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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. It is still incomplete, and thus labeled as "Release Candidate Zero" (RC0). In A27.1, we wish to include, but those are not yet in RC0: a fix for the flood on non-flood maps reloaded from a save a fix for modifying your lobby password when you have an uppercase letter in your username In RC0 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) a fix for the distorted 3D models with GPU Skinning fixes for crashes with Vulkan and/or with GPU Skinning a fix for the game crash on pressing Fn key a fix for a crash in Atlas when the map generation fails 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!9 points
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This mod reports gameplay that should not be possible in 0 A.D. without mods. Currently, in 4v4 matches, new or aspiring players are never informed about which mods are being used or how they affect gameplay. Instead, it’s implicitly assumed that everyone already knows the players and their supporting mods. With these quick in-game messages, players at least receive basic information and can further discuss the implications - whether in the match itself or on the forums. Quick start triggers the chat message: "Units receives automated commands by %(player)s at turn %(turn)s" Clicking tools like the razor rapid fire triggers the chat message: "Automated clicker makro detected by %(player)s" Elexis set up the mod template for me to fill. Lag is atm. not accounted for, so during heavy lag it could trigger false positives. I tested it in a few games and didn't had false positives. Report if it behaves weird and some thresholds should be changed. Some features that should be added: detection of a idle player turning off in game or handle 2 players with the mod to limit spam Current version: 0.1.03 oddity_detector.zip9 points
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I finally found out where to talk about 0AD. To the devs, I hope that you keep working on this game and making new and improved updates. This game has been lots and lots of fun, thank you for making something like this i couldn't find any other games like this that I like that are even close to this one. -Some random user who joined today.7 points
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6 points
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6 points
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I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies.6 points
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I would prefer forts not to have a too a central role in 0ad. I actually like having the choice of not building any to go aggressive vs building it if I plan to defend. Putting units trainable in the forts reinforce the need to just build it whatever, and therefor you play a bit more every game with the same build. Regarding balance, I think a framework for balancing should be worked on. It would be interesting to make relation graphs to have clear views on what are each unit role. Below some example with some existing relationship between units in 0AD (A27 stats, they rounded but they are actually real). Power is dps * hp (after converting armor to hp equivalent, so it does take into account armor, thoughts if hack and pierce armor value are different, a decent mitigation is to use the average of the two), so for jav above, it doesn't account for the accuracy gains.5 points
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5 points
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5 points
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Hello everyone, This is my first time posting, and this is also my first mod for 0 A.D. This mod changes how units are reassigned when a player is defeated. Instead of transferring to Gaia, the units now go to the next undefeated ally. I think this is a really interesting mechanic, especially when playing the Regicide game mode—where all of a player's units get reassigned when their hero dies. Let me know what you think, and feel free to suggest anything I should add! Check it out here: https://github.com/TobyDustin/0ad-refugees-mod I'm also trying to get it on Mod.io. If anyone knows how to do that, I'd really appreciate your help. Here's the preview link: https://mod.io/g/0ad/m/refugees-mod?preview=f5ab66257bcb802a72f07e11b3139287 Some screenshots:5 points
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New feature: added an options button to the lobby that launches the settings page in an async subroutine In the base game, there is no way to change your settings once you are logged into the lobby! This provides you with the possibility of adjusting settings to optimum before game starts. If you have reached the gamesetup page, you can press Alt + L to launch the lobby page then press on Options.5 points
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5 points
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New update: Additional camera settings: These are configurable options that are normally hidden from the settings interface, presumably because it might confuse new players. However, I personally found these camera settings to be essential for players improve their micro. In short: Scroll speed changes how fast your camera pans around the map when you press WASD. The value is the speed of the camera in m/s and the default was 120. I personally use 620 so that I can quickly move myself around my base. I allow up to 1000 but that's a bit too crazy for me. The zoom options control your altitude from the map. Default minimum is 50, but if you have a high resolution screen, you can still see content clearly for up to 10 or even 8. FOV = Field of view5 points
