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Stan`

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Everything posted by Stan`

  1. Mmh from the error “Serialize_InvalidCharInString” it seems you have put an unsupported character in your template
  2. Ah then you just need to add: <ProductionQueue/> to your template.
  3. units/{civ}/support_slave Do you have a template named units/athen/support_slave for instance ? Or whatever your civ code is
  4. The problem is the docs not being up to date. Sorry about this. The flag was recently changed by @hyperion https://gitea.wildfiregames.com/0ad/0ad/commit/949d5f8c0b64252669c1473686918d71d1b7f225 If you don't build and put the wxwidgets binaries in the correct folders it won't build atlas
  5. I mean the biggest cheat is that Petra knows everything you do and plays with the map revealed. Most AIs cheat
  6. Currently it's not really possible to do such a thing. The only thing with dynamic pathfinding are gates. The game has a 2D grid not a 3D one
  7. They might be easier to maintain code wise. Also they can keep evolving between releases. However like @agentx's hannibal ai they will have a hard time updating each time the game updates due to to lack of api stability. I do wish we had an AI programmer though. Petra's code is not great.
  8. It would be nice to have new AIs. In the past we had a few (Hannibal etc i probably have them listed somewhere. One was even written in Haxe). The one bundled with the game can be the general purpose one'
  9. You need to edit this file to change the gathering animation by another dae file https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/variants/biped/female_gather_grain.xml You probably have -structures/wallset-palisade in one of your templates that doesn't have this token.
  10. You can look at their Github Repository https://github.com/JustusAvramenko/delenda_est You need to edit the gathering variant in art/variants.
  11. Sorry made a mistake <textures> <texture file="props/road_temperate straight_long.png" name="baseTex"/> <texture file="props/road_temperate straight_long1.png" name="normTex"/> <texture file="props/road_temperate straight_long2.png" name="specTex"/> </textures> You're missing “props”
  12. <textures> <texture file="props/road_temperate straight_long.png" name="baseTex"/> <texture file="road_temperate straight_long1.png" name="normTex"/> <texture file="road_temperate straight_long2.png" name="specTex"/> </textures> Should be <textures> <texture file="props/road_temperate straight_long.png" name="baseTex"/> <texture file="road_temperate straight_long1.png" name="normTex"/> <texture file="road_temperate straight_long2.png" name="specTex"/> </textures>
  13. Sadly, no. You'd have to make them build something to do this.
  14. Hey. They are defined here https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_player.xml#L21
  15. Sounds like a bug, can someone open an issue with reproduction steps and a link to this thread ?
  16. For completeness you might compare a single player match (which has no hashes) between the two versions. This will tell us if there is something else at play. When the stuttering happens is one of your cores at 100% ? You could upload the A27 replays too. Have you tried profiler 2? It will show you where it's taking time. Maybe we should merge the two threads.
  17. Mmh do you have a dependency on public? If not you might have to add it to the flags or to your mod
  18. Where are you pulling the code ? Cause that's A26 code.
  19. Sorry forgot to note I moved the thread from "Bug Reports"
  20. Switching to Vulkan (in the options) should fix it. Bug has been reported already and fixed upstream. Fix is in the flatpak
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