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Showing content with the highest reputation on 2021-01-31 in all areas

  1. Buenas Creo que esos edificios son del periodo posclásico y no habría posibilidad de meter los en el juego , por mi parte , estuve trabajando (también con @Lopess ) en los mayas del Preclásico , concretamente en el periodo del preclásico tardío ( 300a.c-50 a.c) y algunas cosas el protoclásico (50 a.c.-150 d.c) ; Bocetos: Centro urbano; mercado; casas; Templo; Puerto; Disculpen las moslestias*
    3 points
  2. Hey, Nice match indeed ! Here is the metadata ! Greetings. https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=50273
    2 points
  3. Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated! grapejuice_r12_a26.zipgrapejuice_r12_a26.pyromod
    1 point
  4. I will report here my advances with blender in search of building buildings in Blender for 0.AD, and perhaps in the future a true mod of the Mayan civilization. (classic or pre-classic single or divided into two or three city states). Any constructive criticism, tip or help is welcome, I will leave the github link to download the art folder. Since I am not an English speaker, please disregard which mistakes when using the Google translator. Some impressions of the buildings made so far, inspired by Tikal or Chichen Itza. https://github.com/wltonlopes/chichen_itza_mod
    1 point
  5. I would like to share with you incredibly high level 1v1 replay. Unfortunately I do not have the metadata file. Maybe someone else could upload the complete replay. Amazing show. Outstanding performance. Well played both of you guys: berhudar and @borg- 2021-01-27_0000 berhudar vs borg.zip
    1 point
  6. Eae manos, While the SVN version is already playable, there have been little to no opportuninities to play a TG. This is due to players not having installed the version, but also to a lack of coordination, which is the issue this thread aims to solve. So please state here if you are intrested to play a SVN TG and also mention when you might find time to do so. Get SVN Version: https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode svn co https://svn.wildfiregames.com/public/ps/trunk/ 0ad Or check on Saturday a few hours ahead , if installer provided for this event is available for a simplified installation process of the correct version. Update: Should be ready, here Stans Post: , thanks a lot @Stan` 0 A.D. Art Team 6.922 12.971 posts Posted 14 hours ago Windows link https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file For Mac: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file A few notes! - The RCs's version is r24841 - The RC will overwrite the current installed version. - The RC will use your current config including mods, so make sure to disable everything (fgod, autociv, and badosu's mod are not supported) - You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again - It goes without saying but even though we are really close to a release, this is an experimental version. If you want to help more you can also perform those steps Launch a random game Test your language's translations and fix them on Transifex. Launch a normal skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas See if everything works there. Open Unit tests demo (To see if there any breakage in displaying entity's) Try mods If you need any help ping me Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Saving and loading a game. @Issh @Lorenz11 @Dakara @Dizaka @yilmazgng @randomid @SaidRdz @kristian @Boudica @carthage @ValihrAnt @Feldfeld @borg_ @Stockfish @ffffffff @Pudim @JC (naval supremacist) @PhyZik @Talenters @nani @badosu @YT99 @aixo @BoredRusher @chrstgtr
    1 point
  7. are you running any mods or did you edit your files? looks like something is trying to write somewhere where is not supposed to write
    1 point
  8. Do you need help putting them in the game ?
    1 point
  9. 1 point
  10. Fun fact, we actually have list of tickets, marked as needed for beta.
    1 point
  11. Recommending using terminal is not too newbie friendly, just refer to the default gui package manager and search for 0ad imo.
    1 point
  12. Done, and for the record, the below comment in a previous post seems to have been what set it off:
    1 point
  13. Hey, tnx feedback. The infantry mercenary costs 20f/60m, how can this look like an 80f/60w/80m champion? Training time is very low than champions. Infantry mercenary in a23 cost total 100 res, in a24 cost total 80. The high metal cost is fair cuz they can be trainee quickly, and cost less than Citizen unit, and add more realistic gameplay. Mercenaries were hired to fight, so cant get res add more realism and seems like a "new units". Mercenaries have a Very efficient technology, so can be a good strategy.
    1 point
  14. Nice game :O Very agressive Borg! Should have made P3 and fort near second CC maybe? Or waste of time regarding the agression strategy? Well defended Berhudar, GG.
    1 point
  15. Still playable on my Surface 2 pro
    1 point
  16. You can also install it side by side to Windows, so you have a dual boot system. Btw the biggest boost is the used compiler. The Linux GCC creates a much better code than Micrsofts MSVC. On heavy graphics load I get fps increasements compared to Windows up to 30-50%.
    1 point
  17. Massive thanks @wraitii- I guess there will always be the unrealistic expectation that the new version will 'fix everything.' However, I'm still excited for A24's arrival And thanks for clarifying the situation with the lag and the path-finding. Massive apologies if I've previously fueled the myth, I first heard about that in a Reddit post and it appeared to be the official line on the subject, so I took it as gospel.
    1 point
  18. This isn't actually that true, though it's an extremely persistent myth. The lag in the late game is, indeed, in part caused by pathfinding, but other areas of the game also largely contribute to it, such as simply updating gatherers, checking if new enemies have entered Line of Sight, running the JS Garbage Collector, etc. Basically, threading the pathfinder will _not_ entirely fix lag with many hundreds of units. We have more work to do for that. It remains a problem, and had likely improved relatively little for A24 - there have been some optimisations, and also a few things which are perhaps slower. There is however, one thing that could help pathfinding: units now move in formation by default, and that helps. I think part of it is also that the 500ms turns in MultiPlayer make the game look more laggy than it really is (something I aim to try and change for A25 too). Overall, no, don't expect much improvement for A24, unfortunately. We're targeting threading the pathfinder for A25, which will help some. The renderer is also being worked on, and that will help FPS indirectly.
    1 point
  19. Try this setting for graphics: Also check if you have the newest GPU driver installed. Disable power limits if you are using a laptop. Perhaps use a lower screen resolution while gaming. Low population does help; smaller maps reduce the load.
    1 point
  20. Interesting leather armor finds (From Post Meroitic period): https://www.reddit.com/r/Sudan/comments/ki6uy7/cool_pieces_nubian_blemmye_hide_armour/?ref=share&ref_source=embed&utm_content=title&utm_medium=post_embed&utm_name=02813219303d4bda845ddb68ac0db97e&utm_source=embedly&utm_term=ki6uy7 http://www.vikingsword.com/vb/showthread.php?t=20495
    1 point
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