
SolarEagle
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Everything posted by SolarEagle
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Hello, I got a huge lot of errors while loading the map, and the game doesn't work well. I can't recruit troops, nor capture buildings or Gaia loot, nor build something (like a city centre), and the enemy is absent. I can only move my troops, and if I cross the bridge, I win, as it's supposed to do. The problem is that I can do the crossing totally unopposed. I play on Fedora 35, using the rpm version of 0AD Alpha 25b, with only two mods installed, Community Maps v2 and Macedonia. I joined the html report. interestinglog.html
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Can't build SpiderMonkey 45
SolarEagle replied to radopenev's topic in Game Development & Technical Discussion
I use this topic because, while building from scratch using the code on Github, on an Intel computer with Fedora 35 Gnome up-to-date, I have the same error, which I already had a few days ago. [nicolas@fedora workspaces]$ ./update-workspaces.sh -j3 Updating bundled third-party dependencies... FCollada is already up to date. Building SpiderMonkey... SpiderMonkey build options: --disable-tests --disable-jemalloc --disable-js-shell --without-intl-api --enable-shared-js --disable-jitspew patching file js/src/build/moz.build patching file mozglue/build/moz.build patching file config/makefiles/target_binaries.mk patching file js/src/moz.build patching file js/src/old-configure patching file js/public/StructuredClone.h patch unexpectedly ends in middle of line Hunk #1 succeeded at 381 with fuzz 1 (offset 53 lines). patching file js/public/AllocPolicy.h Hunk #1 succeeded at 109 (offset 2 lines). Hunk #2 succeeded at 175 (offset 3 lines). patching file js/public/RootingAPI.h patch unexpectedly ends in middle of line Hunk #1 succeeded at 931 with fuzz 1. patching file build/moz.configure/toolchain.configure patching file build/moz.configure/toolchain.configure patch unexpectedly ends in middle of line Hunk #2 succeeded at 169 with fuzz 1. patching file js/src/wasm/WasmSignalHandlers.cpp patching file .cargo/config.in patching file Cargo.lock patching file Cargo.toml Traceback (most recent call last): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/build-debug/../js/src/../../configure.py", line 25, in <module> from mozbuild.configure import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/configure/__init__.py", line 33, in <module> from mozbuild.util import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/util.py", line 760, in <module> class HierarchicalStringList(object): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-78.6.0/python/mozbuild/mozbuild/util.py", line 785, in HierarchicalStringList class StringListAdaptor(collections.Sequence): AttributeError: module 'collections' has no attribute 'Sequence' ERROR: SpiderMonkey build failed Is the error related to a Python version incompatibility, as it was told in a previous post? -
Thanks for the tips and I'll try it! I used spear infantry, but I have to play another civ than Ptolemies like I did the last time! I prioritized rams before, and built two caserns to build infantry on two sides of my territory, but it wasn't enough. Furthermore, I'll try with Britons, Gauls or Maurya, or other civs which have faster spearmen.
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@Lion.KanzenExactly! One has barely the time to go to the second phase that Gaia attacks with battering rams.
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TBH, I never managed to win on both, except with max resources on Napata, and even then, Gaia often killed my opponent before I did. I admit I'm probably not a very good player, but Danubius is insanely hard in my case. The problem with Gaia attacks is that they never cease. Even if one destroys some of their resources, they have limitless reinforcements. There are maps where it's bearable, like the Gallic land ("Terres gauloises" in French"), but on Danubius, it's simply too difficult for me. IT's bad, because the map is beautiful, and if Gaia was less powerful, it would have been an interesting challenge.
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IMO, this is the source of the problem: the click is too fast, and I can't select it. Maybe it's a mouse problem, but it's not difficult to select other units or buildings. The option described in your last paragraph is cited as possible (for future traders only by the description, when surveying the destination market, but it doesn't work either, or maybe it may work without that clicked problem.
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I'm running 0AD A25b on Fedora 34, but the work was present on the Flatpak version too. Basically, when I select a trader using left click, then right click the origin market, then right click the destination market, the trader either doesn't move, or either only does a single travel and stops at the destination market. I've tried changing the mouse, or using the laptop's touchpad, and it doesn't work either. Unit or building selection works smoothly. What can happen, please?
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EDIT: found it. I have to find which file to edit. EDIT2: Looks someone was faster than I was. However, I'll try to find some unfinished work.
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When there's the load screen when the map loads, there's a small typo about the description of hero Themistocles (Thémistocle in French): "héro" (wrong) instead of "héros" (right). I didn't make a screenshot at eht time, and since they appear at random, my few tries of loading a game didn't show this particular one.
