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Showing content with the highest reputation on 2023-12-08 in all areas

  1. That post was referring to a rolling-release package on Arch, so you should not be affected by it if you are on Ubuntu. Was something about libxml. See here for 0 A.D. build instructions. I am also using dev version of 0ad + DE and there is many nice improvements and fixes compared to A26. Definitive recommendation.
    2 points
  2. Okey so all issues that libxml2 wanted to fix are on their latest upstream now. Only remaining fix is for the function pointer that changed. They suggested that 0ad should fix this. They also linked a commit from WebKit fixing it. https://github.com/WebKit/WebKit/commit/1bad176b2496579d760852c80cff3ad9fb7c3a4b I used this patch as a base for the same issue on the 0ad side. Casting the function pointer to `xmlStructuredErrorFunc` would have also worked, but it would be less clean in my opinion. Error: ../../../source/ps/XML/RelaxNG.cpp:162:50: error: invalid conversion from ‘void (*)(void*, xmlErrorPtr)’ {aka ‘void (*)(void*, _xmlError*)’} to ‘xmlStructuredErrorFunc’ {aka ‘void (*)(void*, const _xmlError*)’} [-fpermissive] 162 | xmlRelaxNGSetValidStructuredErrors(ctxt, &relaxNGErrorHandler, NULL); | ^~~~~~~~~~~~~~~~~~~~ | | | void (*)(void*, xmlErrorPtr) {aka void (*)(void*, _xmlError*)} ../../../source/ps/XML/Xeromyces.cpp:59:41: error: invalid conversion from ‘void (*)(void*, xmlErrorPtr)’ {aka ‘void (*)(void*, _xmlError*)’} to ‘xmlStructuredErrorFunc’ {aka ‘void (*)(void*, const _xmlError*)’} [-fpermissive] 59 | xmlSetStructuredErrorFunc(NULL, &errorHandler); | ^~~~~~~~~~~~~ | | | void (*)(void*, xmlErrorPtr) {aka void (*)(void*, _xmlError*)} libxml2_fix.patch
    2 points
  3. With Giving more pop cost it would not change anything before you reach pop max anyway,.. But later, this would prevent the spam of those at late game as they virtually cost far less than regular units since you don't lose/replace them (hit and run) . Cavalry should be meant to be used as some skirmisher forces that will operate beside , sneaky and mobile.. But now, it just operates as the main component of a stupid spam game. The cav champs are so good that they don't even bother to avoid spearmen Just like Rams ability to kill humans was removed for the sake of strategy , cavalry cannot be plain and simply just better than regular units
    1 point
  4. i think that having a great pop should have somehow a downside .. water shortage could work for this
    1 point
  5. The units trained from the army camp are rank 2/advanced which means they have better fighting stats but are slower in resource collection. They don't stack because, even though they are the same unit, because of the different rank, they have a different set of stats. I got confused by this in the past too.
    1 point
  6. Just found out that the javs and swords at roman army camp do not stack with the ones from barracks in the menues when put into the same control group.
    1 point
  7. I played some 1v1 on the mod vs players of about equal strength. What i noticed is that coin is too easy to get, so spamming ultra fast producing mercenearies seems the go to strategy. The "log" rams are very ez to kill. Positives are imo that the "counter system" seems to work well. Also it is ofc intresting to check out new civs, have a difference between eco and military and tech tree decisions which leads to more intresting decision making. Games take quite long. I have experienced desync a few times in lategame. When rejoining desync will occur again.
    1 point
  8. The good thing to do would be to include the trac wiki into the game...
    1 point
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