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I bought a new AMD GPU and I try to play 0ad on it. However, I run into errors when using the Vulkan renderer: ~/b/A27-1 $ binaries/system/pyrogenesis I TIMER| InitVfs: 192.018 us FILES| Main log written to '/home/rena/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/rena/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 2.94495 ms Sound: AlcInit success, using OpenAL Soft WARNING: Failed to create a Vulkan window: Installed Vulkan doesn't implement the VK_KHR_surface extension ERROR: Unable to create device for Vulkan backend, switching to GL. I am of course using the A27.1 RC version which I built from source, on this environment. I suspect that I made a mistake while trying to install Vulkan on the system: trying to query vulkaninfo gave these: ~ $ vulkaninfo --summary I ERROR: [Loader Message] Code 0 : vkCreateInstance: Found no drivers! Cannot create Vulkan instance. This problem is often caused by a faulty installation of the Vulkan driver or attempting to use a GPU that does not support Vulkan. ERROR at /usr/src/debug/vulkan-tools/Vulkan-Tools/vulkaninfo/./vulkaninfo.h:573:vkCreateInstance failed with ERROR_INCOMPATIBLE_DRIVER The basic GPU driver, vulkan-radeon and amdgpu are installed and activated. Radeontop does work correctly. Below are my grub kernel parameters in /etc/default/grub: loglevel=3 intel_iommu=on quiet radeon My question is: how can I set up vulkan driver for AMD GPUs on Arch so that I can run 0ad smoothly? What kernel parameters and config did the developers use? userreport_hwdetect.txt system_info.txt
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bicakmodelleri joined the community
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apparelnbagsinc joined the community
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It takes one infantry javelineer 2 throws (so 1.9s) to kill a women, while it takes one infantry javelineer 200s to take a house. He can kill 100 women in the time he takes 1 house.
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Don't use it except if you have a plan or a good map for it. Plus if your opponent is low no cata civ maybe you can do some. About tower is nice in early but after it low efficiency and easy to capture , except if the tower are surround by building
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It takes 50 food and 8 seconds to train one woman, not counting batch training. It takes 150 wood and 50 seconds (25 with 2 builders) to make a new house (not counting the factions with small houses, that are also easier to capture). In the meantime, you are most likely housed and can't train anything until you build a house. You can spam women easily. Your women will be safe inside the CC most of the time, anyway. The topic is mostly geared towards walls as a means of solid defense that will take forever to breach (similar to AoE).
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If your enemy spends their time capturing a house and deleting it instead of killing your women, thats much better for you. You can easily gather the wood for a new house in the time he takes to capture with the same amount of soldiers. (capture strength of infantry is 2.5 if im not mistaken, while gather rate for wood is 0.75; a house costs 150 wood and has 500 capture points. So it takes exactly equally long to gather the wood as it does to capture the house. Cav is even worse at capturing, also there is a base capture point regeneration that i havent taken into account. Also he has to walk across the map to get to you.) Now, you do lose time on construction because you have to rebuild the house, but thats nowhere near as bad as the time you would lose if he killed your women gatherers. And those walls give you the time to react, cause it takes much longer to capture them than to kill a women (or even a soldier).
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It works in this game because of the CSs, but... ...what if it's not? Sometimes you train a bit too many women, and you need some kind of protection. Building palisades is your best bet in the early game, but because trees don't have proper collision, enemy can just sneak in through the forest. The solution is to surround open side of the forest with walls, which is more expensive. Walls don't build fast enough, so you need more builders to make it before the enemy rush. Making towers is a better option, but you need soldiers to man them or they're useless. Walling with houses will expose them to the enemy, who can just use capture->delete tactic to cost you both population and 150 wood per house. Both of them vital in the early game. BTW, why do houses need on average 40 seconds to be built? It's frustrating, especially considering there's batch training which makes you build houses almost continuously.
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This is a very good tip. You have to build houses anyway; try to use them to "wall off" an area instead of just randomly placing them anywhere. Especially with civs that have small houses, you can surround your entire field economy by lategame without any real additional investment. As ffm mentioned, to not have unnecessary long walking times, you should include palisade gates at regular intervals when doing this.
