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  2. What version of Linux is @Essential Strategyusing? With Mint, you can download 0 A.D. through flathub (flatpak) from the software manager. See image below. If not using Mint, check your distribution for the ability to access flathub.
  3. Thank you for the warm welcome , it's much appreciated. I am building the game from a Git clone using the following repository: 'https://github.com/0ad/0ad.git' I noticed that the file get-nightly-binaries.bat is not present in the repository. I have also installed the vc141 toolset in VS2022. Should I manually download additional files, such as shaders or translations, from the nightly builds in order to run the game correctly? Thank you for your assistance.
  4. Today
  5. Hi and welcome to the forums. We're a few days away from supporting building with VS 2022, there is an almost ready PR that you could test: #8176 If you're using the main branch or the nightly build, VS 2017 is the only supported compiler (though you could use the vc141 toolset in VS2022) until that PR is merged. And lastly, if you're building from a git clone, you'll need to download Vulkan shaders and translations from the nightly build using `binaries/system/get-nightly-binaries.bat`, or else you'll have the game fall back to OpenGL.
  6. Hi, I'm trying to build 0 A.D. from source on Windows using Visual Studio 2022. The build completes successfully, but when I run `pyrogenesis.exe`, the game crashes with the following assertion: "Assertion failed: "0 <= pass && pass < static_cast<int>(m_Passes.size())" Location: shadertechnique.cpp:79 (CShaderTechnique::GetGraphicsPipelineState)" This happens during GUI rendering, and the call stack shows references to CCanvas2D and shader bindings. I did run `update-workspaces.bat` and built with `MSBuild pyrogenesis.sln /p:Configuration=Release /p:Platform=x64`. I also cleared the shader cache at: %LOCALAPPDATA%\0ad\cache But the crash still occurs. Do you have any advice on how to fix this or properly reset the graphics pipeline/shaders? Thanks in advance!
  7. Your "casual" category falls between newbies and regulars? That's maybe even the most prominent one. The player base is small and it is for every level hard to find matching strength. The small community has it's charm too, you'll know the players soon and can compare your progress. On e.g. lichess there's a lot of players you rarely get to know one by name. But you can get a game at any time of the day on your elo score and on your preferred setting.
  8. Well, I'm casual player, and I feel it is ridiculous difficult to find same level players. I find only regulars, smurfs or newbies. That makes me constantly want to forget this game again.
  9. Thanks for dedicating time to helping newcomers! I recommend not pointing end users to the git repo, as there are several extra steps to perform (shaders, translations, etc). It is better to point to building from the released source archives: https://gitea.wildfiregames.com/0ad/0ad/wiki/CompilingUsingTheReleaseSourceArchives Additionally the "release-a27.1" branch will be deleted soon, the permanent way to get the release tree is to use the tag "a27.1".
  10. Which linux? E.g. arch has it in their repos already since some hours. https://archlinux.org/packages/extra/x86_64/0ad/ Odd, that that site doesn't work for you but the forum. If you only play a bit single player you could maybe stick around a bit with 27.0 for a while until it's in your repo. From that site you usually need only the dependency list (apart from whats already posted): sudo pacman -S --needed awk openal m4 boost cmake curl enet fmt gcc gloox grep icu libgl libogg \ libpng libsodium libvorbis libxml2 llvm make miniupnpc patch pkg-config python \ rust sdl2 subversion wxwidgets-gtk3 zip zlib Or: sudo apt install build-essential cargo cmake curl libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev llvm python3 rustc subversion zlib1g-dev
  11. Thanks for giving it a try. You got most of them! Most of the ones used here anyway, otherwise we'd need a bigger grid.
  12. No, they will survive fighting 3 spears sequentially, and still have around 50hp. They have a resource to power efficiency ratio 1.7 time that of CS spears. That's way below other champs, however ratio this doesn't account for movements, and as well other champs cost metal and fanas doesn't, which allow to specialize production toward just wood/food. They are also available to gauls whom have very strong economy, units and hero. Another consideration is that with the additional movement, the classic ways to dealing with melee champ infantry (often, outmicro with ranged units, delaying fights for an ally to come help etc..) are considerably harder. So once again the main problem is ... Lack of cheap options to counter them. You can efficently counter them with other infantry champions but they might come up late. Until balancing is done with a better framework then gut feelings, agreeing on issues and outcomes of tweaks are unlikely to be satisfying.
  13. They are. I should they should match speed. The counter doesn't really work otherwise--when enemy has a speed hero fana are basically useless since they lose against inf spam and can't engage cav. Anyways, the easiest way to counter fana is with inf spear becauce fana are too expensive to match spam. I'm pretty sure @Seleucidsmade this post while watching me play fana earlier today. I've been playing fana a lot lately. I've found that they're actually strongest in champ cav games provided that enemy doesn't have speed hero. Fana easily beat enemy champ cav and make that player effectively useless while still being able to do raiding damage.
  14. Hello, I am new here and tried to start a modding project some days ago by learning from some tutorials I found here: https://trac.wildfiregames.com/wiki/WikiStart#Formodders: But my try was not so successful. It seems I cannot manually install mods in .local/share/0ad/mods for some reason, but I suppose it is because my game was installed from the software manager or something. I tried to find tutorials in previous posts but there are few and are not about first steps. I am not a neophyte on modding by the way, I have modded several other games before, although this is the first time I am going to use JavaScript. Any help would be thanked.
  15. Sure. But I like to manage XP, especially with my healers; so I like to gather my holy bunch ASAP and take it from there. Probably because they're fully garrisoned, then it's a real pain: hard to capture, loads of arrows... If necessary I do "inhale, exhale": attack, if they garrison withdraw out of sight so they come out, rinse & repeat.
  16. Yeah, but 10 is too much for only harass attack. Healer is for a checkpoint whenever one or more my cavs dying from ranged attack (which is rare in early game). However, it's new to me to using healers while capturing CC. Idk why is it so hard to capture a CC, even with bunch of elite units and hero.
  17. Yesterday
  18. I like to take ten healers along on my "great peace & unity world tour", they mostly negate any losses, even when capturing CCs. (Put 'em on aggressive so they don't fn flee when they catch a stray arrow.)
  19. Yes, when it's you against a team of AIs. Why? I am positively surprised when I see that the AI has launched a counter attack while my troops were out destroying his CCs. It's not fun to always win flawlessly. The defensive buildings are generally not worth it in 0 A. D. The Fort is an exception, but only if you get the Murder holes technology. Four rams can destroy two unguarded Forts with no support. One Siege Catapult can do the same, given enough time.
  20. Anyway, how do you think about adding this mode? While AI is just booming and turtling? Surround their CC with walls (like Iberian), put many soldiers on it, many mainland units guarding, no scary rams, no attack launched. Sounds lame and not challenging, but at some degree, enjoyable .
  21. Mostly, yes. But I'm doing better now. I boom to p2, upgrading pierce attack and cav speed, using 10 archer cav to hit and run on enemy border, while a healer metres behind. In this chase, I think it's good that the AI is defensive, because they way easier to get frustrated when chasing my cav. They just walk in and off, while my cav got their heads.
  22. Now for something a little more difficult. If you cross out words that are (parts of) JC's smurf account names, you'll get his life philosophy.
  23. I disagree. It's much more easier to defeat teams of defensive AIs than aggressives. The latter will swarm you early on.
  24. Yes, the Defensive one is actually the biggest threat since it booms before attacking. Other AIs just ruin their economy by wasting units that should be working.
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