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  2. Yes, I told you I do it from now on. I just had a OOS with only feldmap on.
  3. @ffm2 You both should just test the RC without mods, instead of constantly trying to prove that mods weren't at fault for it. Replaying the game without mods is not the same as playing the game without mods.
  4. I suggest adding left-handedness. 10 - 15 % of the population are left-handed. But the main reason would be to break up the synchronized animations. E.g. when 50 skrims attack in union. If some of them where mirrored it would look a bit more chaotic.
  5. Today
  6. elexis has to add this: ffm was present from the beginning, did not rejoin everyone except ffm had the same hash on turn 1560 ffm had the same issue one match later ffm uses only 4k, feldmap and visibility mod sim state was from 3 turns later: oos_dump.txt oos turn: 1560 net client turn: 1563 sim turn: 1563 binary simstate is identical! textual simstate contains only differences in RangeOverlayManager.enabledRangeTypes local entities but both states are 3 turns too late, and its unlikely the mechanism will ever write simstate dumps from the correct turn, because the turn lengths are so short and because multiple turns are being computed in advance as far as I know. "Currently, the RangeOverlayManager is serialized" False: RangeOverlayManager.prototype.Serialize = null; The textual output showing this is a regression introduced in 9fc6c3c89769a3, pointed out in #7634 and stated to be addressed by c475cc22652528ce7014d "is definitely caused by one of your mods" pure conjecture ffm did not use riccis mods, ricci computed the same hash as everyone else but ffm! riccis hash is also computed without mods "Doing it any other way is just a waste of time, as you're all finding out now." you can be grateful if you get an OOS report at all, players reporting that is rare, you dont get many chances to identify an OOS, so if you want to dismiss an OOS report, you better investigate it first and not disregard it easily. it's possible it's caused by a broken mod but if you dismiss it without investigating it, you might be ignoring a valid report which can cause the bug to go not unnoticed but unreported for months. only difference in commands.txt besides the mods in the first line: --- commands_ffm.txt 2025-05-24 12:17:26.000000000 +0200 +++ commands_ricci.txt 2025-05-24 12:21:51.000000000 +0200 -hash cc1eb515c7554393f2a2dae2ca4770e6 +hash a763d2495ddab5956941ea577d3c6f30 another bug, not only in JS GUI but also the turn manager should not allow this: turn 3433 200 cmd -1 {"type":"stop","entities":[],"queued":false} cmd -1 {"type":"stop","entities":[],"queued":false} when ffm replays his own replay: Executing turn 1560 of 5970 ERROR: Replay out of sync on turn 1560 when I replay ffms replay without mods, also: hash MISMATCH (a763d2495ddab5956941ea577d3c6f30 != cc1eb515c7554393f2a2dae2ca4770e6) Turn 1560 (200)... So ffm did not rejoin, yet he was the only one to compute something different on turn 1560 but on turn 1563 the difference was gone already and he had this phenomenon on multiple matches. I also recommend never to release 0ad with OOS being not fixed, and therefore you should not remove 0a4bfefb1e5f40d93180690e328b11e148dec0cb but include this in the re-release and to bump the mod version in mod.json from "0.27.0" to "0.27.1". You're saying you release "0.27.1" so the mod version showing "0.27.0" seems misleading. Bumping the version should (TM) mean that due to the mod compatibility check in the lobby, 27.1 players can play in the same a27 lobby, but they can only join 27.1 games, while the 27.0 players play in the same lobby and can join only 27.0 games. A reason against doing it this that was brought up by sera was that you find yourselves unable to provide a release for all platforms and thus some players would be stuck to the old version for months (and thus would not be able to find players to play with). but if that problem was real, then you'd have the same problem with releases, not only re-releases and it doesn't stop you from releasing either. if that OOS 0a4bfefb1e5f40d93180690e328b11e148dec0cb was fixed in 27.1 and the version would have been bumped, then now you wouldnt have to investigate if it could be caused by the modifiers cache OOS. Worse: players get used to that OOS occurring and this means they will not report OOS anymore because they think its the same OOS.
  7. Yes, I disabled all mods but feldmap now and will report once it shows up again. However: -RangeOverlayManager is not serielazed (see the Serialize function) -I was in the game from the start (no rejoin) -the binary dumps were identical
  8. Regardless, testing of new software should be done in a blank-slate state, without any additional code. This is an established practice in software development, to better detect and isolate buggy code. Doing it any other way is just a waste of time, as you're all finding out now.
