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Showing content with the highest reputation on 2025-05-20 in all areas

  1. Hi everyone, We are preparing the first "patch release" of 0 A.D., now that our workflow allows us to do that. We need your help testing it! What is a patch release? A patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28). There are two important aspects to a patch release: Patch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release. Patch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release. What is the current status of A27.1? We have setup all the infrastructure for generating patch releases, and a first testable version is ready for you. In A27.1 are included: a fix for the large performance issue observed by some players on older hardware several small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering) fixed support of Windows 7 a fix for modifying your lobby password when you have an uppercase letter in your username a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for changing player perspective in replays a fix for an out-of-memory crash in the JS engine when generating random maps a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails a fix for a memory leak in the renderer fixes for multiplayer port forwarding package fixes for Linux desktop environments various build fixes for Linux (some sent by package managers) A27.1 will not include: a fix for the Britons OOS on rejoin: unfortunately it would make A27.1 incompatible with A27 (against rule 1 above) any modification of simulation hashes: it could remove stuttering entirely, but it would make A27.1 incompatible with A27 (against rule 1 above) incremental simulation hashes: those improve stuttering as well, but are too complex to backport (against rule 2 above) How can I test it? You can download the release bundles of A27.1-RC0 at https://releases.wildfiregames.com/rc/ Please report below any crashes or new issues (that weren't already present in A27, unless they are listed as allegedly fixed above). Thanks for your help and support!
    7 points
  2. It's clear there's a lot of room for balance improvement, but please don't remove CS. It's one of the few most distinctive features of the game. Let's not revert everything to the existing standard. Let's not turn 0ad into yet another RTs
    4 points
  3. Congratulations development team for their commitment and dedication.
    3 points
  4. Great, maybe you can make the Maps Look a bit more appealing to provide extra Motivation. This should definitely Help new Players to perform better.
    2 points
  5. 1. I installed both .gz file and got them in the same folder 2. I did the ./build-source-libs.sh -j8 command 3. I did the ./update-workspace.sh command I got this error: WX_CONFIG must be set and valid or wx-config must be present when atlas is enabled current value: wx-config-gtk2 ERROR: Premake failed 4. I installed wxwidgets-common, wxwidgets-gtk2 and wxwidgets-gtk3 and tryed again the ./update-workspace.sh command but it gave the same error 5. I did the export WX_CONFIG=wx-config-gtk3 command and tryed the ./update-workspace.sh command but it gave the same error. Same for the WX_CONFIG=wx-config-gtk2 command 6. I installed wxwidgets-gtk2 with yay -S wxwidgets-gtk2 command but got this error: 7. I did the cmake --version command and this was the output: All my update were done before all this. @Seleucids
    1 point
  6. Then you need to take account of his true level when balancing.
    1 point
  7. Well played Barcodes, impressive performance in carrying your team. This game was just simply imbalanced. To survive with DoctorOrgans, you must glue your army with his army at all times and follow him closely. The two of you will win by numbers. Since he is Spartan, he will be mostly javs and melee, therefore you should focus on longer ranged units such as slingers archers. If you are his pocket, bring cavs as well. He will be doing the main melee damage and meatshielding and you can be the sniper / taking care of the flanks.
    1 point
  8. It is very annoying and inconvenient, you would have to do a lot of micro.
    1 point
  9. 1 point
  10. Is it already a known issue? If not, please open a ticket on Gitea, if yes we'll try and take a look.
    1 point
  11. I am currently playing on the RC. It feels much much smoother than A27 and I have experienced no random crash / stuttering so far. The minimum fps has always been very high. Good improvement! However, Atlas crash still persists, especially on Wayland.
    1 point
  12. Congratulations to everyone on the team for the new update, I'm happy with this new approach!
    1 point
  13. Alright, that's what I'll do, likely starting with the parchment overlay. There's some other stuff I have to finish first, but I will get to this soon.
    1 point
  14. haven't given them the Numidian cav yet, but the Cretan Archers and Balearic Slingers are there, along with Samite spearman and skirmishers.
    1 point
  15. Cretans Auxiliary archers, Numidian cav, Balearic slingers...
    1 point
  16. Here is a video demonstration of the playthrough @Stan`if you think it's a good idea, maybe I can make a PR and add these campaigns into public? I get that my maps are very empty, so any artistic recommendations would be welcome as well We really are missing campaigns and it would be cool to merge in some other people's campaigns as well so that the singleplayers have something fun to do :O
    1 point
  17. Indeed, it sounds reasonable!
    1 point
  18. Good morning, @Déicide4u Thanks for the link, but how do I launch it in the game? @Fabio Thanks for this advice @Burger classique Thanks for the advice
    1 point
  19. Adding to what @Mentulasaid: the reason for adding ~ and !!! In different places of the file name is to control the loading order of the files. The script files in pyrogeneisis are always loaded following the ASCII order and adding a ~ in the end of the file name will guarantee that is loaded after the original file you want to modify. Likewise if you want to load a file before another you will need to add !!! In the begging of you file name. Reference: https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation https://en.m.wikipedia.org/wiki/ASCII#Printable_character_table
    1 point
  20. And maybe too a swordman elite unit, like this:
    1 point
  21. Cimbri/Teutones/Ambrones raiders could work. Marauders too. Otherwise, axemen, clubmen... It is possible for some of them to have a bear skin as a cloak, just avoid the bear head.
    1 point
  22. If we accept the rock art is sufficient enough evidence, we must at least accept it is a minority of the boats. Most don't have sails.
    1 point
  23. Ok, I got in touch with Dr. Bengtsson, who authored some of the works we discussed here and she gave some helpful feedback. The Hjortspring boat was paddled, not rowed, but rowed vessels likely existed as well. I think its ok to keep the oars since we would have floating paddles otherwise. radially split logs became used in the same time frame as the hjortspring boat is dated, and were used to build the nydam boats. so I think we could make use of a nydam style boat for some visual variety. Sails were used, likely square shaped and made out of varying materials. if sails are used on a boat, either a side rudder or double-steering oars should be used as well. Single masts are supported by rock art and stone ship monuments, but bipod masts are also possible. Perhaps if we do more of a nydam style boat (merchant ship and maybe arrow ship), it could use a single square sail with a side rudder I personally think something like the Himmestadlund-1a could be a beautiful inspiration. Rock art and monuments suggest platforms at the stern like what @Lopess has on the hjortspring model. outriggers are not used outside of the pacific, so no boat should have an outrigger.
    1 point
  24. @TheCJ you get to the core of the problem. If others are confused be sure to read up on the booming=turtling discussion to see what causes the main issues with the CS system. For cavalry the citizen soldier eco/fighting balance seems to be pretty good when we look at the early game when hunt is available. The same can be done with infantry, its just more difficult. I believe we can absolutely still maintain a citizen soldier system with CS infantry being useful for eco, fighting, and building while introducing a male economic unit. The balance of the male eco unit versus citizen soldiers would be tailored to make the choice of whether to eco or fight with CS a less obvious one. Yes it will make the eco situation of the game more complicated as there will be more ways to boom, but the potential depth of strategy would be very worth it.
    1 point
  25. Unfortunately we were both pockets, but I did manage to fully 1v2 my side, as well as 1v2 his side multiple times. However, it was not enough
    0 points
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