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Falcon joined the community
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I created a house mod, I followed all the steps but when I open the editor and click on the house I made it doesn't load and closes the program, no error appears in the log, it simply closes the program when I drag the house to the screen. script: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="base" frequency="1"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/textura_casas_primitivas.png" name="baseTex"/> <texture file="structural/textura_casas_primitivas_normalmap.png" name="normTex"/> <texture file="structural/textura_casas_primitivas_spec.png" name="specTex"/> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> </group> <group> <variant frequency="3" name="Hellenes House A"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="2" name="Hellenes House B"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="2" name="Hellenes House C"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="4" name="Hellenes House D"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="4" name="Hellenes House E"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> </group> <group> <variant name="ungarrisoned" frequency="1"/> <variant name="garrisoned"> <props> <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned" selectable="false"/> </props> </variant> </group> <group> <variant name="alive" frequency="1"/> <variant file="structures/destruction_small.xml"/> </group> <material>no_trans_ao_parallax_spec.xml</material> </actor>
- Today
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Error when trying to refresh mod list
real_tabasco_sauce replied to Deicide4u's topic in Help & Feedback
Thanks! I'll look into those. -
How can one counter early camel rush?
real_tabasco_sauce replied to Seleucids's topic in Gameplay Discussion
well if the camels have to dance, that's time they can't spend killing ur women. combine some of your other units like spearmen and try and kill one. I mean there isn't a great counterplay always. Is this a 1v1 you are talking about, or a TG? -
I’m a Londoner with a packed schedule and heard Sentinel Glycogen Control Capsules fit well. Has anyone used them for blood sugar or focus? Did energy improve? I’m 35 and tired of crashes. How long to notice benefits? Dosing advice? Share your stories, thanks! https://sentinelglycogen-nz-au.com/ https://freetrailhealth.com/sentinel-glycogen-control-au-nz/ https://healthnsupplements.com/sentinel-glycogen-control-au-nz/ https://sentinel-glycogen-control-reviews-energ.webflow.io/ https://sites.google.com/view/sentinel-glycogen-caps/home https://groups.google.com/g/sentinel-glycogen-control-aunz-reviews-cravings-controlled/c/VoC1THwOMpg/m/rn1UpQ5vCQAJ
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sentinel542 joined the community
- Yesterday
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iplcupHib started following interesting post
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Thanks for the post _________________ worldcup 2025
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Thanks for the suggestions, they might help others who have the same issue. I've already downloaded the mod manually before posting the thread. @real_tabasco_sauce, Random map Gulf of Bothnia crashes the game when using the mod. Winter biome. Tried Coast Range, arctic biome, and it works. Maybe some other popular maps crash.
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makariuz joined the community
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It's already playable, but annoying warnings on the screen still need to be fixed. I hope to be able to fix this this week. https://github.com/wltonlopes/millenniumad
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Sadly, P1 towers have 0 impact on enemy camels. Camels outrange towers (because they have the additional launch height bonus so the range is more than 60m). The towers shoot too infrequently and too inaccurately to hurt a decent number of dancing camels. The limit of towers having to be 60m apart makes matters worse. Experiment shows that even P2 towers have 0 use on more than 10 camels. Loom is a good idea for sure. TheCJ's counter rush is a good call, but a risky one. Now the question is, what can I do if I have a jav Cav civ with no archers?
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you can do a AOE mod if you want,so we can try. Actually i don't like at all your idea but why not test in AOE villagers are good in P1 for fight
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
there might be some issues with the mod downloader at the moment. In the meantime, you can download it from gitea, mod.io, or right here: community-mod.zip -
You should be able to drag and drop the zip on the running game to avoid such issues. Make sure to disable the community mod first and restart the game.
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Error when trying to refresh mod list
real_tabasco_sauce replied to Deicide4u's topic in Help & Feedback
https://mod.io/g/0ad/m/community-mod#description you could download it from mod.io here, just be careful that the folder name in your mods folder is "community-mod" https://gitea.wildfiregames.com/0ad/0ad-community-mod/releases this version should also work just fine (0ad-community-mod-0.27.1.zip), but you might need to rename the folder to "community-mod" after unzipping. -
We're currently working with the mod.io team to resolve this. While it's being resolved, you can download the mod from gitea : https://gitea.wildfiregames.com/0ad/0ad-community-mod/releases from 0ad.mod.io https://mod.io/g/0ad/m/community-mod from the forums https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/?do=findComment&comment=599122 from the game by changing the game's modio api key to c1895e080b11f5de0d5a51ca7d90b64a To do this you need to edit your user.cfg file. Add the line modio.v1.api_key="c1895e080b11f5de0d5a51ca7d90b64a" You can also run the game with -conf=modio.v1.api_key:c1895e080b11f5de0d5a51ca7d90b64a
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yes, I have this same error and came to report as well. @real_tabasco_sauce so bro do you have other ways to download comm mod?
