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  2. it’s a fair assumption since this is true for all other CS units. I pushed back against the stats being this way for this reason—you shouldn’t have to look at stats or play the game hundreds of times to recognize the nuances of unit strength between different civs. If you’re missing this “differentiation” then I don’t know who actually can appreciate it
  3. Today
  4. I have run the game from terminal and found an error: Wayland display connection closed by server (fatal). Maybe someone knows how to fix it?
  5. I don't even have this issue of vanilla gui I just made an assumption that units with the class "pikeman" would be homogeneous if not for a bonus or tech. Apparently this one is a exception.
  6. We really need a more direct and clear way to display unit stats.
  7. Funny I've assumed all this time that Halberdiers had Pikman stats. Just realizing now they are bad, beside maybe working a bit better as anti rams (a bit useless for hans who have sword cavs from cc already).
  8. //Thank you! This solution seems to be working. Edited: No, it doesn't work. I have tried to start the game but it still crashes.
  9. 27.1 -- I couldn't play it for more than 1 hour. The game crashes 3 times. You say that the patches are being developed by a third-party organization. It makes me happy. It is hoped that version 28 will be stable. Version 27.0 of Agni is more stable, but it can crash too, but rarely. I understand the difficulties. The reason may be in the surrounding programs, the composition of the Hard. I try to get everything I can out of my memory. But if the 27.0 Agni crash, then it will crash until the computer restarts. After that, her work is restored. I don't have any special requests to improve the mechanics of the game, except for some buttons. I'm only interested in her stability.
  10. Version 27.0 Agni freezes. And the reason is obvious - the sounds. Perhaps some errors are accumulating. And then there is a frieze at some kind of sound event, at any one. The game hangs for about 5 seconds. I've already noticed that it can be frostbitten if you left-click on an empty piece of land or water. Where there are no objects with sounds. And then, after the unFreeze, can hear the sound that froze game. Obviously, the game has problems with thread parallelism. The sound is trying to be performed in monopoly mode, but it should be done in parallel
  11. I'm always willing to share, just contact me.
  12. are u using linux? maybe u need something like noto-fonts, noto-fonts-cjk 0ad version? mine has only a few
  13. Halberdiers have more hack damage than most other spearmen line units. You can kill rams with them if sword cavalry is not around.
  14. Hey. I wasn't aware about this before. No, I did actually underestimate this unit because it's available from P1 CC. I thought it's similar to Light Cavalry in AoE, however the fact that it's the only sword welding unit in this civ. Dozen of them and they can hit rams effectively. Good for scouting too.
  15. Oh no. Han mentioned twice. I like Han btw. Their CS and P2 barrack units share same price, and its cheap. The P2 ones are simply better. And I like their 60 metres ranged horsemen. Fast and can outrange most units. Still, they're cheap. In other hand, I don't like civ which lacks of siege machine. Just ram, and no cat,no siege ship too. I like to use siege ship for scraping coastline. Of course because I never play with someone else, and the AI is not great for water fight.
  16. I also had issues with Sponge too, turned out my Forge version didn’t match the Sponge API build I was using. Double-check that your mod versions line up correctly. If you're also trying to get visual stuff running smoothly with mods on, I got better performance after switching to minecraft shaders 1.21.7 paired with a lighter resource pack.
  17. I had a similar issue before, and it turned out the plugin version didn’t match the server version. Double-checked compatibility and it started working fine after updating both.
  18. Han and Kushites also have way too many unit classes to choose from. So, you need to know on which units to focus your limited resources. Romans and Spartans, on the other hand, you know what to train from the start of a game.
  19. Han. Almost everything about them sucks: Champion play, infantry, small fields, big buildings... Few advantages of them are the cheaper "will to fight" variations and the fact that they can immediately train sword cavalry.
  20. Persians as I don't really like cavalry and archer civilizations. My playing style revolves around masses of strong melee units and good siege, because I like to destroy buildings. The easiest? Romans, for the above reason.
  21. Will you tell me the most difficult civ to use for your playing style and the reason?
  22. Okay. So this is still an issue. And, thank for your effort.
  23. muito obrigado, não sei porque não aparecia quando eu pesquisava, tinha um link mas só tinha um arquivo .md lá
  24. Very unlikely related to your errors found in crashlog but game can crash if persistent match-setting is enabled and you loaded special trigger maps (disable it in Settings => Game Setup), a27 bug.
  25. Hello everyone. When I try to create new map or load a save, an error often occurs and game crashes. I use Arch Linux and recently updated my system and game, but this error remains. I send my crashlog after map creating crash. P. S.: thank you for this amazing game. crashlog.txt
  26. That's more or less what's in com mod rn. The retargeting happens every landed attack. You'll still have a lot of problems due to targeting with those passive* 'targeting systems': One big limitation of targeting is currently when controlling large army walking into enemy base, your men will likely split into groups, and large amounts of them will start walking into the opposite direction of where you made an attack-move in order to chase an isolated female for example. A active targeting feature on the other hand will allow users to determine targets, and retain some form of micro. You can mitigate hero dance with 1 click instead of being forced to make 200 - here the passive targeting might mitigate it for 0 clicks You can choose which units your will chases with 1 click instead of being forced to make 200 - here the passive targeting cannot mitigate pathings You can spread damage of your ranged units with 1 click instead of being forced to make 200 - some passive targeting by @real_tabasco_sauce aim to mitigate it for 0 clicks. As well, depending on the refresh rate of your passive targeting, the active targeting can be much lighter on performance. Active targeting feature thread with selection box *Here I used passive as in "not user controlled" and active as in "user need to make an input".
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