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Showing content with the highest reputation on 2025-05-06 in Posts
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The most recent release of 0 A.D. is Alpha 27 and can be downloaded here: https://play0ad.com/download/ The link posted by @Stugna points to unreleased code, which might be buggy and break stuff. It's not meant to be used instead of Alpha 27 for regular playing, but rather for testing upcoming changes. Unless you really know what you're doing, don't download anything from there. If you want to test upcoming changes, please report your findings as described here: https://gitea.wildfiregames.com/0ad/0ad/wiki/ReportingErrors Once there is a new release of 0 A.D., it'll will be an announced and you'll find updated instructions how to install it on https://play0ad.com/download/3 points
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I'll be glad to explain why I do it, and give some general build order ideas! I. Cheap/fast economy! Females as much for resource efficient woodcutters then CS and they train a little faster. They don't cost resources (wood) that you can invest elsewhere. Theses reasons are obvious, and are why most players will start the game making females for the first minutes. At some point, most players switch producing CS instead of females, because they will have enough/excess wood! And I don't! Won't I get too much wood? My first military buildings are very rarely to produce woodcutters. They are either : Stables that can produce cavs to hunt (hunting gather a very good boost to your eco) and harass. The extra good thing is that cavs consume lot of food so they will eat up their own fast food production, and when it's your 1rst production building, it happens also when food is cheap from berries gathering. Barracks to produce minerals gatherers only. In that case, some civilizations are better then others to consume minerals, but a lot of them can consume metal very fast in p2 (on mercs mostly, like ptol, mace, athen, carth, kushs...). Even for civ that don't have mercs, gathering minerals only with CS can help you advance to phase 3 fast, then consume minerals with upgrades and p3 stuff. In Team Games, you often have to think about which players will be in trouble, and which ones will have to be winning over nearby opponent ASAP in order to win the game. therefor going for some cav harassing, or early mercenaries attack provides a initiative advantage. As well, you can help allies with resources. Because of this, swift/cheap economy feels like so much likely to provides you the opportunities to maximize your game impact. II. Resilience to rush? So now, you probably think that the drawback is that you can be so much more easily rushed. but remember, most players also make females until they have 60, you just keep on producing them a little longer. Consider it that way : this create a growing feminization gap between you and an opponent often from minute 6 to 11. So at minute 6-9, you don't have that much of a gap. minute 9-11, you now have so much females, that even if you opponent come and kills some, it's only him killing workers that you would be replacing/deleting yourself soon! Doomed if you rush, doomed if you don't? Of course rushes might hurt you but they need to make much more kills to be effective. 10-20 deaths is just what you would have replaced anyways. III. Late game economy management with females. Surely in late game, having 100+ females is never useful. Wrong! In late game females, (from fertility festival, or just from CC) can be a key variable to keep your economy at a great level in all circumstance. They only need to be alive a bit more then a minute to gather what they cost you, and if trained from houses, are so great to keep your population (and therefor your economy) maxed out. It's much, much better to have 200 pop with 100 females then 150 pop with only 50 obviously! If the fighting stalls, then you can always replace some females and grow your forces. IV. More interesting meta There are other topics talking about this and indeed (booming=turtling), often rushing is made hard on players that have tones of infantry on multiple woodlines, all around their base. Making any rush very easy to defend. If you have woodlines full of females, then you now have the woodlines having to be defended. I feel like it does make both attacking and defending more interesting. TLDR: Females are the best economic unit.3 points
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@Duileoga I will start making the units for the civs, with that many of the error issues will be looked at more carefully, today I will look at the issues of the projectile props, garrison and I will make temporary files for the garrison flags2 points
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I have a different view, in this case, I believe that with this volume of art involved 60 different bases to support it would be chaos.2 points
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yeah, yeah, we all know I'm a fairy (although if you want to be exact, I'm more of a Sídhfir), you're repeating yourself. What I would be much more interested in is why you even want to swear. I mean, I understand swearing in one of three situations; 1. When you're having an emotional moment (e.g. a frustrating loss or a close victory), you might swear to express your feelings ("the f is this" "f yeah"). 2. Sparse, well-placed swear words can have great comedic effect. 3. Children that think swearing makes them look cool. But what reason would a well-raised adult have to insist on swearing all the time? Please enlighten me!2 points
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Furthermore, this civ needs some more balancing and content. 1. No stables available 2. Only CC can train ranged units. No ranged units in barracks 3. Only 1 hero 4. Need more cavalry where appropriate. Dacians are the most wanted civ according to the crowd feedback that I have seen, so it would be really useful to fix this civ first, out of the dozens of civs in Endovelico.2 points
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I am trying to fix the Dacian civ in the Endovelico mod. I forked their repository and made changes within my fork, and now Dacians are a playable civ in this repo: https://github.com/Yekaterina999/Endovelico However, there are still non-fatal error spams while loading the map and during gameplay: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/epir/wallset_stone.xml" ERROR: Failed to load entity template 'structures/epir/wallset_stone' ERROR: Invalid template found for 'structures/epir/wallset_stone' ERROR: JavaScript error: globalscripts/Templates.js line 174 ERROR: CMapGenerationCallbacks::LoadScripts: Failed to load script 'maps/random/rmgen-common/wall_builder.js' ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/special/common/garrison_flag_daci.xml" ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/special/common/garrison_flag_daci.xml' ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/cc.dae" for actor "structures/dacians/civic_center.xml255" ERROR: Probable infinite inheritance loop in entity template 'structures/xion/barracks' ERROR: Failed to load entity template 'structures/xion/barracks' ERROR: Probable infinite inheritance loop in entity template 'structures/xion/barracks' ERROR: Failed to load entity template 'structures/yuez/barracks_empty' ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/skeletal/no_spec.png" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/fortress.dae" for actor "structures/dacians/fortress.xml255" ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/shields/pelta_triballi.xml" ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/shields/pelta_triballi.xml' ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/units/celt_support_trader.png" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/stone_tower.dae" for actor "structures/dacians/defense_tower.xml255" ERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/daci/cc.dae" for actor "structures/dacians/civic_center.xml255" ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/daci/cc.dae" for actor "structures/dacians/civic_center.xml255" The last few lines are caused by lack of prop points in the model for garrisoning and projectile. You must add enough prop points so that we can see arrows being shot and garrison flags. The first few lines are caused by bad wall definitions in other civs, not just Dacians. Furthermore, this civ is lacking an emblem, unit icons and unique unit models. The buildings are pretty much in place; we are only missing a stable and a civ-special building. @Duileoga @Lopess2 points
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in my hosts I allow some curse words, when used in normal speaking, but not when used to offend or insult. Frankly, spamming swearwords and slurs is annoying on top of being unfunny. i also disallow automation tools found in certain mods because they are not fair. I think more hosts should do this, especially for competitive games (see title) where a level playing field is important.1 point
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i personally adapt my language depending who i'm speaking to since most of my time in the digital world i've been surrounded with a bunch of morons with the occasional person i find who i become friends with, but apart from that i mainly like to piss people off for my own entertainment, not cuz i necessarily hate them except in rare circumstances basically my time online is spent for my own enjoyment, and quite frankly acting how you wouldn't on a day-to-day basis in real life is what makes it that much more entertaining1 point