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Suggestions for 0 A.D.


Wijitmaker
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14 hours ago, real_tabasco_sauce said:

Would it be possible to set observer lag -1 as default? I think this would be a good change.

13 hours ago, Sevda said:

In order automatically prevent laggers from interfering with the game.

Many new hosts Don't know about it and they are very laggy when 8 specs enter

11 hours ago, chrstgtr said:

You never want observer lag. The option should be turned off and set to a default of -1. 

For the record, I setup a default of 10 because of @nani's comment here: https://code.wildfiregames.com/D3737#162803

I don't have any strong opposition to changing the max lag to -1.

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7 hours ago, wraitii said:

For the record, I setup a default of 10 because of @nani's comment here: https://code.wildfiregames.com/D3737#162803

I don't have any strong opposition to changing the max lag to -1.

Ok I see @nani's point. However, usually hosts shouldn't lag behind their own server right?

Another point: I have joined more "complicated" games (4v4, late game, many units, lots of fighting) and had to lag up to 8 seconds before I caught up the the action. After that, I didn't lag behind at all.

It should definitely be an option, but I think if '-1' is not ideal, something like 50 turns would be fine too.

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agree on -1 by default. mostly, hosts prefer to have that setting because it's less hassle. how is it better to kick slow observers rather than having slow observers lag behind? they can leave if they stop enjoing the lagged stream, instead of getting kicked directly.

join lag is a different thing entirely.

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Add more Asian and Romano-Roman music, something similar to clichés, something that does not remind us of epic cinema.

 

military marches always give it a touch.

 

 

Gregorian chant is from pagan origin.

 

https://www.catholicworldreport.com/2013/01/30/the-hellenic-origins-of-church-music/

 

https://www.wilmingtonfavs.com/pagan-christianity/the-origins-of-the-choir.html

I don't see why not include a little choir.

Edited by Lion.Kanzen
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  • 2 weeks later...

What I really experienced as positive about the AoE2 community on voobly, is that how easy it was to play with modded settings.

 

If someone felt that there was a better way to generate the map, they would install the map and people joining the lobby would automatically download it and be able to play on it.

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3 minutes ago, LetswaveaBook said:

What I really experienced as positive about the AoE2 community on voobly, is that how easy it was to play with modded settings.

 

If someone felt that there was a better way to generate the map, they would install the map and people joining the lobby would automatically download it and be able to play on it.

Yep, this is very desirable. 

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Also taking suggestions on how best to define biomes.

Would biome definitions similar to how we define our templates be better?

How much information should be natively supported. (As in you define them and it works, no script changes needed)

Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that?

It would be better if the target state is known before commiting to something.

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2 hours ago, smiley said:

Also taking suggestions on how best to define biomes.

Would biome definitions similar to how we define our templates be better?

How much information should be natively supported. (As in you define them and it works, no script changes needed)

Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that?

It would be better if the target state is known before commiting to something.

I would say biomes should effect flora, fauna and conditions as you mentioned like frozen lakes.

I don’t think the biome should effect terrain generation all that much. Major differences in terrain should be a separate map script:

for example, aside from mainland, you could have “foothills” - a mainland style random map but with elevation as a focus. This would then have its own biomes, desert, snowy, alpine, etc.

basically the map should have some core features, lake, river, mountain etc and the biomes can change how these look (frozen lake, dried up river for example).

I think the “unknown” maps go in this direction somewhat, and I would love to have a few more of these style of maps!

Edited by real_tabasco_sauce
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21 hours ago, smiley said:

Also taking suggestions on how best to define biomes.

Would biome definitions similar to how we define our templates be better?

How much information should be natively supported. (As in you define them and it works, no script changes needed)

Should the biome affect terrain generation? Rainy biomes could have larger rivers. Snowy ones might have frozen walkable lakes. How do you define something like that?

It would be better if the target state is known before commiting to something.

with that you could define or put cultures on the maps and other PvE things.

Like mercenary camps.

It would be random to define the culture according to the biome, but surely you would not expect to see Egyptians in Nordic climates.

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