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  1. The Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc1- infix. The list of fixes with respect to Alpha 27 are updated in the top post of the thread. The bug with flood maps is not being worked on, so it will not be fixed in A27.1, we do not wish to delay the patch release further. We may do a A27.2 for this issue depending on timing. The OOS experienced by ffm cannot be reproduced (after investigation in PM) and may have been caused by the local compilation environment. Let's keep eyes wide open for this one during the testing of RC1. Thanks for your help!
    7 points
  2. @Thales The range in the description tells you how far his aura reaches. If you select a hero you can see it and the affected units have an aura overlay: (Don't believe "AI".)
    3 points
  3. ChatGPT wrote massive trash. When the hero dies, the bonus is gone forever. The line of sight of the hero is far greater than 45m. There is indeed a fixed radius. The cavalry unit doesnt have to be newly trained, it just needs to be a cavalry unit.
    3 points
  4. 45 meter around this heroe all cav have +2 armor (take less damage) in french translate it type +2 attack but it wrong
    3 points
  5. 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!
    1 point
  6. I'd really love the ability to select the Phase in which the game commences. This would allow for a wider variety of singleplayer and multiplayer playing styles. It's a common feature of many games with technology or research phases. For me, I'd like to jump right into military composition, battle tatics, etc. without all the "boilerplate" of unlocking my civ's champion units and siege units. I'm wondering if there's a console command or config file I could tweak or some other hacky workaround. Also, as a programmer, I'd be okay with contributing this feature to the Matches UI.
    1 point
  7. @Itms, congrats on rc1! Packaged for my distro and all went well, the only thing that might need a note is if using system premake5 then it needs to be < beta4 because of the api break.
    1 point
  8. Hello @Satevis, thank you for your interest in performing my music! Currently, there isn't any sheet music prepared, but if you let me know which insturments are planned for the performance and when you'd like to have it, I will try to make some for you. That being said, due to a war going on in my part of the world at the moment, I can't really guarantee I'll be able to meet a quick deadline - just something to keep in mind. Thanks again,
    1 point
  9. The general structure of the civs make them generally playable by the IA. Unlike say, Hyrule civs, which needed their own IA.
    1 point
  10. Hello, forgive me for necroing a very old topic. I just figured I'd take the time to post an update here. After some years I had my Transifex account deleted due to a number of personal reasons. I wanted to mention this because there were string suggestions that now have (I think) no active coordinators to answer them. I don't know other PT-BR translators, but figured I'd post here so any onlookers who speak the language might be able to take up the mantle or contact the others who can! Best of luck to the team and I wish I could have contacted everyone involved more directly.
    1 point
  11. Thanks for expanding this. There are some of the nuances that I hadn't thought about as well. It sounds like this would be a bit more complicated/involved mechanic to add to the game.
    1 point
  12. Ideally it would be nice if it was extended to: Nomad Village (standard start) Post-Village Town Post-Town City Post-City And then be compatible with mods which have more phases, such as Delenda Est, so: Empire Post-Empire Post- means that all of the techs up to that point have been auto researched. Only exception is paired techs. In that case, resource and time costs are set to 0 and all the player has to do is click one out of the pair they want. So, Post-Town would mean every tech in Village and Town are automatically researched for free. Make sense?
    1 point
  13. Congratulations to everyone on the team for the new update, I'm happy with this new approach!
    1 point
  14. 1 point
  15. I'm attempting to get a better understand of the capabilities of Antiokhos G'Megas. The in-game description (attached) leaves a lot of unanswered questions. ChatGPT provided an answer; but AIs don't know what information is true, nor do they know what information is incorrect. As a further complication, games such as 0 A.D. periodically change their rules. So which rules are current for Antiokhos. ChatGPT provided the answer below: What is the current description of Antiokhos capabilities?
    0 points
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