  9. @wowgetoffyourcellphone would be great for your Roman Principate civ in DE.
  10. There are no counters to Sele/Pers champion cavalry spears (but you having more champ spear cav then your opponent). Even if you had spartiate or any champion infantry polearms. They have extra range (7m) so if your enemy fight with them in formation with some melee infantry, now the champs fight behind the infantry (who have 4m range), therefor your champ spears aren't counters. Tested it against borg in tg recently even him can't do anything.
  11. On: garrison order (button or key), off: click on units or the number on the ship's panel when near shore.
  12. @Jan it's easy to make a mod which changes the food icon. This way you can have it any way you like, immediately, without having to debate or wait till next release. Try it yourself
  13. > Your personal preference Yes it is definitely a personal preference matter. That is why I am perfectly happy having only an in-game option to change this, rather than changing the default. Another thing is a historical accuracy. I am not an expert here (or even advanced), but I read multiple times that in majority of ancients civilizations (except the mountain ones) proportion of meat consumption was much lower than it is nowadays. Technically it is well represented already in 0ad in its gameplay, where majority of food is being sourced from farms. So it is only the icon that diverts from this due, as I believe, the "standard" food icon that was coined by AoE. Anyway, as I feel there might be many voices of not supporting such a futile change, I would focus my feedback just on adding an in-game option for "alternate food icon". Eventually then will be easier to survey gamers about their preferred icon, in case community would be considering changing the default. > How is that working out for you? This is a real, honest question, btw. I think it is better to move such a question into separate topic.
  14. Hello, How do you get soldiers on and off boats ?
  15. Town phase - Mass Triarius (Veteran Spearman) City phase - Consul Bodyguard cavalry/Marian Reforms spearmen/Marian Legionaries. Make sure you have Centurions nearby.
  16. How to counter Selucid elite cavarly when playing Romans? Most units are ineffective.
  17. How is that working out for you? This is a real, honest question, btw.
  18. When I run my replay (not riccis) again with my (the same) mods I get the hash of ricci (and the others) and I am OOS. I'm sure I didn't flare at that time. I was observer and may toggled team colors. But when I toggle team colors in other replays I don't get OOS. So I think the ranged overlay mod is not causing the OOS.
  19. well we also slowed infantry down a little too, just not quite as much as cav, closed the gap slighlty since it does say "walk"speed Plus again if you think of it in historical context and you have an army marching to a pitched battle location, they all march together same speed. Now in some cases they would send the cavalry off to run in front, scout, distrupt etc. but otherwise it makes no sense for the cavalry to get to the battle first if your gonna fight with Heavy Infantry and then use the cavalry on the flanks and to attack heavy infantry from behind.
  20. Indeed. But sticking to what other rts are doing just for the sake of being the same is useless aswell.
  21. Yesterday
  22. I like other things in historical, but the slower cav speed there did make me realize that it is a exciting part of playing cavalry. Trying to get the most out of the mobility seems pretty normal. I'm not sure it will be well received by most players to reduce cav speed. Making counter damage actually punishing is probably all that's needed, and what will make the game more interesting. You shouldn't be able just rely on having a big number of champ cavs and bump into any army. As they have mobility and strength, they need a weakness, and that weakness should be being mediocre at holding a front-line against inf spears. Suggestion : restore old counter multiplier values (x3 inf spear vs cav and x2 spear cav vs cav).
  23. So wheat it is. At least that's what my peeps overwhelmingly eat. In earnest, I think a mod would be fine for changing icons etc, I don't see the need to change that in vanilla. I don't eat meat myself, but also I'm not habitually committing genocide IRL... As an aside: a while ago I had a suggestion to increase the visibility of the berry bushes, alas the art department failed to appreciate it:
  24. Maybe the game should ask about your dietary preference at the start. If you are a meat eater, a piece of meat will be used for the icon. If you are vegetarian, it will show an omelette as the icon and hunting will be disabled for you. If you are vegan, it will broadcast a message telling everyone about that for your convenience.
  25. becasue the walk speed comparrison of cav to infantry is not very realistic But then again how run is used in game is not exactly realistic either, but that is where cav have a much better advantage over infantry.
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