SadRdz Posted February 24 Share Posted February 24 hello atrik, thanks for fixing most of problems. but some still persist. When im plying i can only see the stats of 1 ally, the rest of allies stats are shown only when i resigned or im spec. also, i cant close the map when i expand it using hotkeys 1 Quote Link to comment Share on other sites More sharing options...
Arup Posted February 26 Share Posted February 26 @Atrik Moderngui does not reflect This . it just says "reached city phase" in your mod.. can you fix that please uwu Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted February 26 Share Posted February 26 @AtrikAre you one of these so-called "hero programmers"? And what about increasing the interval of the "Default zoom" a lot? Any time I change a small setting (for example just the sound volume) the game annoys me with the "are you sure"-dialogue. 1 Quote Link to comment Share on other sites More sharing options...
AlexHerbert Posted February 28 Share Posted February 28 On 8/2/2026 at 11:48 AM, Stan` said: There is also the Profiler2 UI https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2 Although I'm not sure what'd you expect to see, as identifying bottlenecks isn't exactly simple usually Hi, I was thinking, and as I saw in other game, it would be great to have a small on-screen network "box", (maybe in the same box of FPS counter,) showing real-time ping or latency during multiplayer matches. This would help players quickly see if there are network issues. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 28 Share Posted February 28 15 minutes ago, AlexHerbert said: Hi, I was thinking, and as I saw in other game, it would be great to have a small on-screen network "box", (maybe in the same box of FPS counter,) showing real-time ping or latency during multiplayer matches. This would help players quickly see if there are network issues. Something like that was planned in the past, but it comes with other issues https://code.wildfiregames.com/D1746 1 Quote Link to comment Share on other sites More sharing options...
AlexHerbert Posted February 28 Share Posted February 28 (edited) On 28/2/2026 at 6:50 PM, Stan` said: Something like that was planned in the past, but it comes with other issues https://code.wildfiregames.com/D1746 That is just beautiful. Also possible a minimalist version (for non-technical players) Dynamic color would be a pro plus. I am using this for the moment, but clearly no the same. Edited March 23 by AlexHerbert 1 Quote Link to comment Share on other sites More sharing options...
RangerK Posted March 2 Share Posted March 2 On 23/02/2026 at 10:58 AM, Atrik said: @Seleucids I know you are busy in the weeks, so I decided to take a look into autociv current issues. 1.89 MB · 69 downloads Thanks Atrik! I finally got this working. 2 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 4 Share Posted March 4 On 19/02/2026 at 9:38 PM, Seleucids said: Plans for the weekend so far: 2. New features dedicated to A28: Bring back women and undo gender changes Great idea : ) Atrik has already done something about this: https://wildfiregames.com/forum/topic/140750-civilians-with-female-voices/ 1 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted March 4 Share Posted March 4 11 minutes ago, Player of 0AD said: Great idea : ) Atrik has already done something about this: https://wildfiregames.com/forum/topic/140750-civilians-with-female-voices/ I wonder why you don’t bother to explain why it’s a bad change. 1 Quote Link to comment Share on other sites More sharing options...
Frederick_1 Posted March 7 Share Posted March 7 On 23/02/2026 at 4:58 PM, Atrik said: @Seleucids I know you are busy in the weeks, so I decided to take a look into autociv current issues. Below a version build from what you already fixed with : Fixed autoconfig (the couple comment above should be addressed with this) Fixed overlay Some other details, i also added finished adding some options for custom the overlay (make less stats for example) autociv.zip 1.89 MB · 79 downloads Tried this... Stats now visible, Close Button in Settings Dialoque works also. But Minimap stays open, and does not close when pressing Shift+Tab. Quote Link to comment Share on other sites More sharing options...
AlexHerbert Posted March 16 Share Posted March 16 Hi! Since is possible with autociv to set custom map size, it is possible to do it with game speed? Lately I have been finding normal speed a bit slow, but 1.25x maybe too fast and would like to set something in between. Quote Link to comment Share on other sites More sharing options...
ffm2 Posted March 23 Share Posted March 23 There's a bug: one can't rotate buildings by holding the mouse button pressed and move the pointer on a obstruction. That's necessary to turn a storehouse between trees just right. The bug is in input~!autociv.js. I don't need any input changes, so I removed the file. Quote Link to comment Share on other sites More sharing options...
