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  3. Currently ping stats dont match with player index in team game, the peer number is based on join order as far as i know, and we have to keep track of these in head. If someone changes teams the peer number will get all messed up So its really hard to see which players lag and which dont I suggest better ping visuals/stats that match the username. Or display a green/yellow/orange dot near each player username that indicates ping. So that we know which players to ban
  4. Buenos días o tarde; - @Lopess y yo estamos trabajando en varias facciones de la Península Ibérica en el Mod Endovélico: Lusitanos.(100%) Íberos.(50%) Celtíberos.(25%) Astur-cántabros(idea) -Por ahora sólo los Lusitanos y sus auxiliares Vetones están totalmente terminados al 100% y otras culturas regionales también están previstas, pero como auxiliares; Vacceos(Auxiliares de los Celtíberos) Carpetanos(Auxiliares de los Celtíberos) Turdetanos(Auxiliares de los íberos) Baleares(Auxiliares de los íberos) Vascones (Auxiliares de los Astur-Cántabros) Galaicos(Auxiliares de los Astur-Cántabros) (Temporalmente los celtíberos están disponibles como auxiliares íberos) ¿Ustedes qué Opinan? Disculpen las molestias*
  5. With how many civ? Celtiberians and Lusitanians ? Also Cantabrians ?
  6. @hyperion https://drive.google.com/file/d/15vGn4ddL1nNRbtZeXqI5sqKLhm7zyNAt/view?usp=sharing This is another example. The game was originally hosted by @erictommy, and everything was going fine until several spectators joined at some point. One of them caused an OOS, but we continued the match for a few seconds until the simulation completely froze (the GUI was still responsive). levai was one of the active players in the match — I don’t remember if he left on his own or was kicked, but once he was out, the simulation started working again. When he rejoined, the same thing happened: simulation frozen, GUI functional. We decided to save and rehost the match, this time with me as the host. After everyone loaded in, the simulation was frozen again. Once levai left, it resumed. So we saved and hosted again, but this time replaced levai with RangerK — who happened to be the player that, when kicked or banned, allowed the simulation to continue normally — as if there was a problem tied specifically to that slot or civilization. What’s strange is that the simulation started failing when a spectator joined the game. Until then, everything worked fine and levai hadn’t shown any lag or other performance issues. A preliminary hypothesis is that this bug occurs when a player or spectator finishes loading the game or map. Why do I think this? Because the only thing I can clearly identify in common between a match just starting and one already in progress when a spectator joins, is the act of loading the game/map.
  7. Yesterday
  8. Good point for the game resign at pause. That really happens quite a lot. It must be so disappointing for the player who rage resigned not to see other people's reaction before he leaves. I know we don't re-download the full replay on rejoins, but I only mentioned the game reload because it would be required to have that feature to allow rewinding the game in the cases when you do have the full replay. I was only talking about allowing you to replay what you have already watched while spectating.
  9. commands.txt My username in-game is LartOfMart My opponent was Malavita Thank you! @user1
  10. Yes, also seems for-now that a27 or a27.1 makes no differences.
  11. Maybe it can start with a unique building, like a general embassy where you can recruit Viriathus or Caros or Corocotta. They would be unique heroes filling the unique slot the player can use for the hero. But each one of them can set a unique building to start the construction site. From these unique buildings, new units, techs etc. can be available.
  12. @hyperion https://drive.google.com/file/d/1BUfQS7Vyi9jUcRVY7M2IW_P4VFA_JUF_/view?usp=drive_link Sharing through drive bc file is too big This happened today. Unfortunately, I didn’t start recording from the beginning, but the behavior is exactly what we mentioned earlier: The game starts, the GUI is responsive, you can select units and buildings and issue commands, but nothing moves and unit production doesn’t start either. The suspected player gets kicked or leaves, and everything starts working normally. In this case, it was reza-math, who often plays in my matches. It could be a "false positive" and just a connection issue. But I think this is the kind of behavior we’ve been seeing more frequently lately. @Atrikcould you confirm this is more or less what you described? reza-math is using Windows 10
  13. I downloaded the maps from https://github.com/vpereira/Macedonia_0ad Hopefully all goes well in Alpha 27.1. If not, it might be worth it to download v26 just to play this massive campaign. Thank you very much for taking an enormous amount of time to create it @SciGuy42! EDIT: Mission #2 doesn't work as expected because of the naval overhaul in A27. Oh, well...
  14. This unit has been removed from the Britons due to a lack of historical accuracy. No zweihander.
  15. Spartans have an elite swordsman, they were the precedent. Carthaginians, Romans and Seleucids all have advanced infantry swordsmen in their rosters. I don't think it's an issue, but perhaps it's better to give them a swordsman champion? One with a weapon similar to the famous Zweihander, just to be cheeky. EDIT: See https://riseofnations.fandom.com/wiki/Solduri
  16. Sure but why the Germans should have elite swordsmen and other civs not? It is the comparison and the coherence across the different rosters I am referring to.
  17. ''Military colony'' type building? And maybe the citizens you train there can build a few more of the Lusitanian/Celtiberian buildings
  18. There might be enough justification for a heavier elite infantry. It is not described what weapons they had; but swords are possible. We know the Cimbrian cavalry used swords. But also the women of the Ambrones, so they don't seem to be only for cavalry.
  19. We worked on some of this in historical and can continue to do more if you think it's necessary! @TheCJ
  20. That's the idea and I think we can even go a bit deeper than simple embassies, as Duileoga made a few good designs:
  21. Think of it like this: They are too important to chop wood and mine metal or stone. Their experience is much more valued in battle, so they are sent to battle more often by their superiors. Hence, lower gather rates to compensate for this historical truth. And since they spend more time on the field, doing repairs and building army camps, their build speed remains constant.
  22. Dont get me wrong, i build/repair with my elite infantry, i just find it funny that they consider themselves too good to break stone blocks at the stone mine but see no problem laying the same blocks in the construction site . But yeah i see your point.
  23. 90 score Reasoning is 665 out of 666, so just a tiny bit below diabolical.
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