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Showing content with the highest reputation on 2024-01-22 in all areas

  1. Roman Lanciarii Triumvirate -> Principate @real_tabasco_sauce
    4 points
  2. The "random arrows with no control" just feels like a gimped or bugged feature rather than something desirable.
    3 points
  3. Hello everyone, When I save a match I've been playing for a while now, it crashes more often than not, and I lose my progress. I'll write the error message below, and I'll attach the logs. If anything else is needed, I will quickly reply. Thanks to everyone in advance. Much to our regret we must report the program has encountered an error. Please let us know at https://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths Details: unhandled exception (Access violation writing 0x0000002C) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 12 (Not enough memory) OS error = 0 (no error code was set) mainlog.html system_info.txt userreport_hwdetect.txt crashlog.dmp crashlog.txt interestinglog.html
    2 points
  4. Based on system_info.txt, you're using Windows 10. Realize that the Windows version of 0ad can allocate a maximum of only 4 GB of RAM because it's a 32-bit process. The developers plan to improve that in the future by making a 64-bit build for Windows, probably for the alpha 27 release. But, for now, 0ad on Windows is limited to 4 GB. Additional observations that contribute to the hypothesis that 0ad ran out of memory: the game went on for a long time, the problem was triggered by saving the game, and the errno was 12 (Not enough memory). I find that after about 40 minutes the game uses close to 4 GB of RAM. When you save the game then it doesn't buy you time. It actually consumes the maximum amount of RAM significantly earlier than otherwise. You can test the hypothesis by using Task Manager to watch how much memory pyrogenesis has allocated at the point that it crashes. If it has close to 4 GB allocated just before it crashes then that confirms that it's crashing due to insufficient memory. If you avoid saving then you might have a bit more play time before it eventually crashes anyway. If you install Linux, or buy a Mac, or Hackintosh a Mac, then 0ad can allocate almost all of the RAM that your computer has free, because it's a 64-bit process on those operating systems. The game should then run almost forever, as it is unlikely to run out of memory. Note that mainlog.html appears to be a brief start and successful stop of the game. Realize that each time you start the game, mainlog.html is erased and started from scratch. It seems that you started the game after the crash but before retrieving mainlog.html.
    2 points
  5. I would like this, actually. Random arrows by default, overridden by the player to target a desired enemy unit until it is dead or out of range, then it's back to random until it's retargeted by the player.
    2 points
  6. Thats quite a good point. The random arrow system seems like a placeholder for some system that could yield better gameplay results. I know there will be some growing pains because players and balance have only known random arrows, but its definitely for the best to have something more intentional and situational in place.
    2 points
  7. Well this micro is really only theoretical until someone can make it work. I agree that the logic is simple, but this would be very difficult to execute. Don’t throw around the word sniping here as it’s not applicable here. The value of shift clicking in the situation is not there either, since the defender would want to respond in real time to the movements of the attacker. “Spam clicking” is a highly unrealistic projected outcome, like your personal boogeyman that you see around every alley.
    1 point
  8. Y'all act like this hasn't been solved in like 100 other games, the most applicable being AOE2, which has non-random fire and does not "break" the game.
    1 point
  9. As always we disagree on what is skill. The current meta for attacking and defending is all about mitigating defense building attrition. When you see an attacker retreat units in time and heal after inflicting damages to defender's eco, I see it as skill. When a defender use the attrition effect of defense building to weaken the attacker and slaughter them in a ambush in his city, seems like good plays. With @real_tabasco_sauce patch, defense buildings mechanic are about: For attacker, bringing a/a few units closer to cc and dance, for defender, shift-click all non-dancing or weaker units (new spam sniping mechanic). These micro seems to me extremely predictable (I wouldn't have posted if it wasn't that obvious). The random by default and focus-fire by user control patch the dancing obviously, but also increase the importance of sniping with building. Besides, it is expected that a lot of re-balance will have to happen if you change such a thing then how defense building works. Starting by the fact that towers and cc will be far less forgiving to rushes and raids, and turtling in general would be more efficient. A full garrisoned fort already shot over a couple of seconds to kill a solo unit so I doubt overkills are compensating the efficiency of focused fire. It's pointless to favorise spam-click meta mechanics, the more importance they have, the less others things are making any difference, like counter units, game plan, teamwork... The skills that also probably take the most time to master. The problem isn't user controlled abilities. You could have ideas to make some buildings have some user controlled abilities, if they are fun they'll add more to the game then adding more sniping similar spamy stuff. In that case since healing will not be rly useful anymore, I do think you remove some possible strategies and tactics to the profit of some mechanics that aren't so worth it.
    1 point
  10. More like a straw man that I don't think anyone wants. An alternative choice of something like "random arrows with control" would be better. I conceptually like random arrows more than non-random arrows. But no one will ever actually know until it is widely tested. Even then, this is ultimately just a preference issue. Regardless, I think we should give this a try to see if it is in fact more enjoyable and if it is balanced.
    1 point
  11. This won't happen but is absolutely desirable. We always love opportunities for a player to out-skill the other. For some context, a23 dancing (most infamous) had no counter play other than to also dance with an opposing army. In this case you can just pay attention and click a different unit. if you switch targets while your enemy dances with his cav you are killing him and his units are doing nothing productive.
    1 point
  12. I simply used the 'apt' command to install the game, it launches correctly, and I haven't copied any user data folder. I used the 'cd' command to navigate to the folder where the mod is located, then I used the 'pyrogenesis zh-lang-0.0.26.pyromod' command to install the mod, and that's when the system displayed the error message. I used the same method in the x86 Debian system, and it worked fine, and the game mod was successfully loaded.
    1 point
  13. also, I doubt this will be a problem. Dancing was a problem when whole armies could avoid damage. In this case, someone might be able to avoid a little damage, but that will be very situational. Raiding units would not want to spend their time dancing, especially when the entities attacking them don't cost pop, and when they need to be still to attack.
    1 point
  14. Hi and welcome to the forum! We had our stand before, just haven't submitted our application this year. We had no problem to get a stand in previous years (according to Stan we had no rejections at all). We haven't considered to have a stand yet. Personally I plan to give a lightning talk (like I did in 2019-2021) and I'd like to have a stand. But I need to have my visa approved first.
    1 point
  15. Wow, I actually never realized this. Garrisoning turret points does not affect territory decay. That seems like a problem to me.
    1 point
  16. Everything you say is irrelevant--garrisoned walls already don't decay/get captured. Walls only get captured when they are entirely in enemy territory and unmanned. Men can't even exercise a capture mechanic on walls. If you think unmanned walls in enemy territory shouldn't be captured then you should tell all the Turks, Greeks, Arabs, Slavs, Brits, etc. that they don't actually have control of the old Roman walls in their countries because the Romans (who no longer exist) still control them.
    1 point
  17. https://slate.com/news-and-politics/2024/01/sparta-300-warriors-history-slavery.html A good write up addressing the modern obsession with Sparta.
    0 points
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