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  2. Indeed! Thank you very much
  3. @Itmsthank you for your reply. I tried qbittorrent and transmission on macOS. I explicitly open the IPv6 port on my router (only reachable over IPv6 on the internet, but have dual stack at home), Transmission says the port is open, but it looks like nothing seems to be going out. I am seeing some pairs trying to connect, so I guess this is not a problem from the tracker neither. Thank you anyway!
  4. BTW, looking back game graphics looks so so good now compared to a23. It's so beautiful
  5. Today
  6. Like this: 1537665806_Desktop2026_02.27-15_47_28_03.mp4
  7. For what I can tell he's just shift clicking super fast. (you can hear the multiple answers from the unit) EDIT: if you are wondering how he place houses without resources is because in a23 Ptol houses were free
  8. Someone know how make houses like here in the first seconds of the video? https://www.youtube.com/watch?v=FgSRBwVNTPc
  9. Some of you have known the mod Historical Patch over the past few alphas. What started as a small side project during a25–a26 grew way beyond what I expected, thanks to everyone who asked questions, gave feedback, or just showed interest. Taking a break and coming back in a27 made me realize something important: this isn’t really a “patch” anymore. So I’m giving the project a new name — Classical Warfare AEA. Classical Warfare AEA (Africa–Europe–Asia) is all about bringing more authenticity and depth to the classical world in 0 A.D. The name reflects the game’s geographic range and also nods to the familiar “eae” tag that’s become part of the community’s culture. The goal is simple: make the classical era feel richer, more grounded, and more interesting to explore. One of the best parts of this project has been the people who’ve helped along the way. If you’re into ancient history, military systems, or just enjoy digging through sources, you’re welcome here. Modders, researchers, and especially artists — there’s plenty of room to contribute. The project is shifting toward a clean, emblem‑style visual identity, so if you enjoy designing units, architecture, emblems, or UI elements, your work would be hugely appreciated. I’m excited to keep building this with the community. Whether you want to help, give feedback, or just follow along, I’m glad to have you here. Emacz2/classical-warefare-aea
  10. "Name": "Ritualistic Exercise", "History": "", "Description": "Citizen-Soldiers +40% health and +50% melee attack hack damage." isnt it supposed to just be civilians? Cause the Citizen soldiers sure as heck dont get 40% health and attack hack dmg. They would BE OP.
  11. I set up another game where it was 11 relics: commands.txt
  12. I was late joining as spectator in a ffa hellas game. Not all 15 relics were shown in the bar on the top, only 12: I don't have the full replay file, since I joined late.
  13. Maybe in theory, but I can tell from experience: There are some hosts which I usually can't join at all. Sometimes it works a bit and some minutes later i drop again. Like jagsusindia and CIA. I regularly see 7 players at a host of CIA, try to join but can't. I can play with the other players fine and they can play with CIA. I can also be in a game with CIA by a different hosts.
  14. I haven't looked at the code yet, but I think we can detect the host closing the match on both sides and send the messages to the bot as usual, as elexis suggested. Or maybe just take note when the game server of the host suddenly disappears before receiving any messages. On the other hand, the case where the client leaves, and the host finishes (and wins) the match on his own is the tricky one. Adding "game start" messages as you suggested would allow us to know which players took part in the game. And if we additionally record clients leaving, we can tell when that situation occurs, and then just accept the game report that the host sends on its own (maybe except if the client was kicked). If we don't want to trust the host with it, we can still just automatically count it as a loss for the client, if he doesn't return within five minutes or so. Well, that could result in some lag, but they still shouldn't repeatedly lose connection entirely.
  15. ModernGUI R28 Update : The top panel is now resizable and support 4 presets that renders well Snapping walls (and palisades) now support snapping to other buildings better More stats, more tooltips, better panels! Direct Download link mod.io GitLab
  16. No we'd go to GLTF, the standard. OBJ doesn't support animations.
  17. Hello everyone... I'm here to share these images of the new weapons and units available so far, starting with the first era: chipped stone, polished stone, and finally copper. We can see all the evolutions of the weapons and units.
  18. It is not just about "a stable internet connection". It depends how far the players are away or how well their isps interact. IMO: The auto-pause on disconnection feature from autociv should get implemented in the main game. Connection, disconnections, pauses should be logged. Logging should be done with timestamps
  19. The problem is that without retrieving reports from all players, we don't know if the game is still in progress. As there is no artificial limit to the duration of games, we'd have to wait a few hours to be reasonably sure it's over.
  20. @Atrik: fix pingall pls Line 15 ChatCommandHandler~autociv.js const ignore = new Set([selfNick].concat(this.botsListIgnore)); const ignore = new Set([selfNick].concat(that.botsListIgnore)); change this to that and add "WFGBot" to botsListIgnore
  21. Yesterday
  22. @Dunedan I made this thread primarily to see whether we could conclude that this is indeed the preferred solution in the first place, or what else. What's your take on this? About the implementation: Your idea of recording the game starts sounds pretty good to me. The rating taking a few hours to update would be suboptimal in my opinion, though, since players might not know or notice that it happens. I guess, better late than never, but maybe we can figure out a way to make it work without such a delay?
  23. It wasn't included in R28 because we were already way to far into the release process by the time I opened the PR. But, yes, the implementations are done, what's left is reviewing, finalising, and eventually merging it. My goal is to get everything into R29. I'm working on it.
  24. Oh it's been implemented, it just needs to be merged for the next version.
  25. thank you, i'm just getting used to moderngui's many changes, but it's good to have this as a backup plan
  26. @Perzival12 @Jackerino Add a system for scenario and campaign narratives #8318 Add a speech/dialogue system #8614 Add scenario objectives #7785
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