separate. Builders that just have finished a House should not go over to build a Field but become idle Up to 5 Builders who are currently buildings a Field become Farmers instead of searching for other buildings to finish Really annoying when your House builders "go missing" because they decide to become Farmers, and if you build two Fields with 10 Civilians they first build both Fields, then start farming.
  8. Even against Hard Aggressive AI they only attack after 12 minutes. Not sure if they attacked sooner because of Aggressive or Hard. Vs_Aggressive_Hard_AI.zip
  9. So far the AI feels rather toothless to me. I have not seen them attack before the 12-14 minute mark, and they usually only attack with like 40 units max. Never seen them attack with 80 units like in the replay above. That's a good value for that state of the game. Would love if the AI also sometimes attacks after 2-4 minutes and 6-8 minutes to keep you on your toes.
  10. How exactly does attack moving works? I feel like the moment you press attack move the units will target the nearest enemy unit, and if that unit dies they stop moving. At about the 18 minute mark I give the archers in the south the attack move command into the woods between our bases several times, but eventually they always just stop moving. skip to about 18.zip
  11. Not needed, but it might be necessary to protect against incompatibilities.
  12. If we compare no batch to 2-10 batches. After 60 seconds: 2 1.02767254972061 3 0.985794108773369 4 0.96419601647961 5 0.842511233639707 6 0.809886682621353 7 0.787635316056181 8 0.725540687970097 9 0.624656521911935 10 0.485888389876762 Meaning after 60 seconds only 2 batch production is ahead, and only by ~2.8% After 90 seconds: 2 1.07140697286798 3 1.08663652712691 4 1.07784597069266 5 1.03953334109689 6 1.03076486879081 7 1.00244494770787 8 0.923415421052851 9 0.849421381590345 10 0.855485117783215 After 90 seconds 2 batch production is ahead by ~7.1%, 3 batch production by ~8.7%. After 120 seconds: 2 1.09181637033674 3 1.12649376026016 4 1.13088261599208 5 1.13147699124358 6 1.13384135566989 7 1.10268944247865 8 1.07930705300764 9 1.0801167081955 10 1.05440758719945 This is what I found surprising. After just 120 seconds even producing Civilians in 10 batch sizes you are already head of producing them 1-by-1. 2 batch production is ahead by ~12.6%, and 3 batch production by ~13.1%. After 180 seconds: 2 1.10904224897359 3 1.16689945242606 4 1.20032846736228 5 1.21690362218682 6 1.22988990026177 7 1.23128368774283 8 1.23040276261435 9 1.21621697818618 10 1.22489914591688 4 batch production and up is at least 20% ahead. After 240 seconds: 2 1.12005300060407 3 1.1872998244697 4 1.22837249668105 5 1.25907655790822 6 1.2772006075362 7 1.29365142554231 8 1.30261196052646 9 1.30358913058077 10 1.30814403567772 After 360 seconds: 2 1.14110639562759 3 1.21895993515409 4 1.27224294299109 5 1.31293842431479 6 1.34318602533905 7 1.36823258770606 8 1.38768049672411 9 1.40154527962407 10 1.4115504443423 I have updated the sheet with the table above and with a column how much batch production increases production speed, assuming a batch multiplier of 0.8. 2 1.14869835499704 3 1.24573093961552 4 1.31950791077289 5 1.37972966146122 6 1.43096908110526 7 1.47577316159455 8 1.5157165665104 9 1.55184557391536 10 1.58489319246111 I have not looked (yet) at how producing from more buildings with less batch sizes compares to less buildings with bigger batch sizes (but both having the same total production speed). 0AD_Batch_Size_Calculations.ods
  13. I have created an .ods spreadsheet to see what batch sizes have the most active_time after x seconds. Assuming the values there are correct there are some quite interesting results for training Civilians: To maximize resource gathering time after 60 seconds it's best to train in batch sizes of 2; 1 is slightly better than 3 After 120 seconds the optimal batch size is 6; however it's only better by ~0.6% than a batch size of 3 After 240 seconds (4 minutes) the optimal batch size is 11; however it's only better by ~1.5% than batch size of 7, and ~10.5% better than a batch size of 3 0AD_Batch_Size_Calculations.ods
  14. Some more nerdy talk / discovery: Keeping you batch size consistent is more efficient than fluctuating it; e.g. 3-3-3-3 is better than 2-4-2-4 Bigger batch sizes also gives you more economy in the long run. However in the stort term small batch sizes / no batch is better. What would be interesting is a formula that tells you what batch size you should use if you want to have the most resources after x minutes, e.g. to determine what batch size is optimal to do a 6-minute attack.
  15. Oh, it's also linked in the thread you linked to. Most relevant quote is this:
  16. Is it even known already if and which new Civ 0.29 will have?
  17. Forgot to mention it but that's also something I tried. Do I need to make a new folder for each new replay? That's something I have not tried, but no, the replays do not appear in-game. Not even as not compatible.
  18. I have a command.txt of another player. I put it into 0ad/replays/ Doesn't appear in-game. I put it into 0ad/replays/0.28.0/ Doesn't appear in-game. I put it into 0ad/replays/0.28.0/2026-03-09_0005/ Doesn't appear in-game. Where must I place the command.txt so that the game finds it?
  19. Something that's very badly explained in the tutorial: Civilians, or formerly Women, or the unit that costs 50 Food, gathers Food twice as fast as Citizen or Citizen soldiers, or the unit that costs 50 Food + 50 other resources (often 50 Wood). They gather animals at the same speed. Said Citizen gather Metal and Stone twice as fast as Civilians. edit: Not twice as fast but 43% faster. Still much faster, though. Civilians and Citizen gather Wood almost at the same speed. Cavalry can gather Food from animals. And they do it 5 times faster than Civilians and Citizen. So, different from many other RTS games, in 0AD more military = more economy. A Barracks does not mean you are gearing up for war, it's to build up your economy. That's a shift in mindset that took me a few games. Another important gameplay aspect that is iirc only briefly mentioned in the tutorial, if at all: Producing units in batches increases production speed. Because of that you should always produce units in the biggest batches possible regarding resources and free pop space. Set the value for batch sizes increases from 5 to 1 to make sure you can maximize that. Once you have multiple buildings try to train units from all buildings in roughly the same batch sizes to maximize productivity.
  20. That's actually something I wanted to say, but I feared that the walking distance is too small to replace the 10% diminishing return.
  21. I mean, when I looked through the options offered by ModernGUI and saw the option of "Queue in idle buildings first" I was baffled that apparently is not how the game already behaves.
  22. Well, the issue with that method is that right now it's very hard to see how many Farmers work on which Field. Maybe this could made more clear by adding 5 gather points on a Field where each Farmer has to do. Like . . . . . . . . X . . . X . . . . . . . . . . . X . . . . . . . . . . . X . . . X . . . . . . . . Basically there are 5 invisible "trees" placed at those "X", and each "tree" has a maximum of one Farmer.
  23. Like, you have 5 Gathers and 3 Farms, and click on 1 Farm that already has 3 Gathers. The gathers will first populate the two other Fields. But maybe some modifier hotkey to toggle smart Villager allocation on. It's more to make the strategic decision to spend more Wood for faster Food production more feasible. Imo such a basic economic decision should not be barred behind a certain APM threshold / having to use a certain mod.
  24. Interesting. I was just about to comment that ModernGui already has a very similar function to distribute your Farmer equally among multiple Fields. It seems that mod got it from the above mod. Would be great to some sort of "Spread evenly" functionality in the base game.
  25. Do they represent the bulk of each civilization's army? More of less randomly chosen among all Citizen Soldier units created for each Civ?
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