-
Who's Online 6 Members, 0 Anonymous, 244 Guests (See full list)
-
Latest updates
-
Newest Posts
-
Reinstalled the game twice, and no luck, Vulkan crashes every time when starting a game, OpenGL works fine. Before installing Alpha 27, I had the pre-release of Alpha 27(0.0.27-rc-27645) and Vulkan worked just fine, to confirm, I uninstalled Alpha 27 and reinstalled the pre-release and Vulkan works fine. If it helpful, game was installed on a Acer laptop with a 5700u. This is the message that pops up when the game crashes. Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Integer divide by zero) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set)
-
As you can see from this thread, a consensus will never happen as for the solutions @real_tabasco_sauce makes the all the balancing PRs that get approved by the team atm. So rly it's almost about convincing him. With current production stats (cost, prod time..) more durable units actually makes the game feel more spamy. This because there are much more situation where both sides can sustain sending troops on the front-line, replacing dying units by new one for a long while. Since melee re-balance, this happens more rarely, as battles tend to play out slightly faster. I'll maintain that it did have a positive impact on the gameplay, also because it put less importance on sniping making other things matter more.
-
By real_tabasco_sauce · Posted
I’ve left it alone so far. Or are you saying it should be lowered? everyone chill out, these aren’t final! I’m setting up some stuff in the community mod. If we spend some time testing seriously, we can figure out what works and what doesn’t. -
I like this strategical discussion. It's important to clarify what "we" want before you/we do any changes. Regarding this, my opinion is that more durable and fewer units on the battlefield what makes good RTS. More micro abilities not just Attack move and few target-fire clicks... It seems 0AD is too spamy now.
-
I believe the best way to balance cavalry is to eliminate the "blending in" or stacking of units on top of each other. In other words, make the unit collision work as it should. This would make it impossible to have a 30 spear cavalry death ball in just one tile. It will also nerf the range advantage that some champion spear cavalry currently has.