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Everything posted by Skhorn
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@stanislas69 did you commited the statues already?
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I think AI is too strong / IA demasiado fuerte
Skhorn replied to Simple's topic in General Discussion
If i'm not wrong this has been considered before, although i guess it ended up on bringing tutorials/strategies created by experienced users, however, for casual players as you state, might be worth considering this. Indeed if you want to improve yourself without being a hardcore player, take a look at this https://trac.wildfiregames.com/wiki/Strategy_Guide Perhaps they might be useful for you, in the other hand you could point out specifically what you think it makes the "very easy" AI to strong. Although there are more threads related to this, but to be fair, don't remember where. -
I think AI is too strong / IA demasiado fuerte
Skhorn replied to Simple's topic in General Discussion
La IA tiene tres estancias, Defensiva, Agresiva y la otra no recuerdo, colocala en defensiva y prueba de esa manera, es cogerle el tiro y los tiempos. -
Yes skhorn@Morgul ~/D/0/0/b/workspaces> g++ -dumpversion 6.3.0 That worked! But i don't understand why, as far as i know, -j# wasn't the amount of cpu cores used to compile it? Used too the make -j1 My only bet is, that a few weeks ago i was messing with the sources.list, added a a few from the Kali repo and when i did an update/upgrade i forgot to delete them, so it installed a lot of packages, but not really sure if one of those affected the gcc. That's my only bet, don't know what else could be. Thank you!
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Hi, I'm using Debian stretch 64bits. I updated the project using svn up, but when i went to build it, it started throwing errors. Did an apt-get update/upgrade. Checked if the packages needed to build were up to date, and performed the clean-workspaces, but still it thrown an error. Deleted the folder, did svn up again, tried to compile, but nothing. In file included from /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/build-debug/js/src/Unified_cpp_js_src1.cpp:110:0: /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/gc/Marking.cpp: In function ‘void AssertNonGrayGCThing(JSTracer*, void**, JSGCTraceKind)’: /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/gc/Marking.cpp:1980:1: internal compiler error: in change_scope, at final.c:1609 } ^ Please submit a full bug report, with preprocessed source if appropriate. See <file:///usr/share/doc/gcc-6/README.Bugs> for instructions. {standard input}: Assembler messages: {standard input}: Error: open CFI at the end of file; missing .cfi_endproc directive /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/config/rules.mk:930: recipe for target 'Unified_cpp_js_src1.o' failed make[3]: *** [Unified_cpp_js_src1.o] Error 1 make[3]: *** Waiting for unfinished jobs.... In file included from /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/build-debug/js/src/Unified_cpp_js_src10.cpp:11:0: /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/vm/Debugger.cpp: In function ‘bool DebuggerObject_unsafeDereference(JSContext*, unsigned int, JS::Value*)’: /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/vm/Debugger.cpp:7100:1: internal compiler error: Segmentation fault DebuggerObject_unsafeDereference(JSContext* cx, unsigned argc, Value* vp) ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Please submit a full bug report, with preprocessed source if appropriate. See <file:///usr/share/doc/gcc-6/README.Bugs> for instructions. /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/config/rules.mk:930: recipe for target 'Unified_cpp_js_src10.o' failed make[3]: *** [Unified_cpp_js_src10.o] Error 1 make[3]: Leaving directory '/home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/build-debug/js/src' /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/config/recurse.mk:74: recipe for target 'js/src/target' failed make[2]: *** [js/src/target] Error 2 make[2]: Leaving directory '/home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/build-debug' /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/config/recurse.mk:36: recipe for target 'compile' failed make[1]: *** [compile] Error 2 make[1]: Leaving directory '/home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/js/src/build-debug' /home/skhorn/Documents/0ad/0ad/libraries/source/spidermonkey/mozjs-38.0.0/config/rules.mk:541: recipe for target 'default' failed make: *** [default] Error 2 ERROR: SpiderMonkey build failed Perhaps i'm missing something? Did what was in the BuildInstructions. svn up cd build/workspaces ./update-workspaces.sh -j3 cd gcc make -j3 Sorry i don't know how to reports such bugs, if something else is needed i will upload it System info just in case
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===[COMMITTED]=== Update Camel Units
Skhorn replied to wowgetoffyourcellphone's topic in Completed Art Tasks
Enhanced happy camels, yay!- 162 replies
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- 2
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- animations
- modeling
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I don't think that's fair. It's just an strategy, how are you going to counterreact against is what you should do, instead of asking the devs to change it just because you don't like it or don't know how to handle it. I'm not the best player, but it's just IMHO.
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Age of Empires definitive edition [remaster]
Skhorn replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
You didn't know? Extra large files it's their new feature -
Age of Empires definitive edition [remaster]
Skhorn replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Those are 5mins of my life that i will never get back -
Awesome, although i think it deserves more randomness on terrain textures
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[Request] Hellenistic ornamentation
Skhorn replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Next thing we will see from @Alexandermb is a whole 0AD Mithology Mod. By any chance would you make a statue version of it? Don't know if it can be used, but migth be cool -
Fixing the skybox for maps
Skhorn replied to Stan`'s topic in Game Development & Technical Discussion
Now that you said it, what about both? -
Fixing the skybox for maps
Skhorn replied to Stan`'s topic in Game Development & Technical Discussion
Is there any tutorial on making a Skybox? -
Some sort of time period were catapults can thrown a bunch of dudes landing perfectly to disrupt enemy lines.
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Are those historically accurate?
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Attack those filty logs!
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Do you mean, taking control on the AI? If that's so, i don't think so, afaik. If you want the AI to build by its own, set it on Petra and pick easy or another one, if you want it no to do anything, pick sandbox (But i'm not pretty sure if the Ai won't do anything on sandbox difficulty) Just click within the gear in the middle, and the config panel will pop up
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I think you can set the IA to sandbox, this way it won't do anything
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Why would you want to create a multiplayer game just for you? In case you haven't noticed it, there is a Single Player option.
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The Kingdom of Kush: A proper introduction [Illustrated]
Skhorn replied to Sundiata's topic in Official tasks
Guess this is https://trac.wildfiregames.com/wiki/Audio_Voice_List Don't know if this thread is relevant too- 1.040 replies
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- civ profile
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Skhorn replied to wowgetoffyourcellphone's topic in Official tasks
Those terrain textures seems quite suspicious... are those new o it is that i never use the savannah textures?- 529 replies
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- delenda est
- terra magna
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Skhorn replied to wowgetoffyourcellphone's topic in Official tasks
So, DC Comics = Detective Comics Comics... How interesting- 529 replies
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- delenda est
- terra magna
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@stanislas69 Are you going to review the stuff you have on that repo? Would be cool to have some of this in game
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I would prefer not an entire set like a garden per se, but more variety of fences and flora. It's possible to achieve a beautiful garden with all of those separately, indeed it would be better as imagination can flow without the restriction of an already builded garden. Somehow like fences per faction. As i said once, it's wierd somehow to place stone fences on for example, a Mauryan city. But i think the most important, it's, does this land on a mod? Or in main game? If it land in a separate mod... IMHO, No. It tends to be more difficult to find or to keep track, maintainability and of course, sharing the map becomes more... difficult too
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- === Start of Request === - The entire world, but don't go that far going on molecular level. - === End of Request === -