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Showing content with the highest reputation on 2025-07-16 in Posts
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2 points
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2 points
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Indeed Boudica. Not even the market exploit is considered a cheat. Reza knows about quickstart, Seleucids knows reza considers it a cheat. I think its quite distasteful bringing up war or PTSD here. Reza had this stance before the war already. Reza probably doesn't really care but bringing this up does not show a interest in a reasonable discussion. Instead the sanity of the conversational partner is attacked.2 points
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you are the one bugging here. All it does is use an existing system to tell units to attack higher preference units if they are attacking a low preference unit without orders. aoe2 does this, not sure about other games. It is perfectly intuitive, and it is exactly what would be expected of a preference system in UnitAI. You just made up "damage spreading" out of thin air. PRs go to the game for everyone, and they effect everyone equally. Making and distributing automation mods to be used against those that don't have them (incompatibility checks off) because you think the game design is bad is very different.2 points
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Thanks! I confirm this also happens on A27. I have opened #8205. We've had a similar known issue with Petra for a few versions now. Thanks for the report. Unfortunately I don't see anything strange with the commands.txt, I can replay the game with correct hashes by installing feldmap from mod.io. I get no serialization errors. However I can't tell you whether mods such as "CustomTrainer" can cause such errors. I have taken a look at the crashdump and I can't get a meaningful stack trace from it. I see in the crashlog something about "insufficient access rights to open file" but that might just be the error reporter saturated after you "continued" from previous errors. Let us know if you encounter this issue again. I'd like to launch this tomorrow. @Outis @little Guest can you confirm the Windows 7 issue is actually fixed with a clean install of RC3?1 point
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GPU skinning requires restart IIRC. And that's definitely the symptoms for it.1 point
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1 point
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My apologies, I group all of the cheats together so I don't consider autostart to have any exception despite it providing a smaller advantage compared to others. My point is that one player shouldn't be allowed to cheat and then when challenged about it, claim that the game "isn't competitive" so its no big deal. The gameplay experience of everyone in the host matters. Autociv still has 1:1 action to input correspondence so I don't think it should be considered a cheat. Cheats like maphacks or progui actually deliver additional capabilities like extra vision or large volumes of management actions for a single gui level input. 1: any time I raise the question about progui before game start (whether it will be disallowed or not) I usually have to explain it to at least 3 to 4 people, others are tired of debates about this and don't invest any of their attention. During this discussion progui users are totally silent and do not respond do inquiries about their mod usage. Usually at least one person is outraged, but they quickly realize that there's nothing they can do about it. If enough people in the host express concern about progui before game start, the progui user will break silence and verbally attack the person who raised the issue with words I can not put on the forum. This serves to derail conversation about the mod. Additionally there are also dishonest people who claim that the scripted autotrainer is "equivalent" to vanilla autoqueue which is mathematically false. 2: There aren't really any stats on the summary which illustrate directly the advantages provided by automation, so players (even good ones) mistakenly believe that their usage of vanilla autoqueue or manual batch training is as efficient. I've advocated for cumulative barracks/stable/cc idle time statistics before. Additionally players do not realize how much of their mental capacity manual batch training consumes because its a practiced action that they are used to doing every game, so they underestimate how much extra time a progui user has. While its obvious to us that certain players use progui, the forum discussions are started by a vocal few who are aware of them and grasp the size of the advantage. Its easy to point to me or chrstgtr or reza and make the claim that "everyone knows and everyone accepts my cheating", but that is not the reality in multiplayer. Getting away with it in a team game does not mean that everyone there gave you consent to cheat, quite the opposite.1 point
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You'll never be able to have flawless code, but you can always build stronger code and better anti-cheat protection. This is the case with maphack, which afaik have been fixed in the latest version. Furthermore, saying that 0 A.D. is insecure just because it's open source is like saying Windows is more secure than Linux because it's closed. Security doesn’t depend on hiding the code, but on how the system is designed and what measures are in place to protect it. Not exactly true. Most—if not all—GUI changes are made by modifying the contents of the GUI folder without even touching the simulation folder. True. And I'm not in favor of enforcing any mandatory system for using certified mods or restricting mods. I'm in favor of making information about which mods are being used by all players in a match (whether signed via mod.io or verified in any other way) available to all players—or at least to the host—of the match. After that, each host can set their own rules. Yes, it’s a big challenge. And yet, here we are enjoying an incredible game developed by a community of developers and players that moves forward in many areas through discussion and consensus.1 point
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“Thanks for clarifying this, Atrik, that explains why I couldn’t find any campaign either. I’m also running 0 A.D. on Linux and thought I was missing a step. Good to know it’s not included by default. I’ll have a look at the mods you mentioned for some single-player content. Appreciate the info!”1 point
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Not at all. Who said that I'm going to remain in SP forever? Also, I care about the game enough to defend the fair-play. And to call out those players who blatantly lie how something obviously unfair like an automation script "isn't cheating". Maybe I also want to win some fair games when I DO decide to play MP?1 point
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This seems like a fair solution which will allow some flexibility on the host side.1 point
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@Sesshoumaruin order to get your points you'll need to upload the commands.txt file from the replay's folder. You can check on the replay's section of the game, identify it and navigate to the file's path shown in the bottom section of the screen to get the replay folder1 point
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New Release Candidates are available for Patch A27.1 You will find them at https://releases.wildfiregames.com/rc/ with the -rc3- infix. Those are the same as RC2 except the SpiderMonkey DLL for Windows 7 is the good one1 point
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One merchant ship with five garrisoned traders has the same efficiency as two merchant ships, however 1 ship + 5 traders costs 500 food and 500 metal, while 2 ships only cost 200 metal. As all the units count towards your population limit, 2 ships aren't just significant cheaper, but they only incur a population of 2 instead of 6, you'd have with 1 ship + 5 traders. Therefore garrison traders in merchant ships usually doesn't make sense at all and might be only helpful if you have land based trade at first and switch to merchant ships later on.1 point
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