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I am running alpha 27. When I try to download mods using the mod manager, it errors out: I ended up downloading the mod manually (the fixed Community Mod). Does anyone have the same error?
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Mafin0 joined the community
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In my opinion the biggest hindrance for walls being effective for their intended use (apart from annoying wall spam that turtle players do) is ease of placement and sealing. Snapping to/from buildings and obstructions such as cliffs would be awesome but I recognize its a complicated thing to accomplish. There have been games where I was able to get a lot of value out of palisade walls, trapping cav in my base or stopping raids, but usually the amount of attention and planning required is as prohibitively expensive as their cost and build time. Real tabasco's comm mod changes for palisades and walls should be a good step in the right direction, and hopefully we get enough comm mod games to make sure of that.
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How can one counter early camel rush?
real_tabasco_sauce replied to Seleucids's topic in Gameplay Discussion
I'm not exactly top 10 material, but I think getting loom as soon as you notice them coming is important. Loom doubles the number of arrow hits to kill, so considering they miss quite a bit, your women won't go down nearly fast. other than that, cavalry and towers. -
In 1v1s, you dont have an ally. In teamgames, he has an ally aswell. If youur ally has to help you, the enemy ally has a boom advantage and their team wins. They are (one of?) the only cav archers in p1. Thats why they're better; they outrange your soldiers (except archers ofc). If you're an cs archer civ, just make more archers and a few towers Making your own cav and going to his base (instead of chasing his cav archers) is also very good, if he loses his food eco he cant make any more cav. With a civ with counter cav you can just rush him before he rushes you, this camel archer tactic is weak against very early pressure.
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And where is your ally and what's he/she doing? The complaint is oddly specific. I don't think camels are any better for raids than any other cavalry. In most cases like these, it comes down to micro, APM and resistance to pressure. People under pressure make more mistakes, that's another reason to rush. If the enemy is rushing, he isn't booming. So, it comes down to how much damage he can do to justify his military investment.
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Seleucids started following How can one counter early camel rush?
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There is a strategy with camels that is very hard to counter unless you are an archer civ. The rusher does these: 1. Make a dozen camels before minute 5 or 6 2. Harass enemy woodlines and farms with them. Run around and waste their time. At this point, the defender makes jav cav or melee cav to counter camels. Their cavs chase the camels. However, they are already delayed compared to a full boomer. 3. Camels run towards ally woodline which is full of infantry. The allied infantry will kill the defender's cavalry. 4. Shoot at the chasing enemy cav or inf safely from the woodlines. Typically, cavalry in P1 does not have enough speed to do significant damage to the camels before they escape to safety, especially as the border player. My question is: how can one defend against such a camel rush?
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Strangely, I downloaded some games to test, and all of the Alt + Tab worked fine. The following is the list of games I tested. SuperTuxKart (Edit config.xml in configuration folder and change "gl" to "vulkan" for the "render_driver" setting.) Dota 2 Unturned (In Steam, enter "-force-vulkan" in the launch options under Unturned's properties.) Veloren War Thunder (In Steam, enter "-driver:vulkan" in the launch options under War Thunder's properties.) Yes. With OpenGL + GPU skinning, everything works fine. ChatGPT suggested that I check the Windows Event Viewer. After the crash, I found two errors there. I copied the contents of the two errors into the attached file below. (issue2)Event viewer.txt
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Believe me, we shouldn't make walls easy. Palisades are quite cheap. Walls are generally built fairly quickly and provide quite good protection.There have already been some interesting changes. Like doubling the garrison capacity on walls. Change bunker system it is not the solution
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That's the purpose of walls. Also, you wall off the most vulnerable positions to force the attacker into a more favorable position for your army. I rarely build walls in any RTS, but I would be very frustrated if my opponent walled off his base. That means I have no viable entry until siege weapons become available. Walls are not built frequently in 0 A. D., and that means they need some changes to make them more affordable. The recent changes to building armor by @real_tabasco_sauce in the Community mod will also make them more desirable.
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Did you install git-lfs and run: git lfs pull
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Yeah, they’re used. But the way that with eyes used kind of elicits an eye roll, so the situation might actually be worse than you realize. 99% of time they’re used to just frustrate the attacking player. Walls confuse pathing and give an extra object for siege to attack before moving onto a more useful building. So they have an entirely passive existence Wall typically don’t serve any active purpose of making defenses stronger, which is what you probably want them to do. the proposal might make them less likely to be used in the annoying passive way since they’ll be easier to destroy (but they’ll also be easier to spam, so maybe not). To be determined if the proposal does anything to make them better for building active defenses
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