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Gameplay reasons Main cause of champs breaking the game is players being able to spam it too easily. If we move these units back to the fort, they cannot be spammed en mass. We would get a trickle of maybe 3 to 4 champions as an enhancement of our army but the strategy of letting your ally die just to build yourself a full champ army will not be possible. Forts are useless / mostly idle for some civs: Gauls, Mauryas, Persians ... Now we have an use for fortresses. We can keep the OP stats of champs or make them even more OP, because the rate of production of these units is much lower - controls their impact on the game. Han and Carthage seem to have the correct use of champions at the moment. Other civs are just spamming till you run out of resources. Players who want to spam champs have to build extra special buildings which are costly and cannot be used for citizen units - less motivation to spam. Historical / Logical reasons: Hell broke loose when champs were moved to barracks and stables: In A25, they spammed fire cav from stables, in A26 they spammed champ sword cav, in A27 is now spear cav. But in A24 and A23, this problem didn't exist because champs could not be spammed enough to break the game. A23 had too few champs because fort was used for siege. Now we have a siege workshop so fort can be used as champion-special Champions (elite units) are being trained from the same place as pleb citizen soldiers. Not sure if that is accurate. Some civs train from special buildings while others train from barracks - inequality We want to emphasise the elite quality of the units, not just let them be CS Pro plus Proposed changes: Cancel the "unlock champion" upgrade - You can get your champs as soon as you have a fort. Every civ which currently produce champs from barracks and stables get their champs moved to a fort. In detail: Persians: barracks can produce immortals (but after researching an expensive unlock tech 1000 Food). Fortress produce champion cavs Kushites: champ cav back to fort, temple guards can stay in temples Gauls: Fanatics stay as they are or go to taverns; Trumpeter stay at their place; Champ cav and champ sword go to Fort. Mauryas: Yoddha go to forts. Maidens stay where they are. No change to Athenians, Spartans, Han, Carthage I am currently working on a pull request for these changes. Please comment below if you have any objections. Thank you, balancing advisors. @chrstgtr @real_tabasco_sauce @Atrik @borg- @Stockfish4 points
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Forts should be effective for defense, not an expensive barracks. If they are “useless” right now, work should be done to make their use for defense more effective. Forts should be for defense primarily, with some able to train heroes, unique units (champs), and unique, special technologies. I remember alphas where people would make more than 6 forts just to spam champs, and it became frustrating trying to find space to place them because of the build distance requirement. also let me stress this really important point: there are no complaints about infantry champions, save for immortals being a bit OP in the ranged form. all the complaints are about champcav, so how about we calm down a bit and focus of the specific units that are problematic instead of “moving fast and breaking things” so to speak. why are champcav OP? - high damage, high hp? Sure, but it is not much more than infantry champions, and they cost a lot more. But really the comparison with champion infantry is flawed, champcav will almost never need to fight champion spearmen. - mobility? I think this is the underlying cause as much as others want to deny it. We are talking about units that are double the speed of their supposed counter, units that may not be surrounded, trapped, or outplayed except by a larger or faster cav army. Because you can choose your fights endlessly, champcav players can bank up resources while raiding and retrain fast enough to justify taking bad fights. Additionally, since they move faster, they take less damage from buildings. if you are really adamant to try this, why not set up a PR in the com mod to organize some play testing. I think I’ve seen enough of the current com mod changes to get an idea of what might work in the future regarding capture balance, so we can move forward with a new version if you like.4 points
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making that change on historical, its intersting idea, and i like it!4 points
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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 RTs4 points
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I think most players would agree that the single-player content 0ad offers is meager, especially in comparison to other RTS games. There are many great scenario maps, but there are no built-in campaigns. In my opinion the underlying issue is that there is simply no way for map makers to tell a story. I want/plan to make an interface for exactly that; the capability to tell the player about the historical context and events a game or campaign is based on, and to pack it into a plot that unfolds while the player plays through it. I'll disclaim it straight ahead: I'm not the typical and traditional RTS player that I know many other people in this community are -- e.g. I haven't player the AOE games. It might be because of that, but I personally dislike the idea of adding actual dialogue and voiceovers. I'd personally rather convey the feeling of reading a history book. However, I am well aware that there are players who would disagree with this. So why not do both? We could have history-book style prologues and epilogues and something alike at key points too. And to bring the story to a more interactive, personal level, add the ability to have character monologues and dialogues. What do you think? I made this thread to collect concepts and ideas on how to make it work and look. (By the way, I made some mockups for this a while ago, I'll post that in here when I've cleaned it up.)4 points
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4 points