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Leolex1691 joined the community
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Atm. for me it depends. Ideally, long time ago when I could out-boom other players it's not necessary and slows you down (hence turtling). I prefer amoebae-style reach for extra res. or be near the front player. That again makes my base a bit weaker. House walls in combination with surrounding hills and just some gates are a good compromise. Especially if you expect another player to come with lots of cavs or siege maps (Corinthian isthmus, ambush) I get infuriated when I see teammates building huge stone walls, indicating they have no intention in joining a fight anytime soon (except they communicate before, "I turtle you can help on the other side") Another huge priority is that workers should not walk across your base a lot. So if you think on that side could fit some wall/building use only a few workers and preferably ones from nearby or maybe don't at all. That also goes for amoebae-stretch for res, it could be bad to stretch for some berries if you're exposed there and don't have any other business there.
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Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
@Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue. -
Release Preparation of A27.1
Gurken Khan replied to Itms's topic in Game Development & Technical Discussion
Well, it's not what I expected, and I don't think I've had it before. And frankly I don't like it. -
Release Preparation of A27.1
Atrik replied to Itms's topic in Game Development & Technical Discussion
Not specific to a27.1. Not really a bug neither. A variant of the marine seems to have been created in order to make it unlocked by default in PII in the gymnasium. https://gitea.wildfiregames.com/0ad/0ad/commit/ba635f2790762fbf74541013a6247619519c0ebc - Yesterday
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Release Preparation of A27.1
Gurken Khan replied to Itms's topic in Game Development & Technical Discussion
My marines are not bunched together. I think one batch is from the Gymnasion and the other from a dock, still... (Ctrl group 4, should anyone bother with the save.) savegame-1900.0adsave -
Civ: Dominate Romans (late Rome)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
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Almost never. "That city is well fortified which has a wall of men instead of brick." Why would you wall off a wood line? It's full of soldiers. You can build palisades in neutral territory though if you want. Towers: Usually zero, but they are much more common than palisades let alone walls ;-) The most effective way to use walls might be to chose Iberians ;-)
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Do you wall in often? What is your solution to walling off wood lines? How many towers do you usually erect to support the boom? Any tips to wall in effectively in 0 A.D. are also welcome.
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sellwithdealmate joined the community
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Hey. I think the performers can work with the sheet music for the original instruments and adapt to what they have. But the planned leading wind instrument is likely to be the ocarina. There are some festivals upcoming in late August and mid October. I don't know what was available and how long it would take to assemble the sheet music, but I appreciate the time. Thanks.
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a second group with ctrl + number for siege, and shift right click and make a way
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Why don't the Hans have a infantry swordsman?
Agne1940 replied to Arup's topic in General Discussion
That's actually a really cool breakdown — love how you're balancing things while keeping that historical flavor. The camel addition for the Persians is a great touch. It’s a fun detail that also has a real tactical logic to it (horses freaking out around camels is historically documented, after all). Definitely adds depth without just stacking more cavalry. I like the idea of giving the Romans a sword bonus too — feels appropriate, and the nod to Iberian steel is a nice bit of realism. As for Sparta, champs being stronger makes sense, and having the heroes appear in P2 with nerfed stats but full bonuses sounds like a solid compromise. That could create some really interesting early-game decisions without being OP. And yeah, the Celtic Coalition is shaping up to be really diverse. Even if the Gauls were more about raw infantry and numbers, bringing in units from other tribes makes it more exciting to play them. Looking forward to seeing where you take this next — keep it up! -
There are some issues with building from sources though, mainly the sheer size of the repo, and since the assets are not cached, it will take another 2 extra GB of space. But other than this you should be good. Regarding the flatpak it's maintained by us, so if it's the content rather than the technology itself that's the issue, you are safe with it.
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@Ludwik RTS games are tough. Not a lot of people can stand the stress of multitasking, managing the economy with 4 different resources, micro and macro needed to win games. Maybe 0 A.D. just isn't a kind of game for you, and that is OK. Thank you for trying it out!
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I don't remember having this issue, but pathfinder still needs some work. Are the siege engines in formation? You could try to disable it by setting them on the "x" (no formation).
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Whenever I try to muster my army and form an attack, it ALWAYS ends up that the siege engines lag behind a huge amount, and will even actively move to the back of the formation when the army gets close, even when I highlight them separately. The sieges will be in the front, and will immediately start driving in REVERSE for some reason. Need a fix badly.
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gameroom777 joined the community
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Hello, It's really too difficult to play online. I've never won a game. I don't speak English, and the chat is only in English, making it impossible to understand anything. I'm giving up and deleting the game from my computer. Thanks again to everyone who tried to help me.
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Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
i installed it and everything is working fine
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