Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-07-15 in all areas

  1. I think Ptolemy IV is strong, but there are other strong heroes as well. I would prefer Cleopetra over Ptolemy IV. I think Ptolemy IV is not OP based on his stats, but Ptolemies as a whole do get stuffed with lots of goodies.
    2 points
  2. 2 points
  3. A 1-1 with a decent build order and limited supply blocks. The fighting starts at 17 minutes with a two pronged attack. commands.txt metadata.json
    1 point
  4. Hi so I just started playing this game. (Technically I haven't gotten beyond the tutorial of the game so maybe that's all that needs fixed?) I'm female and got pissed at this game in the tutorial. I get the time frame women can't "fight" aspect of that time but could you at least make a little less sexist by making it so there are male gathers that also can't fight? Or making it so there are like amazon warriors? Or better yet both? Here's more on the amazon warriors: https://www.nationalgeographic.com/news/2014/10/141029-amazons-scythians-hunger-games-herodotus-ice-princess-tattoo-cannabis/ If this is already a thing an updated to the tutorial would be great! If not I, and I'm sure your other female players of this game, would greatly apricate some changes in this regard.
    1 point
  5. When I was playing my first testing game of 0ad a25; I experience a weird situation which is the tiger become Athenian and attacked me after 00:10:06. I notice also that even the crocodile near Athenian cc become Athenian too before tiger attacking me with several minutes. commands.txt metadata.json
    1 point
  6. @Yekaterina I think one of the benefits that the charging feature could supply would be adding depth and skill to the battle micromanagement. Do you think the charging feature (if its problems get worked out) will make ranged units obsolete, or could they become a powerful units that usually need some protection from melee attacks? If it eventually works well, then it could certainly make melee units mega-op given the damage/speed/attack rate/ health that they currently have. Because the melee/ranged balance has been done all this time without the inclusion of a charge mechanic for melee units, that means the addition of such a feature will require a revisit of the ranged/ melee balance. I am not sure how things will go of course, but if ranged units die become obsolete from dying too fast, then I would advocate for adding some damage across the board for ranged units. My thinking is that this will make them valuable enough to make, yet vulnerable enough to melee charges to not make up the bulk of an army. This is probably already being considered, but perhaps heavier armored units should gain less speed from walk speed to charge speed, like pikemen. Perhaps this is also a mechanic that could help make a gameplay distinction between lancer cavalry and spear cavalry.
    1 point
  7. Hello, thing is, map creator gave that tiger to the specific player instead of gaia
    1 point
  8. Athenians were famous for training wild animals and using them in warfare! Did you do some scouting? In a25 the wild cats won't stop tracking you down if they ever spotted you...
    1 point
  9. I decided to do some of my own testing based on your work. The first thing I noticed is that first of all a basic swordsman versus a pikeman wins with 41 of the total hitpoints. Personally I would say that kind of one-sidedness is a bit much. Next, swordsmen seem to have too much range themselves. The advantage of range should be that the unit should not have to spend time moving to select a new target, but the second rank of swordsmen somehow are able to attack pikemen as well. Probably with that units could afford to take up a slightly larger footprint for pathing, especially when not in formation. All of these factors seem to make the current iteration of pikemen untenable as a frontline melee unit outside of being a damage sponge. Battalion suggestions intensify.
    1 point
  10. Hirsute has an old 0 A.D. version, 0.0.23. In my signature you can find a proper Ubuntu PPA with 0.0.24. To be seen if the issue still reproduces.
    1 point
  11. A 1-1 match between Helos (1600) and ap2 (unranked) with some early action. metadata.json commands.txt
    1 point
  12. Thanks. This is what happened ~ rico@Sulaco:~$ 0ad TIMER| InitVfs: 18.2078 ms Writing the mainlog at /home/rico/snap/0ad/220/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 3.20412 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 0.299 us TIMER| resource modules: 3.00928 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 c (0x) tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 0 c (0x) xml_validation: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 226.053 us TIMER| InitVfs: 174.242 ms Writing the mainlog at /home/rico/snap/0ad/220/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 1.77505 ms Sound: AlcInit success, using OpenAL Soft si_init_perfcounters: max_sh_per_se = 2 not supported (inaccurate performance counters) X Error: BadAlloc Request Major code 149 () Request Minor code 2 Error Serial #105 Current Serial #106 UserReport.cpp(516): Assertion failed: "!m_Worker" Assertion failed: "!m_Worker" Location: UserReport.cpp:516 (~CUserReporter) Call stack: (0x55d4f01a7aee) /snap/0ad/220/binaries/system/pyrogenesis(+0x5a7aee) [0x55d4f01a7aee] (0x55d4f014d401) /snap/0ad/220/binaries/system/pyrogenesis(+0x54d401) [0x55d4f014d401] (0x55d4f014f48e) /snap/0ad/220/binaries/system/pyrogenesis(+0x54f48e) [0x55d4f014f48e] (0x55d4efed36d3) /snap/0ad/220/binaries/system/pyrogenesis(+0x2d36d3) [0x55d4efed36d3] (0x7fb27815d161) /lib/x86_64-linux-gnu/libc.so.6(+0x43161) [0x7fb27815d161] (0x7fb27815d25a) /lib/x86_64-linux-gnu/libc.so.6(+0x4325a) [0x7fb27815d25a] (0x7fb27a2ff888) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x40888) [0x7fb27a2ff888] (0x7fb27a2ff9ba) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libX11.so.6(_XError+0x11a) [0x7fb27a2ff9ba] (0x7fb27a2fc8eb) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x3d8eb) [0x7fb27a2fc8eb] (0x7fb27a2fc995) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libX11.so.6(+0x3d995) [0x7fb27a2fc995] (0x7fb27a2fd2c5) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libX11.so.6(_XEventsQueued+0x55) [0x7fb27a2fd2c5] (0x7fb27a300085) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libX11.so.6(_XGetRequest+0x55) [0x7fb27a300085] (0x7fb23b5bbbb2) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libGLX_mesa.so.0(+0x34bb2) [0x7fb23b5bbbb2] (0x7fb27cdc97b3) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0xcb7b3) [0x7fb27cdc97b3] (0x7fb27cd9c746) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0x9e746) [0x7fb27cd9c746] (0x7fb27cd9e8e4) /snap/0ad/220/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0(+0xa08e4) [0x7fb27cd9e8e4] errno = 0 (?) OS error = ? AL lib: (EE) alc_cleanup: 1 device not closed (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? c AL lib: (EE) alc_cleanup: 1 device not closed rico@Sulaco:~ EDIT / UPDATE : I'm not allowed to post any more, as a new user I suppose, so instead i'll edit this. I solved the issue & now the game plays fine - what I did was uninstall the Snap & instead select "ubuntu-hirsute-universe" as the source in Ubuntu Software.
    1 point
  13. metadata.jsoncommands.txt A 1-1 showing decent macro and P3 by 13 minutes on a savanna biome. Basket technology is important due to all of the walking your lumber harvesters will be doing.
    1 point
  14. Thank God for the spam above, I noticed this discussion. While we're waiting for good texture overlay, can we at least have visible indicator of buildings too broken to garrison? Status bar icon, perhaps? It would be very useful to know if a building is ungarrisonable simply by hovering.
    1 point
  15. The entire playlist for your viewing pleasure
    1 point
×
×
  • Create New...