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Final balance update: - Population cap reduced to 50. - Consequently, all units except Siege Tower cost 1 population. - Hit points and cost of defensive structures, houses and Civic Centers reduced accordingly. - Houses now provide 4 population, Carthaginian apartments provide 8. Civic Centers provide 8 population. - Starting number of units reduced to compensate. - AI and resource nodes tweaked to compensate. - Batch training is disabled. Now SHIFT-click queues 5 units, like in Age of Empires 2. Yes, this is inspired by Rise of Rome. Yes, it will be tested before providing the final file.
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Guys, I've found the ultimate fix to lag. It's simple, really. All you have to do is
- Today
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed. -
guerringuerrin started following Recently random crashes on a27
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Recently i've been expirienced random crashes. THis one was just spectating a game. Before the crash this error messages are shown in the screen. Could be related to windows 4gb support? or something else? mainlog.html I'm uploading mainlog.html ERROR: BinarySerializer: error at insertion. Object was ({Entity:{Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}, Foundation:{Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}}) ERROR: BinarySerializer: error at insertion. Object was ({Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}) ERROR: BinarySerializer: error at insertion. Object was ({Crush:3, Hack:24, Pierce:30}) ERROR: BinarySerializer: error at insertion. Object was ({Poisoned:{duration:0, blockChance:1}}) ERROR: BinarySerializer: error at insertion. Object was ({duration:0, blockChance:1}) ERROR: BinarySerializer: error at insertion. Object was ({Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}) ERROR: BinarySerializer: error at insertion. Object was ({Crush:1, Hack:1, Pierce:10}) ERROR: BinarySerializer: error at insertion. Object was ({Poisoned:{duration:0, blockChance:1}}) ERROR: BinarySerializer: error at insertion. Object was ({duration:0, blockChance:1}) ERROR: BinarySerializer: error at insertion. Object was ({}) ERROR: BinarySerializer: error at insertion. Object was ({parent:8972, player:6, miragedIids:{}}) ERROR: BinarySerializer: error at insertion. Object was ({}) ERROR: BinarySerializer: error at insertion. Object was ({capturePoints:[0, 0, 625, 0, 0, 0, 0, 0, 0], maxCapturePoints:625}) ERROR: BinarySerializer: error at insertion. Object was [0, 0, 625, 0, 0, 0, 0, 0, 0] ERROR: BinarySerializer: error at insertion. Object was ({maxHitpoints:1500, hitpoints:1500, repairable:true, injured:false, unhealable:true}) ERROR: BinarySerializer: error at insertion. Object was ({classes:["Structure", "ConquestCritical", "Civic", "Village", "House"]}) ERROR: BinarySerializer: error at insertion. Object was ["Structure", "ConquestCritical", "Civic", "Village", "House"] ERROR: BinarySerializer: error at insertion. Object was ({numBuilders:0, buildTime:{timeRemaining:0, timeRemainingNew:0}}) ERROR: BinarySerializer: error at insertion. Object was ({timeRemaining:0, timeRemainingNew:0}) ERROR: BinarySerializer: error at insertion. Object was ({invulnerable:false, isFoundation:false, resistanceOfForm:{Entity:{Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}, Foundation:{Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}}, attackers:{}}) ERROR: BinarySerializer: error at insertion. Object was ({Entity:{Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}, Foundation:{Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}}) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error)
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Batch Training (The Good, The Bad and The Ugly)
Deicide4u replied to Micfild's topic in Gameplay Discussion
You will never guess what I did. I've committed a travesty. Yes, that is correct. I have DISABLED batch training. -
For Rome, I feel like the civ is already pretty full of content (compared to the other civs). However, if someone ends up making a "rome expanded" mod or something for the SP community, this would be great. Or maybe it could be campaign only (whenever we are able to make campaigns, they take a ton of work).
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Afternoon folks, I had an interesting idea to share, its a unique tech for Rome called Spoils of the Punic Wars and would allow training of a limited number of elephants from the fortress. These could be regular war elephants or perhaps champion/citizen elephant archers but with javelins instead of bows. Cost wise it could be a reasonable chunk of food and some metal or just food like the regular champion unlocking tech, or something else like wood and stone, to represent the addition of elephant stables in the fortress. While Rome did not make extensive use of war elephants they did capture them and did use them on several occasions, in the Macedonian wars for instance. Seeing as we have options to create limited troop types, the Centurion for instance, this seems a reasonable way to add some limited nuance and interesting tactical options, and certainly could be applied to other civs as well in the future if a suitable option comes up for them. -
Mythos_Ruler's Playlist
Deicide4u replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Sabaton - Crossing the Rubicon -
When me and my bro made women's fight
Player of 0AD replied to AlexHerbert's topic in Gameplay Discussion
Did you forget the loom tech? Sparta women are 110% stronger. -
Not sure how much players wouldn't.
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Honestly in the current game a27, if there was a unit stance where buildings were completely ignored unless directly tasked I would use it.
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AlexHerbert started following real_tabasco_sauce
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FriedTurkey started following AlexHerbert
- Yesterday
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Yeah, maybe for singleplayer/campaign stuff its desirable, in MP attack buildings is very rare and always a player desired desition like destroy CC/fort or weaken it a bit to be able to capture. But anyways, a middle-ground very nice solution is proposed by @real_tabasco_sauce here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7633
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guswoltmann joined the community
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Never happens in vanilla simulation. If you make a mod, then you can already set whatever default behavior you want. As said, in vanilla, it will just likely be undesired and confusing behavior. Even if buildings were weaker to hack damage, it will still be undesired for ranged units for example, and still perfectly confusing.
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Not sure I agree with this. If I task my army to attack a house that has a bunch of other houses nearby, I want them to continue destroying other houses. Of course, we first need to make houses (even other buildings except CCs and Fortresses) much more vulnerable to hack attacks. In my mod, houses have 5 Hack armor, and are easily destroyed even by CS swordsmen.
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Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
From my point of view absolutely. The entire game should be paused while this dialog is open so that the user can read, understand and decide. Otherwise the dialog might remain open for some time as there is always action on the map. -
Yes I wish it would be possible to have units never interact with enemy buildings unless specified but it's unpractical for a compatible mod to do this. That's what units do with gaia buildings iirc: nothing, they await order or target which is ideal. Units attacking buildings is almost always undesired behavior, and get the player confused as what is happening in fights.
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When me and my bro made women's fight
guerringuerrin replied to AlexHerbert's topic in Gameplay Discussion
Guess Han women are safer with the helmets on -
Once they are cached though, you're good. You can open a few maps with svn and the units demo map, that should load most of the textures.
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Note that once the units reach their destination, if no units are on range they will still attack buildings. They will only avoid buildings as long as they are walking to their final destination
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When me and my bro made women's fight
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
Yeah I was playing with Sparta but John had more -
Sparta has better woman but they loose ahah
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AlexHerbert started following seeh
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Idk if I am doing something wrong, but I have this mod and my units attack buildings anyway
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AlexHerbert started following Player of 0AD
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I like the concept of group fights in BFME.
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