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  1. Today
  2. The AI that was bugged had control of 47% of the map. Also, there’s an error in the replay. IMG_3998.mov
  3. Hi, yeah I just noticed I send the wrong log files XD, it began the day I wrote the first message, I searched my explorer but cant find any up to date logs, the ones I send are old ones when I didnt have the problems, no idea why I found them.idnt have the problems, no idea why I found them.
  4. I couldn't even guess. What I find interesting is that 1. the buildercounter for player 4 is "<0" (I would assume the lowest possible would be "=0") and 2. that there's a theater in the kush list.
  5. The mainlog.html file that you posted has the message at the end, "Engine exited successfully on 2023-02-04 at 11:25:23 with 74134 message(s), 2 error(s) and 0 warning(s)." That's dated February 4, 2023. Is that what you expected? Are you still experiencing the problem? If so, please talk to me on IRC after 18:00 UTC.
  6. Can you please attach a replay of the situation where the error occurred? That would help us identify steps to reproduce the problem. This article explains where to find replay files. It would also help if you would attach mainlog.html. Note that mainlog.html is erased and started from scratch each time you restart 0ad. So, ensure that the problem has occurred, shut down 0ad, and attach mainlog.html before the next time you start 0ad. If you use a sandboxed version of 0ad such as a Snap, AppImage, or Flatpak, then 0ad user data files may be stored in a different folder from the default. If you are interested in helping narrow down the possible causes of the problem then you can see whether the symptoms are reproducible without any mods enabled, or by changing other variables such as gameplay conditions. Based on the description, I would guess that there is a bug in the AI code if the AI player does not control any structures that can produce builder units. Maybe there is also a bug related to establishing an attack plan if the AI player does not control any combat units. Why wasn't the AI player considered defeated at that point? Maybe the AI player had at least one builder unit at that time.
  7. Oh? I sent 2 pictures…
  8. All what? Generally when reporting a bug it's a good idea to attach the logs (in doubt just zip the folder). https://trac.wildfiregames.com/wiki/GameDataPaths
  9. Yesterday
  10. Mill e Ezhdeha (Dragon Pillar) Fire Temple, Nourabad, Iran. It dates back to Parthian Era (3rd Century BC - 3rd Century CE) and is a registered national monument.
  11. 2 hours 15 minutes in a 2v2, 3 bots (LMS enabled), one bot was defeated and another only had a fortress and defence tower remaining (in my ally’s territory), then all this started showing up. (Mods: referenceSuitePlus, map: Latium)
  12. Two Macedonian soldiers https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/138 Hypaspists: Argyraspides:
  13. Now works, cool. Looks I can also change reserve limit of resources during game in options and it works. I will test more. Thx a lot, now we can test the game more
  14. Thanks @SKAcz. It was my bad again, sorry. I've just fixed that for nomad.
  15. I made full reinstall of mod, looks like in skirmish map it works (or its because its start with 5 workers to do that infinity i dont know yet), but on random map nomad doesnt work, can it be ? I tested also in random map and it not works when its nomad otherwise works, where is problem? I even collected more food but still not works after nomad start.
  16. Last week
  17. If its stopped by houses its continues working, if by food not, ending with "Could not auto-queue unit, deactivating"
  18. Maybe we should just lock the thread? I mean, no one is using it for what it's supposed to be for.
  19. Thanks for the screenshot I've discovered the problem. That was a oversight from me... For testing it again in some more context, you should never get the "Could not auto-queue unit, deactivating." message with this mod, excepted if something is wrong like in your case. If you patch the mod (https://gitlab.com/4trik/resizequeue/-/archive/master/resizequeue-master.zip) your issue should be fixed. Just delete/replace the old ResizeQueue folder to patch and it should work.
  20. I have all the settings (i added all into one picture), but simply i start infinite queue and it never blinking , just is there checked red crossing (btw should it be vice versa it is now showing status or demanded status, looks like demanded status right, so if it with red crossing it doesnt mean that is infinite off but that is on, but ok anyway i saw that infinite number of units appear, then when food is not enoug is showed message that is infinite off and nver will start when food ready, tried multiple times). I can maybe even try make video.
  21. it could have been because of the follwers too.
  22. Adds a more advanced bot(based on PETRA) to the game. Settings are more noticeable after 15-20min of play. Focused on players with experience. Bot with the same bonuses for each difficulty level as the basic PETRA. At population limit(e.g. 300) it will hire units up to the ceiling. More technology and economy oriented at the start. More active in the Market. Builds more buildings to hire units. Possibility of limited recruitment of siege units: In the Civic Center added hiring of rams (limit 4 on the map) from the start of the game. Reduced resistance to Pierce. After building the Arsenal, the limit increases. bot_PETRA_Expert.zip
  23. The map? It's part of the default collection.
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