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the way it should be
guerringuerrin replied to JC (naval supremacist)'s topic in Introductions & Off-Topic Discussion
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the way it should be
Boudica replied to JC (naval supremacist)'s topic in Introductions & Off-Topic Discussion
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Hmm, meaning everything else stacks? For example, Battlefield Medicine and temple aura?
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Depending on your strategy, you have two ways to heal your troops. Active would be to focus on healers and research their upgrades. Passive would be to focus on garrisoning and Temple auras. Always focus resources only on one way in a match. Most good players focus on the passive way, as healers are far too fragile.
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Yes. What does not stack is when you have the healing aura of 2 temples very near, that aura only adds once.
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Hello team, I have a question: does health regeneration from Battlefield medicine stack with healing buff from garrisoning with Living Conditions?
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Insane graphics on Atlas editor on Windows 11
little Guest replied to Seleucids's topic in Bug reports
If I follow your steps with Vulkan and GPU skinning enabled, then there is a crash issue similar to the one I posted before. I guess your insane graphics issue might be caused by the driver. At least on my Vega iGPU, updating the driver solved it. -
teenpatigoldapk joined the community
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I was using vulkan all the time. Maybe try vulkan renderer instead?
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Install the mod "autociv". 1. Use the autociv hotkey for "select all soldiers" 2. Use the "call to arms move" as described in this thread. 3. After a win, do the "back to work move" as described in this thread
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Insane graphics on Atlas editor on Windows 11
little Guest replied to Seleucids's topic in Bug reports
Here is a Win10 system with a Vega iGPU. If I use the old driver (Adrenalin 22.6.1): OpenGL with GPU skinning disabled: works fine OpenGL with GPU skinning enabled: same issue occurs I followed your steps, and the issue is not fixed. (22.6.1OpenGL)system_info.txt (22.6.1OpenGL)userreport_hwdetect.txt -
Release Preparation of A27.1
Outis replied to Itms's topic in Game Development & Technical Discussion
I can also confirm it runs -
As a note to our international noobs: that depends on the keyboard layout; I never changed anything and it is 'Z' for me. Hotkeys can be reviewed and changed from the menu.
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Attack move command is issued automatically for the selected units after they drop off resources, at the point where you right-clicked while holding the Call to Arms hotkey.
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Release Preparation of A27.1
Itms replied to Itms's topic in Game Development & Technical Discussion
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Itms started following Rams and Garrison and Patch Release: 0 A.D. Alpha 27.1
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Wildfire Games is proud to announce the release of the Patch Release A27.1 for 0 A.D. Alpha 27: “Agni”. This is the first patch release of 0 A.D., made possible by the new development environment put into place last year. Easy download and install Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. Changelog Here are the changes included in A27.1: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) fixed support of Windows 7 a fix for modifying your lobby password when you have an uppercase letter in your username a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for changing player perspective in replays a fix for an out-of-memory crash in the JS engine when generating random maps a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails a fix for a memory leak in the renderer fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) Thanks to all the community for your continued support and enthusiasm, which allow us to deliver these updates! Reporting issues If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet. Subscribe See our LinkTree. For press/media inquiries, please DM @play0ad on Bluesky or webmaster at wildfiregames dot com.
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Of course. But as long as we dont have a button to jump to the next idle building, the same cant be said about buildings, which is why a graph with the cumulative building idle time would be nice.
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Thanks for the tip, Deicide4u! I didn’t realize the “Call to Arms” could be hotkeyed either, assigning it now. That sword icon showing up is a good visual cue. One thing I’ve noticed: sometimes after issuing the command, some units still lag a bit before dropping off resources. Do you all wait a second or two before the attack-move, or just go right away? Also, thanks @Atrik for the ‘Y’ key reminder, super useful for a quick transition back to economy. These little workflow improvements really add up mid-game.
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the way it should be
Boudica replied to JC (naval supremacist)'s topic in Introductions & Off-Topic Discussion
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There is a "rate limiting" to avoid spam, but newcomers don't have a maximum number of posts. Once they post enough (in quantity, but not too fast), they obtain normal limitations.
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The limit is lifted when the limit is reached??? Anyway, was there a change? I remember a number of new members being stopped cold when posting too often (five posts in three days?)...
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Release Preparation of A27.1
little Guest replied to Itms's topic in Game Development & Technical Discussion
Yes. It is fixed now. -
@Atrik I didn't know it works after Call to Arms, thanks.
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Thanks but that's not needed to do it manually. The account limitations are lifted after enough content is posted. Welcome @vanz!
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"Back to Work" => 'Y' by default
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