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Thanks for your comprehensive answer! I tried to follow the description but sometimes I don't if I did the right thing or went to the right place. For example in "Conquest of the Getae" I used a merchant boat to get the free wood near the isle, built a dock on the isle near the allied dock, set up trade with the latter and at the same time used the slingers to get wood, stone and metal (save one to repair the boat), used only resources to upgrade the boat's armour, while the other units captured the catapult on the isle, then put a successful defense against other attackers while stockpiling resources, and just after my city centre and a single house were built, I was attacked by 20+ units. I'll try to make the maps visible indeed. Since it looks the AI knows exactly where I am, it won't be cheating.
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Many thanks for the campaign! The only minor point is that I lost on almost every map. The only maps where I've won were some maps where I managed to create or to occupy a civic center and build up my forces, like "Illyran Campaign" (the one which resembles the most regular 0AD) or "Pelium", where a strategy in several steps was somewhat tedious but helped me to win. But on others strategies must be more complex. For example, in "Consolidating control", I've saved a few troops, tried to kill the maximum enemy troops in the town with the others, disregarding losses, and seize the market to exchange the food gained by killing enemies for stone. My remaining troops (6 or 7 slingers) built a civic center on the South of the map but were attacked a few moments later by far superior forces. I'm not that versed in attack tactics to win without some economical superiority and grinding or mass attack. On "Caria" or "Conquest of the Getae", I had the same problem: I got a way to have a troop buildup, but the enemy overwhelmed me quite fast. I have the same problem as with the OG Danubius or Jebel Barkal maps (where Gaia overwhelms one very fast, especially on the first one). Do some of you have some strategies?
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Some maps crash here too, like Rapa Nui sometimes, Forest Nothing always. Others are a bit instable like Brigantium. Scenarii tend to crash, or to show strange behaviours. Byzantium has an absent AI : one just has to stockpile resources, advance ages to set trade then get siege engines and destroy the enemy colonies. A lot of these maps are most beautiful but sometimes unplayable for a not so skilled player like me, either because they're very small then one doesn't have any "strategic" depth or even space to put houses (Rapa Nui for both reasons, most big city maps for the former reason), and some because the AI seems stronger than usual, like on the original Danubius or Napata maps where the only way to counter AI attacks is to begin with very high resources or more. For example, At The World's End is almost unplayable because you get attacks with war elephants very soon in the game, while there was a version named Before Hysdaspes which was interesting to play, even if it was cramped in some places. Maps being cramped or with too high elevations (like Brigantium or Obsidio Cyzicus) are difficult to play, even if the idea behind them is very good. That's the case with the Egypt map which isn't part of this mod too. But Egypt is very playable even if cramped and resource-intensive. A few maps get too many players too. 6-8 players maps aren't my cup of tea. The best maps when it comes to gameplay are : Northern Islands, Euboea Harvest, Coastline (hard but playable), Jungle Valley (same opinion), Raiders in the Alps, Country Side, Dune (if big), Riverway (if big too) or The Duel (intense map but winnable with tenacity). Maybe I'm a bad player but these very difficult maps kill the enjoyment while the regular AI is manageable. Sorry if I may sound a bit harsh. I appreciate a lot the work of mapmakers and thank them for their work since maps and campaigns is what 0AD needs the most urgently IMO, but some maps simply aren't to the level of most stock maps when it comes to balance and design.
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Thanks for the fast answer ! I wasn't aware of these legal issues. That's bad because this map had an interesting gameplay, even if of course it's out of range for vanilla 0AD civilisations.
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I post here because I don't know if the issue is bug or a "feature". I realized that the Amazon map is missing from my installation. I'm using Alpha 23 on a Fedora 29 machine. I have a few mods avalaible but the map doesn't appear even when playing only regular 0AD. I searched the changelog for A23 and A22 and didn't find any mention of the map being dismissed. Did I miss something? Thanks in advance for any useful information!
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You got PM!
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Thanks, that's what I understood. Is there a way to update the official Wiki to make it more comprehensive?
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OK, that's what I did : putting both the zip and json files in the mod folder. Strangely it does work now.
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So where to put it ? In /usr/bin/0ad ?
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Thanks for the tip ! I'm on Linux. I've installed it in ~/.local/share/0ad/mods , folder which I've found according to this page http://trac.wildfiregames.com/wiki/GameDataPaths . Anyway, this page doesn't talk about mods, but the folder contains a mod subfolder and the public folder given elsewhere. Now it works again. The only thing I did was to erase the mod and place it again, and launch the regular game inbetween.
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I don't have the skills to fix it. The only place where I could help would be translations to french language.
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Hello, I'm a new user to the forum. I play 0ad on Fedora 24. Well, the game itself has improved a lot on I give it some time these days. I've tried this mod and played it until the City Age, kicked some enemies attacks, and lefet after saving. However it doesn't launch now. Thanks for the good work, too! Here's a screencap of the log since the log folder is empty.