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I'm no specialist, but it seems to me that it's extremely difficult to do both at the same time. Sail is not viewed as a supplemental propulsion, it is something used for long distance. My personal opinion is that Bronze Age and Iron Age warriors favored the mobility and portability of boats. It should not be forgotten that there are no indications that they had ports of any significant size. Maybe we can make an exception for the merchant ship, since it is a case really inappropriate for rowers. Maybe decorations or stempost size? Here a few ideas (the outrigger is maybe a bit excessive but why not):4 points
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This scenario is based to 265 B.C. in the Mediterranean sea, one year before the first punic war. In the past I realized various maps based in Europe and in this period, but the most of these aren't playable anymore, so i made another map for this scenario. The civ you can choose are: Aedui(Gauls), Romans, Carthaginians, Edetani(Iberians), Macedonians, Suebi(Britons), Iceni(Britons), Sarmatians(Gauls). RiseofRome.xml RiseofRome.pmp4 points
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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/4 points
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"Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"4 points
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I would like to share some engine changes that I made locally to A27-0 release. Feel free to apply my patch and rebuild for better performance / more features. Core changes: 1. Turn off Nursery Heuristic (Dunedan's performance patch) which greatly increases fps in fights. 2. Does not write config strings to mainlog.html but prints out in console instead. This shortens the mainlog by a lot of spam, especially if you use Autociv and / or ModernGUI 3. Prettier console with less transparent background, better cursor, larger fonts etc 4. Prints out every step of the handshake process when joining / hosting a game. This allows you to see why you can't join someone or who is the "unknown player" that failed to join you. The "unknown player" often freezes the host and ruins the game as the host doesn't know which username to kick. 5. Network warnings if the ping is more than 200ms. The default warning time is scaled with turn time, so sometimes the game might freeze due to bad conn but still you couldn't tell who was the cause. sevda.diff4 points
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I worked on 8 colors for the players. Background colors are reserved colors from the original game. I took the chart background, the font halo, trees and terrains. To get one color for each I blurred the terrain. To get 8 new player colors I used some approach with CIELAB which should be better than HSV. CIECAM02 should be even better. In this python script a color distance is calculated. One can compare the numerical value from player vs. background and then player vs. player. Since this is also subjective the colors are then plotted. On this plot one can see and compare if this colors look good and are distinguishable next to each other. These are the colors I arrived at: [40, 80, 160], [180, 59, 73], [227, 119, 194], [200, 189, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84] This topic is very important for silhouettes in the forest. But there was also a incident where 2 players captured my cc, the capture bar seemed still over 50% but one of the players had a similar color to mine so I actually missed the 50% mark. I do NOT accept this loss. It was a fault of the game. color_by_distance.py3 points
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historical is the counter But also making sure that you dont let them mass Cataphracts3 points
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Why nerf the speed of cavs? The whole point of cavs is being fast. If cavs are slow then just use infantry instead. We do need strong units but at reasonable quuantities.3 points
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I think I have owed you all an update on this project for a long time now. Me and @ShadowOfHassen have neither forgotten about the encyclopedia nor given up on it. I'm as convinced by and passionate about the idea as ever. It's just that I don't consider the project as high priority as other ones (like making campaigns or a tutorial). However, I can promise I will get back to the encyclopedia eventually: My plan is to overhaul the UI completely (in terms of appearance). The current one looks alright, but it just lacks that artistic touch. And, good news, I am actually in touch with @whiteebony82, he's creating sprites for it, and what I've seen so far looks amazing. Something to look forward to. About the articles, I'd love to resume the writing process, I'm hoping I'd able to still write some texts every now and then, but because I'm now more involved in the technical side of things, it'll never be as much as it once was. I haven't talked with @ShadowOfHassen about it yet, but before picking it up again I think we have to find some more people interested in helping, if we ever want to see it finished. One thing I want to do for sure, though, is to go over all of my old art and improve them (as ShadowOfHassen did with his in the past) before adding any new ones. Looking back, I could have done a lot better and often missed the point. Regarding the code, there is still the PR I opened last summer: https://gitea.wildfiregames.com/0ad/0ad/pulls/6997. It contains only the core parts of the page, but also the most recent version of the code. It is marked as"WIP" right now, which means review progress on it has stopped because there are changes planned it -- the UI changes I talked about above. When I've achieved a UI that I'm happy with I will remove the label again, get it moving and hopefully merged soon. Then there is also the github repo I made a while ago: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia The code in it is neither up-to-date with the PR, nor compatible with A27. However, the repo stores all of the articles in the latest state. I'm still unsure what to do with it; in regards to the code, it doesn't provide much value to me, maybe it would be better to make a new repo dedicated to just the articles. TL;DR I won't resume now, but I'll do when the time is ready. As a first step, I ported the encyclopedia demo mod to the A27 release version and as recommended created it with pyrogenesis' archive builder this time. To install it, left-click on the downloaded file -> 'Open With' -> '0 A.D.' encyclopedia.pyromod @Genava55 (This mod's purpose is really just to demonstrate functionality, my goal is to add the that to the game eventually, which is why I will not be putting it on mod.io)3 points
