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  1. Past hour
  2. Even against Hard Aggressive AI they only attack after 12 minutes. Not sure if they attacked sooner because of Aggressive or Hard. Vs_Aggressive_Hard_AI.zip
  3. Today
  4. Set the behavior to "Aggressive", it should attack more often and sooner. Yeah, I was also surprised to see that many units. Crossbowmen destroyed me. EDIT: Here is one for the revenge. What changed, is I increased the average batch size of units, to keep resources low. PersiaVSRome.zip
  5. So far the AI feels rather toothless to me. I have not seen them attack before the 12-14 minute mark, and they usually only attack with like 40 units max. Never seen them attack with 80 units like in the replay above. That's a good value for that state of the game. Would love if the AI also sometimes attacks after 2-4 minutes and 6-8 minutes to keep you on your toes.
  6. Good afternoon, I recently played the map Flood which has a really interesting mechanic where the water slowly rises as the game progresses. However there are only 3 possible level of water (high, low, rising) and the water rises very slowly. Would it be technically possible to add an option to select the rising speed (such as a slider) to make the map more challenging ? Thank you, LeJardindEpicure
  7. Thank you for your work @ShadowOfHassen, works perfectly
  8. How exactly does attack moving works? I feel like the moment you press attack move the units will target the nearest enemy unit, and if that unit dies they stop moving. At about the 18 minute mark I give the archers in the south the attack move command into the woods between our bases several times, but eventually they always just stop moving. skip to about 18.zip
  9. @guerringuerrin you didnt come online
  10. It's rather frustrating, even for not so new players. I just lost the last two matches against Medium AI. This new AI doesn't leave room for mistakes. Pretty depressing when you look back at the last hour and realize you just wasted it because none of your old tactics work. And I didn't get to have fun, either. Don't know, I'm on the fence here. On one hand, I need to improve in order to just beat the default AI. On the other, the AI now requires knowing the competitive meta in order for you to stand a chance. Here is the last match, for what it's worth. RomansVS_MAI.zip
  11. I don't use ModernGUI, but well, I put it and errors disappeared
  12. @wowgetoffyourcellphoneThanks so much! great game - it works nicely and is indeed another level of gameplay. (Just does not work with the SVN version yet as it seems.) Edit: and it has beautiful new maps as well!
  13. @AlexHerbert try putting delenda est above moderngui in your mod settings (basically put delenda est before the moderngui in the list of enabled mods) that fixed the giga errors for me
  14. Hi! I am getting this when moving mouse in setup page, in game, no errors. This mod is great, I would like to see many buildings and some other elements in Vanilla
  15. i found out even chinese words are shown correct now, some of transaltors names are still shown as xxxxx, same problem maybe? just for your infomation
  16. I heard that OpenGL is outdated so I tried Vulkan, but lol..... Why I see this?? Doesn't happen with OpenGL
  17. 主要是全XXXX,我这种不记得菜单具体位置的人,根本不知道哪里设置语言
  18. now after i do what you said you to do, this is what it says. im gonna lose my mind......
  19. Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Unknown (0xE06D7363)) Location: unknown:0 (RtlUserThreadStart) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set)
  20. Yesterday
  21. Tbh. I didn't fully understand what each is doing here. But as I understand it, the pro of small batch is the units can get faster to work, the pro of higher batch sizes is the total train time decreases. In this simulation a unit with total cost of 100 gets produced, gathers with 0.75 without ways to drop of, at different batch sizes from one cc. To account for the ways one could reduce the gather rate. I wouldn't take any practical advice from this. Just spectate some games with good eco scores. This leaves out the timings of the next barracks which costs again. batch.py
  22. Happened to me some time ago as well
  23. Interesting I will try 3 by 3 then 4 by 4 and let you know The bigger the batch the less flexible you are though
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