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When choosing Watch Replay, my units do nothing
Gurken Khan replied to Thalatta's topic in Bug reports
I had to finish a complete replay, but here it is (should be); the break broke the ai, but at least the actions of my peeps could be mended. replay17-19jan.zip -
@RavenKry you are using A26, the current version is A27 and soon will be R28. === We can note that If the errors occurs because a remote resource is unavailable, might be worth looking into and fix that.
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Do you happen to have two or more partial files ?
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Can you try changing the language in the options to see if that helps ?
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@Stan` Thanks for the explanation. (I'm not personally affected since I'm totally fine with just one installed version; I still wanted an answer. And further encourage a more user friendly approach.)
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My Lobby won't show any other players and a "server unavailable" error will pop up in the chat, also The ToS & Privacy policy won't pop up, instead some random error codes will occur. I am playing from Linux Mint if that helps.
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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
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- hotkeys
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3D Modeler and Texture artist Application - Emma Anufrij
Stan` replied to Emma's topic in Applications and Contributions
Hey @Emma Sorry I missed your message, you can get in touch with me as well. I'm available on most platforms in order of preference IRC, XMPP, MATRIX, DISCORD, SIGNAL TELEGRAM WHATSAPP and FB Messenger. I just took a pic in your portfolios and that's some really nice stuff. You could help improving the quality of the current flora if environnement art is something you're interested in. Otherwise we need a new germanic wonder I'm sure @Genava55 could hook you up with some nice references. Regarding 3dmodelling and texturing I'll be guiding you through it. I would recommend learning how to get the SVN version and checking out the art documentation. See https://gitea.wildfiregames.com/0ad/0ad/wiki#for-artists Let me know if you need any help. -
RavenKry joined the community
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I believe the reason was that it was expected that people would always play the latest versions. This is also why there is only one folder for Saves, screenshots and mods. The game is totally portable though, (it doesn't care where it's installed as long as you have rights to that folder). Until the installer is changed to allow multiple installs, you can just rename the folder where it is installed. If you want each version to have it own mods etc, you need to run the game with -writableRoot. cc @Itms
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Why is it such a pain to install multiple versions of 0ad?
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Narrative Campaign General Discussion?
Thalatta replied to Lion.Kanzen's topic in Gameplay Discussion
@Vantha I think your idea around Carthago Nova as a tutorial is really good, but I wonder if this could be put in the framework of a larger campaign. Stories are interesting when they are character driven, and one of the most interesting characters around that time is Hannibal Barca, and as I see it there are 3 options: to have just Carthago Nova and miss Hannibal's story, to have both separate and risk being thematically repetitive, or what I like most, for the tutorial to be a prelude of a Hannibal campaign. The whole campaign wouldn't need to be ready for just the tutorial to be released first, it could later on be incorporated into the campaign when it's finished. Regarding how to narrate it, I was thinking about how the Mongol campaign in AoE II is done, the author of The Secret History of the Mongols (as revealed at the beginning) narrates it in cutscenes for each scenario. No cinematics, just drawings, which is how things could be done at first. I think movies like The Last Samurai are nicely told (historical accuracy apart), with the narrator (who takes part in the movie, one realising it at the end) saying something just at the beginning and the end, as an epilogue and prologue. The middle of the campaign would be like a movie, or Starcraft campaigns, for more immersion. Hannibal’s campaign would be the only one with a prelude (tutorial). In it, hints would be given to the player (checkboxes is a great idea, like StarCraft II), but not by the narrator since I feel that cheapens the experience (having some ancient author telling you to click here and there). So, I’d structure them like a book, also with a foreword and afterword (explained in a bit). Combining all these ideas for a Hannibal campaign, a foreword would briefly explain the contents of it, then as prologue a narrator with drawings could tell about Carthage’s defeat in the First Punic War, and the prelude would be the tutorial, starting with Hamilcar (Hannibal’s father) and Hasdrubal the Fair (his son-in-law) taking Hannibal as a child to Europe, founding Carthago Nova, etc. Then the main campaign would start with Hannibal in command, and end with his defeat in the Second Punic War, with many battles being interesting to have (I hope camouflage will be a thing in the future, for Lake Trasimene, and an ability of Numidian cavalry for Cannae). An epilogue would mention his exile and the later destruction of Carthage in the Third Punic War, that the narrator, revealed around this time to be The Histories author, Polybius, witnessed. An afterword would then mention that he’s remembered as one of the most brilliant tacticians of all time, that Rome would end having his monuments because they considered him their most worthy foe, and that later on the Roman emperor Septimius Severus would be born in those lands, being himself a native Punic speaker, to end on a not so grim note. I hope all this is somewhat relevant and doesn't deviate too much from the present plans. -
To players who haven't beaten Petra and don't want to learn how they work I've spoiler some bits of info. So I've checked and noted the AI's limitation and I'll be using pop per minute[PPM] as the term: VE will have max pop(300) at min 60[5PPM], E - 45[6.7PPM], M - 35[8.5], H - 30[10]. VH - 25[12]. New players will be ending the game around 1 hour mark, so [5PPM] is quite simple albeit if they can survive, tbh let it stay limited. - The AI on Medium and above will dedicate so there is quite a lot of idle time when they could use it to gather more resources, I understand its use for harrassing, I will still beat them, they will have to rebuild it = stunted economy. If they could transition from gatherer to non gatherer in late game(min 25-35) then it will be beneficial. - In terms of Very Hard from what I observe when they solo, its possible they could reach 15PPM which is my current level(Max pop at min 18-23), 15PPM for VH will be an actual pain to fight but its what I recommend because its meant to be difficult but possible to win. So players who intend to fight 2 VH[26PPM], will have to unfortunately fight the improved [30PPM] lol.
