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andy5995

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Everything posted by andy5995

  1. I'm glad you liked my idea. I added a section to the Gameplay FAQ about rams and elephants, but someone much more knowledgeable than I should review and edit it.
  2. I think the Gameplay section of the FAQ should be more visible on the 0ad website (and a section should be added about rams). To get to the section in the FAQ about gameplay, one must first hover over "community", then click "get support", then click on "FAQ", then scroll through pages of technical questions before gameplay questions are answered. I think in addition to existing navigation, it would be good if a link were simply added to the main "Game info" menu, a direct link to "Gameplay FAQ".
  3. Yeah it's not very intuitive on how to defeat rams, and it's easy to empathize with new players who are baffled if they have 50 skirmishers attacking a ram and no damage being done.
  4. I wonder how possible it would be to add info to the unit info panel that could show what units are likely to do the most damage to that unit, for example rams. A script that could calculate based on armor and attack type and automatically add a section to the info panel like: "Most vulnerable to swordmen and sword cav" Or "Effective defense: swordmen..." I'm not trying to start another thread about rams, hehe, just thought of this feature suggestion after reading this thread:
  5. Also affects Alt+ click-drag to select only military units. First try, women get selected. Second try, only military units.
  6. I removed the custom template and just added a filter https://github.com/0ad-matters/community-maps-2/commit/0f1f0bde261120cff2ac5370f3dd2c8d6f3f94d5 @Stan`
  7. @Stan`The in-game screenshots captured with F2 are normally 1920x1080 but when I capture them when the screen is distorted as shown are 1920x970. I'm using xfce4 on Manjaro 21.3.1, btw. @Obelixwhat desktop environment were you using?
  8. @Stan`suggested I just add a custom template, which I did, and now the Fert maps should work as intended. https://github.com/0ad-matters/community-maps-2/commit/d9ca9878d42509f0edf4db0c7c1b301295739ebb
  9. Thanks for the suggestion. I've rebuilt from git commit 8e0fc8a (Jul 9, 2022) and the problem still exists.
  10. I tried out the Danubius map with the Capture the relic option. There's no status for the HP, but there is for the CP. Ergo, it can be captured but not destroyed. I'm not sure yet how to implement that for the wonder in this case.
  11. Here it just happened when starting a25 (package installed on Manjaro 21.3.1)
  12. @Stan`I did that above but it doesn't show the mouse pointer or the blank space at the top.
  13. K, I see that when I change the 'true' arg to false, then units can capture the wonder. Engine.QueryInterface(this.gaiaWonder, IID_Resistance).SetInvulnerability(true); Unfortunately it also means the wonder can get destroyed. So we need a way to make it invulnerable to destruction, but not to capturing.
  14. Happened after I made some changes to a random map and restarted 0ad.
  15. This happens in a25 and a26. If I have a group of units selected and use Alt+double left-click, nothing happens. If I do it again, all other units get deselected (except for the one I've double-clicked on). If I select a single unit, hold down shift, then use Alt+double left-click, then all units get selected. If I have a group of units selected, and I use Alt+ right-click, I have to do that twice for a single unit to move from the group to gather, repair, move... I have a Logitech K120 keyboard. I've had it for like six years now (though I recently upgraded it to a third-gen model but that didn't make the issues I've been having go away. Is anyone else experiencing this since a24 or a25 was released? system_info.txt
  16. When I start 0ad (./pyrogenesis -writableRoot) this happens about 20 or 30% of the time for me, kind of random, I'm not sure how to reproduce it yet. This screenshot doesn't show exactly what I see, but the top 10% of my screen is blank. To get the "ok" button to highlight, the mouse pointer has to actually be hovering *above* where the "show this message in the future" text is displays. Then I can click and it will act as if I clicked on "ok" even the mouse pointer isn't on the ok button. Pressing alt+enter twice corrects the screen. I'm also attaching system_info.txt system_info.txt
  17. Me and @Jammyjamjamman fixed an error in fert_triggers.js yesterday and played Fert for the first time. It's a pretty cool map. Thanks for sharing it, @nani Question though: It seems that the only way to capture the wonder is to build a CC near to it (units can't capture it). Is that intended? Also, if a CC that is near it (and has therefore captured it) has been destroyed, ownership of the wonder doesn't revert back to Gaia... In effect, it seems like whoever captures the wonder first will win the game no matter what. Is there some code we could add that will make the wonder loses ownership in that case? We had wonder option enabled and set to five minutes. (This map is currently included with the community maps 2 mod)
  18. I released Community Maps 2 v0.26.0 today, which is compatible with 0 A.D. a26.
  19. Anyone like the idea of the docks producing hospital ships? Or would that be too historically inaccurate? In the game, I see them as healing garrisoned units, possible even if a temple hasn't been built yet.
