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  2. Yes, correct for both. Units are only broken when enabling GPU skinning during a game and it seems to only effect current units, and when their broken, they don't even look like units, they look like never ending lines of color I re-enabled GPU skinning during a game to get a screen shot of broken units looking like never ending lines. Tried getting a screen shot of the units after restarting the game with GPU skinning enabled, but weirdly, instead of getting with units with artifacts(different from the image, more the units not rendering correctly) the game closes with no error message as if I opened task manager and closed the game. Tried restarting the game multiple times with GPU skinning enabled not toughing any setting, and game starts to load then closes with no error message. I opened the game, disabled GPU skinning, exited the game and reopened and it back to working normally. So diffidently an issue going with the game and my hardware not liking each other as the game works flawlessly on my desktop.
  3. Today
  4. You're probably looking for the multiplayer lobby. "Join Game" is for directly joining a game, "Game Lobby" for the multiplayer lobby.
  5. I have not been able to play with friends online for over a week. When I click "multiplayer" and "join the game" I get an error: "Failed to connect to the server. Often the reason for this is the blocking of UDP port 20595 by the owner's firewall or antivirus". I can't even go to the server selection. Before that, everything was fine, I didn't change anything. It just started giving an error one day and I still can't play online
  6. So you mean that after updating the driver: Vulkan + GPU skinning disabled works fine in both fullscreen and windowed mode, Vulkan + GPU skinning enabled in both fullscreen and windowed mode runs, but the units look broken, is that correct? Besides, after changing the GPU skinning setting and saving it, did you restart 0 A.D.? Because on my side, if I change from Vulkan + GPU skinning disabled to Vulkan + GPU skinning enabled, save the setting and start a new game right away, the game runs without crashing — but I suspect GPU skinning isn’t actually active.
  7. Yesterday
  8. Nusantara, Nusantara1 HaveToLucky HaveToLucky1 be aware of all these accounts, they are all teh same and he is trying to make new accoutns with perfect records. He just quit rated game with the HaveToLucky1 account, after losing 2 rated games with Nusantara1. Its a 1200 player trying to look better than they are.
  9. Han should be fine, since the units and buildings already exist. There might be issues with a couple of the carthage items, like the trade colony.
  10. Same as everyone here. My opponent quitted when I crushed his army (if we can call it an army) My in game username : hoaxor_2 His : Caligula_Minus Idk how to sent the files (commands.txt and metadata.json)
  11. Testing in SP tonight and over the coming few days. I'll try to get some matches uploaded to the usual place Thank you for these changes. Did you modify the AI to make use of Carthage and Han changes?
  12. Yeah it will be fixed in the point release. Sorry about the inconvenience
  13. Updated graphics drivers and so far the crashing issue seems to be gone but GPU skimming issue is not. GPU skimming being disable I can live with for now.
  14. Current driver version is 31.0.14076.3. Checked Acer's website and it's the most recent driver available. Will try downloading a newer driver from AMD, Yes the game works normally in windowed mode with GPU skinning off. Game works in windowed mode with GPU skinning enabled, but units contain artifacts as if there glitching with the horse unit, the guy has no head. Weirdly, if I enable GPU skinning during a game, all the unit's glitch out to like they are infinitely stretched in a straight line and any units produced after enabling GPU skinning are fine(tho they are glitchy with artifacts). Restarted the game multiple times in windowed mode with GPU skinning disabled no issues. Will see how the game runs after updating the graphics drivers.
  15. For rushes yes. But if you try to do an early p3 infantry attack on a large map , and anyone has cav on the enemy team, you are pretty much guaranteed to get surrounded and 2v1ed. in smaller maps, you are closer to your own buildings, walls, and importantly your allies. in any case, I’m glad there’s more sentiment for speed balancing, we try out a couple alternatives in community mod versions.
