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  2. I tried again and I got a new error: ERROR: JavaScript error: simulation/ai/petra/_petrabot.js line 157 this.queueManager is undefined PETRA.PetraBot.prototype.Serialize@simulation/ai/petra/_petrabot.js:157:3 Unhandled unknown exception; terminating the application. /usr/bin/0ad: line 9: 79508 Segmentation fault (core dumped) "$pyrogenesis" "$@"
  3. Atlas crashes very frequently and due to many things. It is completely unusable on Wayland so I have switched to Xorg, but still I am getting all kinds of errors. Here is one example when I try to play the map: WARNING: Attempted to set an unknown population capacity type: 'undefined'. Continuing with type 'Player Population'... GAME STARTED, ALL INIT COMPLETE ERROR: Cannot serialize NaN values. Unhandled unknown exception; terminating the application. Assertion failed: "m_Contexts.empty() && "All contexts must be destroyed before calling JS_ShutDown!"" Location: ScriptEngine.h:47 (~ScriptEngine) Call stack: (0x5f7c0a2804bb) binaries/system/pyrogenesis(+0x8ae4bb) [0x5f7c0a2804bb] (0x5f7c0a26aacf) binaries/system/pyrogenesis(+0x898acf) [0x5f7c0a26aacf] (0x5f7c0a26acb1) binaries/system/pyrogenesis(+0x898cb1) [0x5f7c0a26acb1] (0x5f7c0a26cd11) binaries/system/pyrogenesis(+0x89ad11) [0x5f7c0a26cd11] (0x5f7c09aab685) binaries/system/pyrogenesis(+0xd9685) [0x5f7c09aab685] (0x5f7c09aa6ae9) binaries/system/pyrogenesis(+0xd4ae9) [0x5f7c09aa6ae9] (0x5f7c09a96cf8) binaries/system/pyrogenesis(+0xc4cf8) [0x5f7c09a96cf8] (0x72cb8b227bcb) /usr/lib/libc.so.6(+0x27bcb) [0x72cb8b227bcb] (0x72cb8b227c8b) /usr/lib/libc.so.6(__libc_start_main+0x8b) [0x72cb8b227c8b] (0x5f7c09aa0ac5) binaries/system/pyrogenesis(+0xceac5) [0x5f7c09aa0ac5] errno = 11 (Try again later) OS error = ? Steps to reproduce: 1. Set two players, one is Petra Ai, the other being a potential human player. Give both players civilisations (if you don't then the previous crash will happen) 2. Generate a new map for these players 3. Put down some buildings and units for both 4. Press play and this happens. crashlog.txtinterestinglog.htmlmainlog.htmlsystem_info.txtuserreport_hwdetect.txt
  4. Some of the comments: "We have not decided on a set number. We are aiming for a beta in late 2012 or early 2013." "We're hoping to include an easier version of the AI with Alpha 13. Glad you like the game so far." "Thanks, but sorry, we will not have people on the walls, only garrisonned in towers and other buildings. (We thought about it initially, but found out it would take too much time to implement.)" (commenting on a beta timeline) "Hopefully within a year. The number of large features left is steadily dropping " In conclusion, the game was set to have a lot less features before the beta release. I've installed it to try and see if I can beat the supposedly tough AI. If I like this release, I will keep it and move on. Hopefully you guys release a final version soon.
  5. Today
  6. @Déicide4u Okay, thank you
  7. Filter by compatible replays. Those 2 are for solo play. Borg played multi player. Please see the FAQ for the forum.
  8. @Deicide4u If I put the replays in the 0.27.0 folder, I send two to the video section, but I don't see the others ?
  9. No, I can't see the replay ?
  10. @Ludwik, if you still don't see them after going into the Replays section in game, move all subfolders into the "0.27.0" folder.
  11. @Deicide4u I downloaded and extracted the files, but when I go into the game, I don't see a "Solo -> Replays" section ?
  12. @K1n6j1m Welcome to the forum! Good to see that you are enjoying the game as much as we do.
  13. @Deicide4u Thank you very much
  14. Is lag really a concern with two players? I want 70-75 women for my eco, smaller pop would count against my army; but maybe that's just my take.
  15. Indeed, a human player's ability to manage each unit efficiently decreases as there are more units, which is not the case for the AI. The AI booms uncontrollably if left unchecked.
  16. @Ludwik, that is a link to the forum thread. You need to go to a post in that thread and download the ZIP files. Once you do that, place them in your replays folder inside a separate folder. The subfolder's name should relate to the game (who fought, is it a team game, free for all or 1v1, etc.). Then, in game, you go to Single Player -> Replays There, you should find your replay.
  17. Good morning, @Déicide4u Thanks for the link, but how do I launch it in the game ?
  18. @user1 Hey, I played a rated game against please_destroy_me (1355). I almost destroyed him, then he quit. I just play 0ad from time to time and its my first "report", so I hope its the right file and situation. Thank you all for your moderation work! commands.txt
  19. They should be. Smaller army for the player is both easier to control and means less lag when moving it. The AI doesn't know how to keep its army alive, so smaller armies are also easier to destroy.
  20. Maldito_da_12 quit a rated 1v1 against mecommands.txt
  21. I'm not sure smaller pops are advantageous for noobs. Don't know what "closed maps" are and how a noob would tell. I never play arctic biomes because of the wood scarcity, again not sure how that's supposed to help a new player. For my own tips: set the AI behavior to "Defensive" so you can engage on your own terms and you don't get raided and your eco wrecked. There's plenty of guides out there (text and video) reagarding build order, strategy etc.
  22. Good morning, @Déicide4u Thanks for the link, but how do I launch it in the game? @Fabio Thanks for this advice @Burger classique Thanks for the advice
  23. Adding to what @Mentulasaid: the reason for adding ~ and !!! In different places of the file name is to control the loading order of the files. The script files in pyrogeneisis are always loaded following the ASCII order and adding a ~ in the end of the file name will guarantee that is loaded after the original file you want to modify. Likewise if you want to load a file before another you will need to add !!! In the begging of you file name. Reference: https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation https://en.m.wikipedia.org/wiki/ASCII#Printable_character_table
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