  20. @FreagarachI just noticed this question now. We haven't tried yet. If we do, we'll let you know. Right now we're both using the git version with the formation patch applied. We've played a few games now with no errors (with the mods enabled).
  21. Me and @Jammyjamjammanadded a random map that's based on this concept to the community maps mod. Again, it's just a slightly modified continent.js. The skirmish maps mentioned above have been removed. The map is called Homer's Delight.
  22. Ah.. the period at the end of the URL was interfering... works now.
  23. Instead of declaring a server as "official", due to the problems @Stan`, what might be useful is for 0ad to choose 2 or 3 existing servers and list them on the 0ad website, noting they are "unofficial/unmoderated by 0ad team members". I think discussing the idea as using Revolt for an official server is far too premature at this point. More people need to use it to decide if it's stable enough, imo. @Stan`you might want to check out Zulip chat sometime. it's easy to use, and keeps a history. It's not geared toward gaming communites, imo, but more for software development collaboration or other team-type stuff.
  24. What does anyone think about a change that would make it so ships could only be repaired if they were near a shipyard or dock? Instead of the ships having the ability to get repaired by any citizen worker near a shoreline, they could only get repaired by a "healing" aura of a shipyard (like a temple heals units)?
  25. At git commit e0898f7c879269cf8f13004c4bb462520ad2c384 Had some problems repairing ships. Several times the ships were touching the shoreline, but when I ordered units to repair, they just approached the ships but didn't do any repairs. I selected some units again, ordered them to repair, and still they didn't repair. Also on 2 separate ocassions, had some script warnings or errors in the game console. I forgot to record them later, but maybe these are what they were (from mainlog.html) 208554-<p>Net server: Received message CEndCommandBatchMessage { m_Turn: 26129, m_TurnLength: 0 } of size 9 from [69D7E100...]</p> 208555-<p>Net server: Received message CSyncCheckMessage { m_Turn: 26126, m_Hash: \u00b1\u00c3\u00da\u008f\u00f4\u00dc\u0081\u00f2:\u00a1P\u00f9\u00da>H\u00ca } of size 27 from [69D7E100...]</p> 208556-<p>Net server: Received message CEndCommandBatchMessage { m_Turn: 26127, m_TurnLength: 0 } of size 9 from [97B1E81C...]</p> 208557-<p>Net: Sending message CEndCommandBatchMessage { m_Turn: 26127, m_TurnLength: 200 } of size 9 to [97B1E81C...]</p> 208558-<p>Net: Sending message CEndCommandBatchMessage { m_Turn: 26127, m_TurnLength: 200 } of size 9 to [69D7E100...]</p> 208559:<p class="error">ERROR: JavaScript error: simulation/components/Formation.js line 931 208560-Script value conversion check failed: v.isString() || v.isNumber() || v.isBoolean() (got type undefined) 208561- Formation.prototype.ComputeMotionParameters@simulation/components/Formation.js:931:16 208562- Formation.prototype.AddMembers@simulation/components/Formation.js:449:7 208563- Formation.prototype.ShapeUpdate@simulation/components/Formation.js:973:8 208564- Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44</p> 208565:<p class="error">ERROR: Script message handler OnUpdate failed</p> 208566-<p>Net server: Received message CSyncCheckMessage { m_Turn: 26124, m_Hash: \u00f3O+3\u00d0#j\u00b7\u008f\u00d7\u00ea\u00d33\u00a7\u0016\u00c1 } of size 27 from [97B1E81C...]</p> 208567-<p>Net client: Received message CEndCommandBatchMessage { m_Turn: 26127, m_TurnLength: 200 } of size 9 from server</p> 208568-<p>Net server: Received message CEndCommandBatchMessage { m_Turn: 26130, m_TurnLength: 0 } of size 9 from [69D7E100...]</p> 208569-<p>Net server: Received message CSyncCheckMessage { m_Turn: 26127, m_Hash: Mj\u00f85\u00a30\u00db\u0084\u00d6Zt\u0003b\u0000\u00c1\b } of size 27 from [69D7E100...]</p> 208570-<p>Net server: Received message CEndCommandBatchMessage { m_Turn: 26128, m_TurnLength: 0 } of size 9 from [97B1E81C...]</p> -- 214084-<p>Loaded config string "sound.notify.gamesetup.join" = "true"</p> 214085-<p>Loaded config string "userreport.enabledversion" = "0"</p> 214086-<p>Loaded config string "userreport.id"</p> 214087-<p>Loaded config string "watereffects" = "true"</p> 214088-<p>Shutting down profiler2 GPU mode</p> 214089:<p>Engine exited successfully on 2022-06-21 at 15:31:14 with 214034 message(s), 2 error(s) and 0 warning(s).</p> Are there any other files that game console errors are recorded? commands.txt metadata.json
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