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Oh no. Han mentioned twice. I like Han btw. Their CS and P2 barrack units share same price, and its cheap. The P2 ones are simply better. And I like their 60 metres ranged horsemen. Fast and can outrange most units. Still, they're cheap. In other hand, I don't like civ which lacks of siege machine. Just ram, and no cat,no siege ship too. I like to use siege ship for scraping coastline. Of course because I never play with someone else, and the AI is not great for water fight.
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Help related to Minecraft Sponge
Remeshi replied to PaulMEdwards's topic in Introductions & Off-Topic Discussion
I also had issues with Sponge too, turned out my Forge version didn’t match the Sponge API build I was using. Double-check that your mod versions line up correctly. If you're also trying to get visual stuff running smoothly with mods on, I got better performance after switching to minecraft shaders 1.21.7 paired with a lighter resource pack. -
Help related to Minecraft Sponge
Remeshi replied to PaulMEdwards's topic in Introductions & Off-Topic Discussion
I had a similar issue before, and it turned out the plugin version didn’t match the server version. Double-checked compatibility and it started working fine after updating both. - Today
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Han and Kushites also have way too many unit classes to choose from. So, you need to know on which units to focus your limited resources. Romans and Spartans, on the other hand, you know what to train from the start of a game.
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Han. Almost everything about them sucks: Champion play, infantry, small fields, big buildings... Few advantages of them are the cheaper "will to fight" variations and the fact that they can immediately train sword cavalry.
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Persians as I don't really like cavalry and archer civilizations. My playing style revolves around masses of strong melee units and good siege, because I like to destroy buildings. The easiest? Romans, for the above reason.
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Will you tell me the most difficult civ to use for your playing style and the reason?
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Okay. So this is still an issue. And, thank for your effort.
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muito obrigado, não sei porque não aparecia quando eu pesquisava, tinha um link mas só tinha um arquivo .md lá
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Very unlikely related to your errors found in crashlog but game can crash if persistent match-setting is enabled and you loaded special trigger maps (disable it in Settings => Game Setup), a27 bug.
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Hello everyone. When I try to create new map or load a save, an error often occurs and game crashes. I use Arch Linux and recently updated my system and game, but this error remains. I send my crashlog after map creating crash. P. S.: thank you for this amazing game. crashlog.txt
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That's more or less what's in com mod rn. The retargeting happens every landed attack. You'll still have a lot of problems due to targeting with those passive* 'targeting systems': One big limitation of targeting is currently when controlling large army walking into enemy base, your men will likely split into groups, and large amounts of them will start walking into the opposite direction of where you made an attack-move in order to chase an isolated female for example. A active targeting feature on the other hand will allow users to determine targets, and retain some form of micro. You can mitigate hero dance with 1 click instead of being forced to make 200 - here the passive targeting might mitigate it for 0 clicks You can choose which units your will chases with 1 click instead of being forced to make 200 - here the passive targeting cannot mitigate pathings You can spread damage of your ranged units with 1 click instead of being forced to make 200 - some passive targeting by @real_tabasco_sauce aim to mitigate it for 0 clicks. As well, depending on the refresh rate of your passive targeting, the active targeting can be much lighter on performance. Active targeting feature thread with selection box *Here I used passive as in "not user controlled" and active as in "user need to make an input".
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L_B joined the community
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Anthonysibre joined the community
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I used all the techs except probably the counterintelligence which I couldn’t find out how it works now, whether I play SP or MP. So don’t remove them. The assessment is imo based on land maps to which most players play. Lack of metals and stones are just the hindrances to research.
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For years I've been told "theoretically yes" but no-one ever was able or willing to elaborate. Just having a franknfile in my saves made the game crash. Maybe it's more robust now, but just in case know that you have to delete it from outside the game.
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The solution is to implement a proper target priority system. Targeted unit gets far enough away? Stop. Enemy units nearby? Attack them instead. The main question is: how much is "far enough away"? Alternative is to reduce the target priority on enemy heroes to a minimum. That way, you'd have to manually target a hero 99% of the time.
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Hi @user1 Is it ok to report several games in the same post or should I create one post per game? Here the first one: - my user name: aaurelliuss - opponent user name: dagarpaa - reason: quit without resigning Thanks! commands.txt
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aaurelliuss joined the community
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Hi, How do I fix these special languages displayed as unicodes. Is there a way to remove or change the names of the languages (in this case remove) ?
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Some skewing factors: Hippocrates is available in P2 which works in his favor in the statistic. Spartan have free heroes as team bonus. So any team with them could send a less favorable hero on a suicide mission (E.g. sending them straight for farming women). Although I think the major benefit is the supporting aura on a full army at the first big clash. The single percentage heroes could see a buff at least. A big reoccurring argument is dancing with heroes. I set it usually on passive and retreat and still get blamed. I don't dance full on "left right click". I lure around the army when I notice a focus. But the game should be in the way that the player uses all options available. Maybe a solution on side of the game design can be found.
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Itms started following Merge replay? and Updating the Linux Download instructions
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Updating the Linux Download instructions
Itms replied to Meister's topic in Game Development & Technical Discussion
I will go through the page and maybe reorganize it a bit to make clear which versions might be outdated and which are not. You can use the Ubuntu PPA: https://launchpad.net/~wfg/+archive/ubuntu/0ad -
Delayed Stream Feedback
Boudica replied to Boudica's topic in Game Development & Technical Discussion
Actually, building onto that first idea, if the game can now get delayed, it might also be cool to be able to pause the replay just for yourself when spectating. And when there is now a multiplayer game reload, couldn't the game just make an auto-save every minute (or less) and then let you rewind to those points? And then perhaps there could also be the feature to skip your delay a reload to the most recent state. So a lot like a YouTube live-stream. If these features aren't planned, they sound to me like something fun to vibe code into a mod. What do you think? -
Yeah it is logical that this happens, but not from a user viewpoint who may think a replay is a "video" of a game. I have opened an issue to fix this at #8230. Thanks for the report!
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They are text files so in theory you can.
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Thanks for the update, Itms. Just installed 27.1 and noticed smoother performance on my older rig. Appreciate the Windows 7 fix too, still using it on one of my test machines. Keep up the great work!
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A stupid question. Can I merge a replay? As I'm a newbie, I often save make save to capture a progress during a game. I have less sense to guess when will enemy attack me, how intense, and from which direction. So it's always late for me to being prepared. Whenever I lost, I quit the game and play the last saved, if it's possible to make a better preparation. The problem is, when I play the replay of my last section of the game, the replay starts from the 00:00:00, and shows that I was doing nothing there until I loss. Instead of showing my cheatfull victory, it makes its own story accordingly.
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Não que eu saiba, além de muitas atualizações: https://github.com/wltonlopes/Endovelico
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