All Activity
- Past hour
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@user1 I was playing a rated game with mushal and he ended the session as he started to lose. Attaching the replay files here. My lobby name is gandalf_deluxe. commands.txt metadata.json
- Today
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I like Rome the way it is. Marian Reforms tech introduced in A27 added an unique twist to them.
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Adriano0ad started following help with collecting 3 resources on the same animal
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I'm trying to make animals give 3 resources, meat, leather and bone. However, it's giving an error. Can someone help me how I can solve this problem or if there's any way to do this? If it's not possible to collect the 3 resources from the same animal, can I make it choose a resource at random to drop? For example, I kill a wolf and it drops meat and the other wolf drops bone.
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Johnlor5 joined the community
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Vineet joined the community
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Spartan Olympic Champions renamed to Hippeis
Deicide4u replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
Yeah, I thought you wanted them to suddenly promote to cavalry, lol. "Olympic Spartiates" sound better, honestly. -
Again, more knowledge comes with experience. You should slowly switch all of your females to farming by the time you click the Town phase. CS will gather enough wood if you keep training them after your 30th-40th female citizen.
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This is a fairly minor quibble, but Spartan Olympic Champions should probably be renamed Hippeis to better reflect the truly elite contingent of the Spartan army. For those familiar with Greek, this may sound as if I am suggesting that they be mounted, yet the royal bodyguard, which was on foot and fought in the phalanx, was called that long after horses ceased to be a relevant component of the Spartan military.
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luchiz started following 0 A.D. Crashes on Multiplayer
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Hey everyone 0 A.D. just crashed when I tried to host a multiplayer session with a friend. I got this error in my log right after I clicked the start game button: GAME STARTED, ALL INIT COMPLETE /usr/include/c++/15.1.1/array:210: constexpr std::array<_Tp, _Nm>::value_type& std::array<_Tp, _Nm>::operator[](size_type) [with _Tp = std::pair<unsigned int, unsigned int>; long unsigned int _Nm = 2; reference = std::pair<unsigned int, unsigned int>&; size_type = long unsigned int]: Assertion '__n < this->size()' failed. /usr/bin/0ad: line 9: 38514 Aborted (core dumped) "$pyrogenesis" "$@" To reproduce: Go to Multiplayer > Host New Game Click Continue Wait for another player to join the game Click "Start Game" I don't know if it's a bug in the Arch Linux official build or if it's really 0AD's source code. I tried hosting a multiplayer server without the other player and the problem persists.
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Hey guys. I created a mod that allows you to build anywhere on the map.However, building in an unconnected territory causes it to decay from Gaia. In TerritoryDecay.js there is a code, which I think, allows you to remove decay from unconnected constructions. But changing it to false, and putting it in the mods folder, doesn't work. Could anyone help me with this? Thanks!
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luchiz joined the community
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Pabel7559 joined the community
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A27 is infinitely superior to alphas like 23. The game could be called alpha 23 celtics. If I'm not mistaken, out of every 8 players, 6 were Celts and 2 were Ptols. Slinger + Ram spam. Whoever got to era 3 first won. We've been working hard since then, the game isn't perfect now, it still needs a lot of work, but it doesn't compare in terms of gameplay/balance.
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David XS joined the community
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Known Problems (Please read before posting)
David XS replied to quantumstate's topic in Help & Feedback
This may be a symptom of your acknowledged problems with loading a saved game. This is a skirmish, 2 player one of which is AI. Had already saved and reloaded a couple of times, but then I started getting the error below. Seems new to Alpha 27, or I just did not stumble on it in 26. This is on Linux PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 base is undefined PETRA.BasesManager.prototype.checkEvents@simulation/ai/petra/basesManager.js:175:7 PETRA.HQ.prototype.checkEvents@simulation/ai/petra/headquarters.js:118:20 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2225:7 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p> <p class="error">ERROR: JavaScript error: simulation/ai/petra/basesManager.js line 175 -
Dakara started following Oddity detector
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Move champion units back to Forts / Special Buildings?
Dakara replied to Seleucids's topic in Gameplay Discussion
Try increasing the space between champion cavalry units. You'll see that we'll be a little less OP. A bit like champion chariots. +piercing armor -1 And remove the health boost tech from Persian and Selucid champions. Champion units need to be balanced between civilizations. -
Move champion units back to Forts / Special Buildings?
Dakara replied to Seleucids's topic in Gameplay Discussion
x2 spear cav vs cav) -> This will create a lot of problems, right? -
Vilon230 joined the community
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Sounds interesting.
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AlfonzoBaw joined the community
- Yesterday
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After some experience with the game, I retract all my statements above.
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Move champion units back to Forts / Special Buildings?
Deicide4u replied to Seleucids's topic in Gameplay Discussion
The more I play, the more I think that Forts should just be very strong defensive structures. -
matematikoy changed their profile photo
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I fixed the bug in this mod. Now I can build in allied, neighboring and enemy territory.
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"Hello everyone! I'm here to share more news about the WorldRising Mod! Technologies: I've developed several new technologies that unlock amazing units and buildings, as well as unique bonuses and tributes for characters and buildings. Textures: I've significantly improved the textures of the units, redoing their skin, faces, and clothing to make them more realistic. Additionally, I've created a wide variety of clothing and heads to increase diversity. Camera: You can now zoom in and out more, allowing you to appreciate the details and get a wider view of your settlement. Map Creation: I'm working on a map of the Japan region, focusing on the Jomon culture. The first era (Chipped Stone) is almost ready, with just a few final adjustments to be made. The second era (Polished Stone) is already in full swing, with many technological innovations, structures, and units being implemented. New Resources: I'm about to create the first resources, including faith, bone, leather, water, and clay. I plan to start developing these features this week! Stay tuned for more updates and news!
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partagez-le ♥ TAKE care ally don't make a wall around you lol
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I managed to solve it, guys.
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Hello, friends. I'm trying to modify the game to allow building on allies. Has anyone tried this? Why can't I do it at all? Thanks!
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the third hero definitely needs to be changed and another potential change that would be interesting is the women champs could be altered to be like the immortals, where they can change between swordsmen and archers.
- Last week
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@george One easy solution is to re-order an attack move for your army from time to time. Unit AI will prioritize attackers.
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i am consistently disappointed and frustrated by the ai that controls unit behavior. i'll send my units in to attack, look away for a moment to keep up with production, and half my elephants have wandered a screen away chasing a trader that doesn't matter at all, or all the archers are getting slaughtered by three cavalry while they diligently shoot completely ineffective arrows at a barracks that isn't even in use. i'll set some infantry to chop wood and 5 enemy soldiers can take out 40 because apparently they don't notice the guy right next to them getting stabbed to death. the solution i propose is a window like trade or diplomacy windows that allows the player to set standing orders. instead of five clumsy unchangeable preset modes (violent, aggressive, defensive, passive), the player can choose how they want units to respond to or prioritize non-combatants (woman or traders) vs. infantry vs. siege units vs buildings. you can set an interval to re-acquire targets so they don't focus in on a target that isn't working, set awareness for something like a unit nearby being attacked, set chase distance, if you don't want them to run too far, decide they want units to capture building or kill by default. regardless of how much fine tuning, concentrated micro will always be the most effective, but in in the current set up micro managing every attack feels way more important than considering global strategy, and refining preemptive control of the AI would bring that more into balance. if it turned out to be too powerful, you could even gate it behind a building like a training hall and some upgrades to allow access to it's most potent features.
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Planned Disruption - Migration to git and Gitea
Sirio replied to Itms's topic in Announcements / News
Congratulations to everyone involved in the process of migrating to Git and Gitea! -
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