Leaderboard
Popular Content
Showing content with the highest reputation on 2023-08-27 in all areas
-
In this match @leopard plays very well his critical role, and jimo have to hold against @freyyja! commands.txt metadata.json2 points
-
It might be cool if rams gained speed with garrisoned units. The more people pushing the ram, the faster it should go right? I don't think any of the rams were motorized back then1 point
-
First maybe check if the game uses the right (dedicated) GPU. From you description I suspect your antivir might be the cause; maybe you changed the one you were using or an update brings about this behavior. If it ~constantly checks the game's files & processes lags are likely. Maybe disable it for a test?1 point
-
https://code.wildfiregames.com/D5109 with this patch, they are upgradeable from all melee infantry: rank 3 swordsmen and spearmen as well as the champion swordsmen. Since the reforms tech unlocks them from the fort, they appear in the tech tree now. The current system is that eles' splash is a circle around the attacked unit.1 point
-
True, but still people can't see the stats of centurions in this way. Could be shown in structure tree as isolated unit at P3 also saying upgrade from rank 3 melee units. Hm, for my understanding of the game fights of ELEs vs CAV was not a common situation and CAV is much faster so bonus of 1.5 vs CAV is good but not so relevant. For balancing and realism I would wish for a more directional splash damage of the ELEs. They can't do damage front and back of them at the same time. I would suggest maximum 1/3 of a circle in front of them. Sorry, it is not fine. Capturing enemy buildings with production capabilities is inconsistent and should be fixed! Right now for most CIVs for captured barracks, stables and arsenals one has the same options as for your native buildings. Exception is HAN CIV here you can not make crossbowman or catapults, but u can research the upgrade for ranged archers in stable. While the latter is not a big issue the lack of crossbowman and catapults in captured buildings is a disadvantage compared to other CIVs. This should be fixed in a27. For CCs I wish for the same. A captured CC should have the same production capabilities as the a native CC. For some CIV combinations one can just make women from a captured CC. It would also be nice to make KUSH and CARTH making CHAMPs from any captured temple not just from the native one. Capturing CART embassies and KUSH mercenary buildings gives you the option to produce the full range of mercenaries the native CIV can. However, in captured colonies most CIVs can just make women. When capturing most special buildings in most cases one cannot produce anything. This needs discussion. I think when a CIV can make Heroes from a fort, it should also be possible to make heroes in any captured fort. When one captures any special building where your enemy can make heroes or champs why shouldn't it possible to make own heroes or champs from that building (For CHAMPs its already possible for some CIVs anyway). In captured roman army camps it is possible for pike CIVs to make rank 2 pikeman. KUSH actually can produce more units in the camp than the native CIV. So, right now its very diverse. Other small thing I found: - In the description of CARTH team bonus still saying -50 % production speed of mercenaries, but it is still just valid for infantry. - For MAUR Ashoka hero is not that useful anymore, first CIV bonus is the same as the hero bonus. When still choosing him as hero the tech bonus is not given twice while the temple has 1/4 of the native temple cost.1 point
-
That's not the right replay. It's a 2 minute 23 second duration replay of a team game involving levai, SaidRdz, Dopamin, and leopard versus ALLY, guerringuerrin, LuchoMat, and StrongLag.1 point
-
That's when you train your war chickens! I guess it's training cav from the start & putting them on the chickens until they're used up and then you sent your cav to your enemy.1 point
-
Hi I always got the "Failed to connect to server ..." error when trying to join any game in the multiplayer lobby. I know how frustrating it is and I've seen quite a few players having the same problem. There are a few forum posts etc. about this error but none of the suggested solutions worked for me. I managed to solve the issue and for me the problem was something I've never seen mentioned anywhere else. I'm making this post to help other players who might have the same issue as me. At first check if your firewall or antivirus is blocking 0ad, try port forwarding 20595 and so on ( like mentioned in other posts). But as I said, for me that didn't help. For me the problem was that my ISP was using CGNAT. CGNAT basically means that your router does not have an individual public IP address. It shares a public IP with other devices on the internet. This is how to check if your ISP uses cgnat: https://www.purevpn.com/blog/how-to-check-whether-or-not-your-isp-performs-cgnat/ If your ISP uses cgnat than thats probably what's causing the issue. Just call your the customer support of your ISP and ask them to give your router a public IP address that's not behind cgnat. In my case that solved the problem and it took like 5 minutes. (Also don't explain the problem to them it will just overcomplicate everything). To check if your ISP has given you a public IP that's not behind cgnat just follow the steps in the link above to check. If the issue remains with a public IP address not behind cgnat, call them again and explain your problem in details this time. If the customer support tells you they can't give you a public IP that's not behind cgnat or you need to pay extra just call a few times. sometimes it depends on who picks up wether they want to do this for you. If they really can't and you've tried everything else and the issue remains then the only option I see is to change ISP. I don't how common cgnat is the reason causing this error...but maybe cgnat should be mentioned somewhere in the error message to make it more clear. Also, please note that I'm not a networking pro so feel free to correct me.1 point
-
Hi all, Hi @seeh, autocivP mod has helped me a lot to improve my hotkey usage (for Unit/Building selection, Formations etc.), and therefore to strengthen my game. It also brings some cool commands e.g. to handle the lobby and game settings smoothly. For me the autocivP is a great experience and I can recommend it especially to players who are working to improve their hotkey selection and trying to get to the next level. Definetely a good choice on the path from nub to OP player... thank you @seeh1 point
-
the idea: 1. using different graphics settings for YouTube production and large team games 2. toggle quick between Pretty and Lower Graphics settings with the command: prettyToggle Higher Graphics: e.g. When creating content for YouTube, using higher graphics settings can enhance the visual appeal of the game. Lower Graphics for Large Team Games: In large team games, such as multiplayer games with many players, using lower graphics settings can help reduce delays or lag. By reducing the graphics quality, the game can run more smoothly. prettyToggle - Lower Graphics <-> Gigher Lower Graphics Latest add prettyToggle command to toggle quick between Pretty and Lower Graphics settings add hint when is enabled to use localRaing mod but mod is not enabled dont ask for restore profiles when proGUI is added or removed from mods dont ask for restore profiles when feldmap is added or removed from mods fix pRestoreLastProfile was not showed when mod have changed set for intuitive hotkeys hotkey.console.toggle to nothing fix if proGUI is not used shows a null string rename in options loclalRating names change the welcome messageBox text option menu for different localrating format in userName remove a pipe from userName, when its still good to read, because name is sometimes a bit long remove matches count from username optional1 point
-
I put it in civ bonuses, since its not a technology. https://code.wildfiregames.com/D5083 I would think it much harder to get promotion units in the tech tree. And it might be a little cluttered to then show the promotion of cs units too.1 point
-
"Champion Centurions". Great! Probably. Maybe. I can't find any information about that unit in the structure tree. I suggest to find a place in the structure tree to describe that unit. Since the Romans don't have specific technologies there would be space in that column. Edit: Or maybe where other civs have their trainer units.1 point
-
I captured a barrack as Han and couldn't produce archers; or maybe it was crossbow men, I don't remember. If I have a barrack what is the difference with supplying my dudes with bows or crossbows? Why are the options limited? This is a general thing: I think captured buildings should give you the same options as buildings you built yourself. Is there actually any reason why that isn't the case?1 point
-
1 point
-
Yes, deliberate game design. In the past the only way to train a ram as Mauryan was to capture an enemy fort for instance. Feel free to discuss this in a dedicated thread. My personal take it is fine as is.0 points