  16. During multiplayer the trick gets displayed while your game loads, then you go in to the game and wait for the other players. One could make it so that you can still display that trick, so one can finish reading it while the others connect. But you should also be able to check your base, where trees are etc. There's a important typo in 0ad/binaries/data/mods/public/gui/reference/tips/texts/select_wounded_units.txt The hotkey is "O" (the letter) not "0" (zero). These are my tricks I'd like to share. Could maybe be phrased better and/or shorter. I made 3 tricks in a series called "Fight, flight or let them ride?". It seems a bit obvious, but it's important and a lot mistakes are made here. I split it up to 3 so one can read it hopefully in one loading screen. (Fight) Fight, flight or let them ride? If there's a fight going on nearby between two equally strong factions and some units are gathering resources they should definitely join the fight. If all units are occupied fighting any additional unit: -receive no damage at all -can deal additional damage It is very crucial to have the higher numbers in a fight. (Flight) Fight, flight or let them ride? Estimating army strength is crucial. If you notice a enemy army gains a slight upper-hand running is often the best choice as your disadvantage will only grow bigger. Only keep fighting if you are willing to sacrifice more units than your enemy for a very good reason. Don't expect that a bad fight turns better on it's own. (Let them ride) Fight, flight or let them ride? Assume a small group of attackers run around your base. Do not overreact and send too many men to chase them! Running units are not productive. If your enemy has a few units running and a few producing while you have all units running your enemy will flourish. In a fight you want to keep the upper hand though. A seasoned commander reacts to these situations in appropriate way. Anticipate supply and demand. When all men go to battle consider moving some woman from the fields to replace male wood gatherers right away. Garrison forts! A battle is going on. Garrisoned units in forts, civic centers and towers can safely deal damage from within the building. Garrisoned units usually deal less damage from within the building. Select wounded units with "O" and garrison them preferably. This way they avoid soon death and can serve you longer. You can repeat this while the fight is going on. Once the fight is over they may be able to heal up and be stronger than new units through their gained ranks. Teleportation: Units can enter and leave buildings from every angle instantly. You can use this behavior to transport units over the distance of the building. Command the units to enter the building, set the destination with the way-point flag of the building, with the building selected hold the U-key. This can be helpful e.g. for ranged units to gain some distance from melee units or vice versa for your melee units to close the distance to ranged units.
  17. #74 - Increase the default capture regen of structures - 0ad-community-mod - Wildfire Games something is plan for the roman camp ? or structures 0.5 to 5 is enough?
  18. did you remove the wall change? bcs it was too much op in my opinion i propose few change : reduce melee armor of cata , they tank too muchhh, impossible to snipe easy with melee unit. Balance heroe bonus , some civ have @#$% heroe with no bonus or one only good heroe.
  19. So like immortal you propose a cheap one version?Kush and Athens still have the gold version so? why not I already like the current unit but your change seems interesting In normal version : range is 60 , how much now? like crossbow han? i suppose it become skirmish archer champ. Do you think a expensive tech in castle could add a slow on enemy target for 6 sec with the poison ? for the swordman it was already the best one with ibere
  20. In the current configuration, the catas are powerful. We should not balance the game on this wall hypothesis. Especially when we can lose the allegiance of the walls if the enemy pushes its border. We should nerf the cavalry by choosing some of the ideas from the thread. It's important to keep in mind that a single Citizen Lancer shouldn't be able to kill a cavalry champion. So this won't be a miracle solution. We need to focus on the "invisible" strengths of this unit. Their ability to stack, take up very little space, and move in close quarters isn't really realistic. This way, they decimate enemies. Change this. And their ARMOR!!!! I think that if we nerf this unit too much, the cavalry mercenaries will be the new hell of the game so take care
  21. Building a second city center is equivalent to giving it to your opponent! Moreover, with the number of military improvements too high in the forge (I still don't see why there are two technologies at age 3) building a CC puts you behind from this point of view. On the other hand, the cc have a lower cost than before, now it is possible to make them.
  22. this is the best idea , specially for cav! chariot champ have already this kind of feature
  23. Well, larger maps are better for hit and run units, like cav archers, since you have more space to micro/run to. But jav cav doesnt really benefit since it cant hit and run (it gets outranged) and neither does melee cav. For both of those (jav and melee cav), larger maps just mean more time for the enemy to react or build up defenses in preparation. For early rushes, you might get to my base before I have my first additional soldiers out on a small map, but after I got them on a large map; similarly on a large map when approaching lategame, you can scout that your enemy has cav and build palisades/towers before he arrives.
  24. I suggest that after saving the settings, close and reopen the 0 A.D. program to ensure the game runs with the new settings. At least for rendering and GPU skinning.
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