Atrik Posted March 23 Share Posted March 23 17 minutes ago, ffm2 said: I don't need any input changes, so I removed the file. You break a good chunk of the hotkeys doing so btw. Very likely you'll also have errors. A safe alternative is to remove : function autociv_showBuildingPlacementTerrainSnap(mousePosX, mousePosY) autociv_patchApplyN("updateBuildingPlacementPreview", function(target, that, args) Quote Link to comment Share on other sites More sharing options...
ffm2 Posted 1 hour ago Share Posted 1 hour ago New Spectator Features in AutoCiv This version of AutoCiv adds two new features for spectators: gathering rates and gameplay tips. Gathering Rates A new row displays real-time resource gathering rates (food, wood, stone, metal per second) for the selected player. Rates are calculated using a rolling window to smooth out drop-off events and provide stable measurements. Gameplay Tips Context-aware tips appear in a second row, suggesting timely upgrades and buildings. For example: "Ax" suggests researching the axe upgrade "3Fields" suggests building more fields (usually you should have 3 now) Important notes: Tips don't detect queued foundations or in-progress research, so they may appear redundant if you've already started the action Tips are tuned for booming pocket players and based on economic optimization. Take them as suggestions, not strict rules Player strategies vary; tips won't fit every playstyle Multiplayer Behavior Players: Tips and rates are hidden during active multiplayer games (fairness) Observers: Full access to tips and rates for all players Optional: You can completely hide the stats overlay when playing multiplayer, keeping AutoCiv strictly for lobby features and spectating Methodology Tips are derived from two sources: Statistical analysis of high-level replays (field timing, upgrade timing) Economic modeling comparing upgrade costs vs. worker efficiency (capacity upgrades, gather rate upgrades) Development Note Much of the AutoCiv codebase is legacy code. I used it as a foundation because it was easy to modify, but I don't plan ongoing maintenance. I don't typically use this myself. I built it primarily for economic analysis. Hopefully it helps some players improve their gameplay. Future posts may share more insights using the gathering rate data. autociv.zip trainer.patch 1 1 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted 1 hour ago Share Posted 1 hour ago 9 minutes ago, ffm2 said: New Spectator Features in AutoCiv This version of AutoCiv adds two new features for spectators: gathering rates and gameplay tips. Gathering Rates A new row displays real-time resource gathering rates (food, wood, stone, metal per second) for the selected player. Rates are calculated using a rolling window to smooth out drop-off events and provide stable measurements. Gameplay Tips Context-aware tips appear in a second row, suggesting timely upgrades and buildings. For example: "Ax" suggests researching the axe upgrade "3Fields" suggests building more fields (usually you should have 3 now) Important notes: Tips don't detect queued foundations or in-progress research, so they may appear redundant if you've already started the action Tips are tuned for booming pocket players and based on economic optimization. Take them as suggestions, not strict rules Player strategies vary; tips won't fit every playstyle Multiplayer Behavior Players: Tips and rates are hidden during active multiplayer games (fairness) Observers: Full access to tips and rates for all players Optional: You can completely hide the stats overlay when playing multiplayer, keeping AutoCiv strictly for lobby features and spectating Methodology Tips are derived from two sources: Statistical analysis of high-level replays (field timing, upgrade timing) Economic modeling comparing upgrade costs vs. worker efficiency (capacity upgrades, gather rate upgrades) Development Note Much of the AutoCiv codebase is legacy code. I used it as a foundation because it was easy to modify, but I don't plan ongoing maintenance. I don't typically use this myself. I built it primarily for economic analysis. Hopefully it helps some players improve their gameplay. Future posts may share more insights using the gathering rate data. autociv.zip 1.89 MB · 2 downloads trainer.patch 34.88 kB · 1 download I'm waiting for your pull request Quote Link to comment Share on other sites More sharing options...
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