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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.3 points
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I am making a campaign which contains scenario-like levels to teach players advanced micro skills in battles to improve their fighting performance. This is the first version: battlecampaign.zip I will be adding more levels and tactics to it once Atlas Editor fixes itself from crashing all the time Feel free to give suggestions ! Link to the github (actively developing): https://github.com/Yekaterina999/battlecampaign.git3 points
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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_table3 points
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From your video, we can see that that javs are wasting time bumping into each others, while slingers continuously attack. If you make the same test with both groups locked in formation, the outcome should be favorable to javs (because formation allow units the almost ignore hitboxs of other units in their formation, therefor no more bumping).3 points
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If you believe a moderator is abusing his privileges, please report that in a private message to me instead of accusing somebody publicly.3 points
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3 points
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"Hello, friends! I apologize for the delay, but this week was very busy and I couldn't make much progress on the project. However, I did manage to bring some news! I implemented two new buildings: the oven and the weaving workshop. In addition, I created another house variation, totaling 15 different options that can vary according to construction. The oven will be used to develop ceramic and clay technologies, improving buildings. The weaving workshop will have technologies that will improve units, such as protection, creation of primitive weapons made of stone and bone, and more resistant clothing. I also added music to the project! I completed all the buildings of the Flintstone Age and now I will focus on the units, improving textures, clothing, armor, and creating new units. One of the main goals is to create a nomadic leader who will be the first representative of the group on the journey. Leave your impressions here and share with your friends! I'm open to suggestions and ideas! See you next week!"3 points
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Well done. If we want more color, we can also add a few shields on the sides. Maybe on both ends.3 points
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It seems to be a simple model, even more so using this reference model and the texture of the northern boat.3 points
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That's good inspiration. Here is a mockup I made a while ago: It's comparable to the storytelling screen of AOE2 DE, no? It's missing an image obviously, which is essential to achieve a more aesthetic look. The question is how to and where to place images on that parchment (in terms of layout) and where we can get them from in the first place... Can we maybe find an artist to draw characters or scenes for it? Or do you think there would there be enough royalty-free material available online to cover some basic campaigns?3 points
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I dont know what to say, he rage quit. I told him if he didnt come back I will post it on the forum for people to laugh at him. He didnt come back. LOOOOOOL I think some players like Geriatrix are wellcome to make memes or Videos with memes about it. I enjoyed those videos. It was unrated though, but still funny how he tries to make me not post it. metadata.json commands.txt3 points
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3 points
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3 points
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This version should account for lag. I can't test it in real games atm. so maybe someone can verify from real games how well this works. This should not trigger when the turn length is over 400 ms (the usual one is 200). Maybe that number needs to be adapted. In a replay set on 0.25x it didn't trigger.3 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.3 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 @Lopess3 points
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3 points
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"Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"3 points
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Hi @ffm2, getting back to you after taking a closer look - you have actually detected a real OOS which was also observed by @real_tabasco_sauce. This would be a correct way to test the branch (although you would lack translations and shaders), which shouldn't create an OOS in itself. Taking a closer look at a fix I had included in the branch, that fix is OOS-incompatible with 27.0. So I removed it from the branch. Your commands file was useful for me to assert that this specific fix was creating an OOS You can test the branch again if you wish, or you can wait a couple days before we distribute testable bundles of 27.1.3 points