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phosit started following Game too difficult !
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Making "goodness" quantifiable is a good input. This way AI devs know what to strife for. As I understand the hard AI should produce 10 pop per minute (or ppm to introduce a unit ) What ppm should the very easy and very hard AIs have? Is pop per minute a good measurement? Maybe points per minute is better.
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"However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.
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Here the opinion of Nescio:
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If one's civilisation has the arsenal, then it should be assumed that there would be engineers in the army that know how to handle equipment, it makes no sense to remove something that happened in reality because there’s not a differentiated engineer unit in the game. I’d even argue that even some things like rams could have been used by anyone. Without the arsenal maybe one could capture and move, but not use (the Rhodians captured very complex siege equipment from the Macedonians, which they sold to finance the Colossus). In reality equipment was even reverse engineered (the Romans used Carthaginian techniques after capturing one of their ships), but this would be too much, so what I mentioned before (having the arsenal) should be a reasonable minimum requirement for using captured equipment, without altering what one’s civilisation can build (which is harder than just using), to make things simple.
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I think it is because @Nesciowanted to remove the feature, arguing that siege equipments cannot be used without the engineers/experts necessary.
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zoeyf2651 joined the community
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Hello, Thank you for all this information.
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Hi Ludwik, Yes, this can definitely be normal, and you’re not imagining things. In many games, the AI difficulty setting doesn’t control everything. Setting AI to Very Easy and Random behavior usually affects how aggressively or intelligently the AI reacts, but there are often other hidden or indirect systems still working against you. A few points that might explain what you’re seeing: AI advantages still exist Even on low difficulty, the AI may still receive economic bonuses, faster production, or reduced penalties. These aren’t always clearly labeled, so the AI can feel stronger than expected. Game systems matter more than AI “skill” If the game has deep mechanics (economy, positioning, timing, upgrades, etc.), the difficulty often comes from those systems rather than the AI’s decision-making. In that case, lowering AI difficulty helps, but doesn’t remove the learning curve. Map or scenario balance Some maps or scenarios are designed to be challenging no matter what. Starting position, available resources, or enemy proximity can make a “Very Easy” game feel punishing. Default settings can be misleading Things like starting resources, number of opponents, fog of war, or victory conditions can quietly raise the difficulty even if the AI itself is weak. “Random” doesn’t always mean easier Random behavior can sometimes lead to unpredictable or accidentally strong plays, rather than consistently bad ones. So yes—sometimes “Very Easy” really means “easier than normal,” not “relaxed or beginner-friendly.” If the goal is a more comfortable experience, you might want to: Increase your starting resources Reduce the number of AI opponents Choose a simpler map or scenario Disable any AI bonuses if the option exists You’re not doing anything wrong—it’s just how the game is balanced.
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ethanmiller8009 joined the community
- Last week
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Siege units were capturable in A23 and maybe even more recently, why were was that removed, @Stan`?
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I think capture for siege units is a great idea and should be part of the main game (now that capturing ships has been also proposed). It would be a way to force a realistic use of them.
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I never stated nor implied the opposite, just that since this is far less profitable than plundering a city, simplifications could be considered (like they are on many other things).
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Actually, armor and weapons were much more valuable than is commonly thought, and gathering armor and weapons from the battlefield was a very common thing, so common that both the Iliad, the Odyssey, and the Aenied talk about how both famous and powerful warriors and newbies would make sure to take their opponents war gear for later use or sale.
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vladislavbelov started following Help me find an older version
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Hi! Yes, all previous releases are available on https://releases.wildfiregames.com/
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I wanna check out some of the older mods that got discontinued, like Ponies Ascendant, but theyre obviously incompatible with the latest releases. I need the 26 alpha specifically and unfortunately i couldnt find it anywhere. Is there a way to install an older version from an offical website? Or maybe someone here has it and could share?
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