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Why are slingers winning against javs here
Thomas Stewart replied to Determina's topic in Gameplay Discussion
They win cause they are faster shots. They might not do much damage but if you get a lot of them they're speed of attack compensates. They're pretty OP -
Why don't the Romans have access to mercenary units? Would that make them too op? Whenever I capture a mercenary camp as Rome the units just switch over to Roman units.
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Thomas Stewart joined the community
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New campaign: advanced battle skills
Seleucids replied to Seleucids's topic in Scenario Design/Map making
Here is a video demonstration of the playthrough @Stan`if you think it's a good idea, maybe I can make a PR and add these campaigns into public? I get that my maps are very empty, so any artistic recommendations would be welcome as well We really are missing campaigns and it would be cool to merge in some other people's campaigns as well so that the singleplayers have something fun to do :O - Today
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Seleucids started following Atlas editor crash and New campaign: advanced battle skills
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I am making a campaign which contains scenario-like levels to teach players advanced micro skills in battles to improve their fighting performance. This is the first version: battlecampaign.zip I will be adding more levels and tactics to it once Atlas Editor fixes itself from crashing all the time Feel free to give suggestions !
- Yesterday
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I tried again and I got a new error: ERROR: JavaScript error: simulation/ai/petra/_petrabot.js line 157 this.queueManager is undefined PETRA.PetraBot.prototype.Serialize@simulation/ai/petra/_petrabot.js:157:3 Unhandled unknown exception; terminating the application. /usr/bin/0ad: line 9: 79508 Segmentation fault (core dumped) "$pyrogenesis" "$@"
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Atlas crashes very frequently and due to many things. It is completely unusable on Wayland so I have switched to Xorg, but still I am getting all kinds of errors. Here is one example when I try to play the map: WARNING: Attempted to set an unknown population capacity type: 'undefined'. Continuing with type 'Player Population'... GAME STARTED, ALL INIT COMPLETE ERROR: Cannot serialize NaN values. Unhandled unknown exception; terminating the application. Assertion failed: "m_Contexts.empty() && "All contexts must be destroyed before calling JS_ShutDown!"" Location: ScriptEngine.h:47 (~ScriptEngine) Call stack: (0x5f7c0a2804bb) binaries/system/pyrogenesis(+0x8ae4bb) [0x5f7c0a2804bb] (0x5f7c0a26aacf) binaries/system/pyrogenesis(+0x898acf) [0x5f7c0a26aacf] (0x5f7c0a26acb1) binaries/system/pyrogenesis(+0x898cb1) [0x5f7c0a26acb1] (0x5f7c0a26cd11) binaries/system/pyrogenesis(+0x89ad11) [0x5f7c0a26cd11] (0x5f7c09aab685) binaries/system/pyrogenesis(+0xd9685) [0x5f7c09aab685] (0x5f7c09aa6ae9) binaries/system/pyrogenesis(+0xd4ae9) [0x5f7c09aa6ae9] (0x5f7c09a96cf8) binaries/system/pyrogenesis(+0xc4cf8) [0x5f7c09a96cf8] (0x72cb8b227bcb) /usr/lib/libc.so.6(+0x27bcb) [0x72cb8b227bcb] (0x72cb8b227c8b) /usr/lib/libc.so.6(__libc_start_main+0x8b) [0x72cb8b227c8b] (0x5f7c09aa0ac5) binaries/system/pyrogenesis(+0xceac5) [0x5f7c09aa0ac5] errno = 11 (Try again later) OS error = ? Steps to reproduce: 1. Set two players, one is Petra Ai, the other being a potential human player. Give both players civilisations (if you don't then the previous crash will happen) 2. Generate a new map for these players 3. Put down some buildings and units for both 4. Press play and this happens. crashlog.txtinterestinglog.htmlmainlog.htmlsystem_info.txtuserreport_hwdetect.txt
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Some of the comments: "We have not decided on a set number. We are aiming for a beta in late 2012 or early 2013." "We're hoping to include an easier version of the AI with Alpha 13. Glad you like the game so far." "Thanks, but sorry, we will not have people on the walls, only garrisonned in towers and other buildings. (We thought about it initially, but found out it would take too much time to implement.)" (commenting on a beta timeline) "Hopefully within a year. The number of large features left is steadily dropping " In conclusion, the game was set to have a lot less features before the beta release. I've installed it to try and see if I can beat the supposedly tough AI. If I like this release, I will keep it and move on. Hopefully you guys release a final version soon.
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Bogar064 joined the community
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@Déicide4u Okay, thank you
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Filter by compatible replays. Those 2 are for solo play. Borg played multi player. Please see the FAQ for the forum.
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@Deicide4u If I put the replays in the 0.27.0 folder, I send two to the video section, but I don't see the others ?
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No, I can't see the replay ?
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Indeed, it sounds reasonable!
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@Ludwik, if you still don't see them after going into the Replays section in game, move all subfolders into the "0.27.0" folder.
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@Deicide4u I downloaded and extracted the files, but when I go into the game, I don't see a "Solo -> Replays" section ?
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@K1n6j1m Welcome to the forum! Good to see that you are enjoying the game as much as we do.
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@Deicide4u Thank you very much
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Vlacip joined the community
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Archaeological potpourri
Genava55 replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
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Is lag really a concern with two players? I want 70-75 women for my eco, smaller pop would count against my army; but maybe that's just my take.
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Indeed, a human player's ability to manage each unit efficiently decreases as there are more units, which is not the case for the AI. The AI booms uncontrollably if left unchecked.
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@Ludwik, that is a link to the forum thread. You need to go to a post in that thread and download the ZIP files. Once you do that, place them in your replays folder inside a separate folder. The subfolder's name should relate to the game (who fought, is it a team game, free for all or 1v1, etc.). Then, in game, you go to Single Player -> Replays There, you should find your replay.
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Good morning, @Déicide4u Thanks for the link, but how do I launch it in the game ?
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@user1 Hey, I played a rated game against please_destroy_me (1355). I almost destroyed him, then he quit. I just play 0ad from time to time and its my first "report", so I hope its the right file and situation. Thank you all for your moderation work! commands.txt
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S1mon joined the community
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They should be. Smaller army for the player is both easier to control and means less lag when moving it. The AI doesn't know how to keep its army alive, so smaller armies are also easier to destroy.
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