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I would find that odd. Finishing a building already damaged doesn't make any sense. Furthermore I think it is good that the enemy can prevent you from building. Otherwise it is too easy to build a fortress or towers to defend yourself.
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You can set waypoints in between markets that way. Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented.
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videoder joined the community
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aarohiarora201 joined the community
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Multiple Markets for Trade Routes?
wowgetoffyourcellphone replied to yu210148's topic in Gameplay Discussion
This isn't already a thing? Could have sworn it is... - Yesterday
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Hi @user1 Dragonfire99 quit without resigning on 1v1 match. commands.txt metadata.json
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OP Chicken
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In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
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Multiple Markets for Trade Routes?
Classic-Burger replied to yu210148's topic in Gameplay Discussion
https://riseofnations.fandom.com/wiki/Caravan Worth mentioning. -
Why don’t more players use “Call to Arms”?
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
I was about to mention this mod. Of course I use it too. -
I think it's not possible tho i wish it were: set trade routes that don't involve the producing building. Quite frequently I produce traders from a market but have a port further away; I would like to set that route at the market and wouldn't have to tell the traders.
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
OpenGL might not work because of some X11/Wayland bug, outdated drivers or security reasons, like AppArmor: https://gitea.wildfiregames.com/0ad/0ad/issues/7582. To help us you try to run any other game under OpenGL (like supertuxkart). -
Hey, if anyone wants to help, contribute an idea, report an error, or just chat about the game, check out the Discord I just set up: https://discord.gg/zzrTtXaxW
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
Stan` replied to mau's topic in Bug reports
Yeah you can change it in the game options -
Game launches, music plays, but no graphics come up - Fedora 42 KDE
mau replied to mau's topic in Bug reports
That worked! The game launched after that. Should I change some config for this to work automatically? -
Yeah, it does, thank you for the tip! Actually, it turned out I just had to apply the rotation while it was in the standing up position.
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
Could you try to run the game with the following parameter? $ 0ad -conf=rendererbackend:vulkan -
Why don’t more players use “Call to Arms”?
Atrik replied to AlexHerbert's topic in Gameplay Discussion
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Hassaan joined the community
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
mau replied to mau's topic in Bug reports
Here you go userreport_hwdetect.txt -
Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
Hi! Could you attach your /home/mau/.config/0ad/logs/userreport_hwdetect.txt? -
I just installed the program on my desktop, tried running it; the log doesn't show any issues, the program seems to be running as I can hear the music, and a small icon appears on the taskbar, but no window opens up showing the actual game. This desktop has two graphics cards (1: NVIDIA GeForce RTX 3060, 2: NVIDIA GeForce GTX 1660). KDE plasma 6.4.5, Wayland I've tried rebooting, and changing it to run with and without "dedicated graphic card", but no dice. I have the same setup on my laptop and it worked flawlessly there. Any idea what could be the issue? Something related to the graphics cards? terminal output on running 0ad: ~$ 0ad TIMER| InitVfs: 298.262 us FILES| Main log written to '/home/mau/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/mau/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 10.5949 ms Sound: AlcInit success, using OpenAL Soft FILES| Hardware details written to '/home/mau/.config/0ad/logs/system_info.txt' TIMER| write_sys_info: 16.3081 ms FILES| UserReport written to '/home/mau/.config/0ad/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 3.6851 ms TIMER| InitRenderer: 46.5932 ms TIMER| ps_console: 1.68513 ms TIMER| ps_lang_hotkeys: 999.105 us TIMER| common/modern/setup.xml: 80.378 us TIMER| common/modern/styles.xml: 57.197 us TIMER| common/modern/sprites.xml: 521.641 us TIMER| common/global.xml: 153.393 us TIMER| common/setup.xml: 88.298 us TIMER| common/sprites.xml: 163.547 us TIMER| common/styles.xml: 35.29 us TIMER| pregame/backgrounds/: 75.18 us TIMER| pregame/sprites.xml: 57.074 us TIMER| pregame/styles.xml: 11.489 us TIMER| pregame/mainmenu.xml: 20.5134 ms TIMER| common/modern/setup.xml: 70.752 us TIMER| common/modern/styles.xml: 56.116 us TIMER| common/modern/sprites.xml: 797.996 us TIMER| common/global.xml: 144.854 us TIMER| common/sprites.xml: 182.117 us TIMER| splashscreen/setup.xml: 18.885 us TIMER| splashscreen/splashscreen.xml: 6.74986 ms // at this point, the program just sits here, I can hear music but no screen comes up. tail of main log: <p>Loaded config string "view.height.min" = "16"</p> <p>Cannot find config file "config/local.cfg" - ignoring</p> <p>Loading config file "config/user.cfg"</p> <p>Loaded config string "userreport.enabledversion" = "0"</p> <p>Loaded config string "userreport.id"</p> <p>Loading config file "config/user.cfg"</p> <p>Loaded config string "userreport.enabledversion" = "0"</p> <p>Loaded config string "userreport.id"</p> <p>Shutting down profiler2 GPU mode</p> <p>Engine exited successfully on 2025-10-14 at 10:42:30 with 436 message(s), 0 error(s) and 0 warning(s).</p> interestinglog: <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.27.1) Main log (warnings and errors only)</h2> <p>Engine exited successfully on 2025-10-14 at 10:42:30 with 436 message(s), 0 error(s) and 0 warning(s).</p>
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Multiple Markets for Trade Routes?
real_tabasco_sauce replied to yu210148's topic in Gameplay Discussion
I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units. -
mau joined the community
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Thanks for the reply Stan, Cool, yes. I agree that patches speak louder than forum discussions. Unfortunately, I don't currently have the skills (nor the time) to produce one. Truthfully, this was just a thought I had and figured I'd put it out there. Thanks for helping to coordinate development on a pretty cool game.
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Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged.
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