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  2. That said, Olympic Champion could be an appropriate tier 3 rank name for Spartans if such was ever introduced.
  3. Today
  4. so maybe there were about two olympic champions in the spartan army who served as elite soldiers, while hippeis were an established elite contingent. name should be changed already.
  5. Well apparently if people claim that Vulkan is faster than any Linux rendering API (which it clearly is) then I'll try switching to that. Also thanks a lot for the info
  6. No no, it's a known bug with OpenGL. IIRC the patch has been backported in the flatpak. It will also be in A27.1 which hasn't yet come out.
  7. Two more replays against the Hard AI, one playing as Rome and other as Carthage. RomeVSSele_H.zip CarthVSAthens_H.zip
  8. I'll try switching to Vulkan once I come back home. If it still doesn't work then it could be a bug in the engine itself and not the rendering stack.
  9. You need more code to be able to gather multiple resources at once, and you need more code to make it drop a random resource. Your best bet would be to create three wolves templates with different resources OR to use loot as a way to have multiple resources (but then units won't carry the resources they'll be added directly to your resources)
  10. Hey yeah this is a bug that will be fixed in the next patch release. Sorry for the inconvenience. In the meantime you should be able to switch to Vulkan in the game option
  11. @Deicide4u yes, every thing i mentioned can be solved by just having more apm. but then the challenge of the game becomes quickly and accurately clicking instead of making strategic decisions about how to have units behave.
  12. Yesterday
  13. @user1 I was playing a rated game with mushal and he ended the session as he started to lose. Attaching the replay files here. My lobby name is gandalf_deluxe. commands.txt metadata.json
  14. I like Rome the way it is. Marian Reforms tech introduced in A27 added an unique twist to them.
  15. I'm trying to make animals give 3 resources, meat, leather and bone. However, it's giving an error. Can someone help me how I can solve this problem or if there's any way to do this? If it's not possible to collect the 3 resources from the same animal, can I make it choose a resource at random to drop? For example, I kill a wolf and it drops meat and the other wolf drops bone.
  16. Yeah, I thought you wanted them to suddenly promote to cavalry, lol. "Olympic Spartiates" sound better, honestly.
  17. Again, more knowledge comes with experience. You should slowly switch all of your females to farming by the time you click the Town phase. CS will gather enough wood if you keep training them after your 30th-40th female citizen.
  18. This is a fairly minor quibble, but Spartan Olympic Champions should probably be renamed Hippeis to better reflect the truly elite contingent of the Spartan army. For those familiar with Greek, this may sound as if I am suggesting that they be mounted, yet the royal bodyguard, which was on foot and fought in the phalanx, was called that long after horses ceased to be a relevant component of the Spartan military.
  19. Hey everyone 0 A.D. just crashed when I tried to host a multiplayer session with a friend. I got this error in my log right after I clicked the start game button: GAME STARTED, ALL INIT COMPLETE /usr/include/c++/15.1.1/array:210: constexpr std::array<_Tp, _Nm>::value_type& std::array<_Tp, _Nm>::operator[](size_type) [with _Tp = std::pair<unsigned int, unsigned int>; long unsigned int _Nm = 2; reference = std::pair<unsigned int, unsigned int>&; size_type = long unsigned int]: Assertion '__n < this->size()' failed. /usr/bin/0ad: line 9: 38514 Aborted (core dumped) "$pyrogenesis" "$@" To reproduce: Go to Multiplayer > Host New Game Click Continue Wait for another player to join the game Click "Start Game" I don't know if it's a bug in the Arch Linux official build or if it's really 0AD's source code. I tried hosting a multiplayer server without the other player and the problem persists.
  20. Hey guys. I created a mod that allows you to build anywhere on the map.However, building in an unconnected territory causes it to decay from Gaia. In TerritoryDecay.js there is a code, which I think, allows you to remove decay from unconnected constructions. But changing it to false, and putting it in the mods folder, doesn't work. Could anyone help me with this? Thanks!
  21. A27 is infinitely superior to alphas like 23. The game could be called alpha 23 celtics. If I'm not mistaken, out of every 8 players, 6 were Celts and 2 were Ptols. Slinger + Ram spam. Whoever got to era 3 first won. We've been working hard since then, the game isn't perfect now, it still needs a lot of work, but it doesn't compare in terms of gameplay/balance.
  22. This may be a symptom of your acknowledged problems with loading a saved game. This is a skirmish, 2 player one of which is AI. Had already saved and reloaded a couple of times, but then I started getting the error below. Seems new to Alpha 27, or I just did not stumble on it in 26. This is on Linux PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175
  23. Try increasing the space between champion cavalry units. You'll see that we'll be a little less OP. A bit like champion chariots. +piercing armor -1 And remove the health boost tech from Persian and Selucid champions. Champion units need to be balanced between civilizations.
  24. x2 spear cav vs cav) -> This will create a lot of problems, right?
  25. Last week
  26. After some experience with the game, I retract all my statements above.
  27. The more I play, the more I think that Forts should just be very strong defensive structures.
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