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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

 

 

image.thumb.png.c5f2f419cf26bdf2f7b8f3513969e105.png

image.thumb.png.0c41a1ebd49056926e3cf46565f0c830.png

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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 :D

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. :)

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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

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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 :D (for non-technical players)
Dynamic color would be a pro plus. 

image.thumb.png.a1c3b3034ff40b4b488b49d8ce956ca4.png

I am using this for the moment, but clearly no the same.

 

 

Edited by AlexHerbert
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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.

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  • 2 weeks later...

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.

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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.

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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)
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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

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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 

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