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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. I'd hard cap all units at 80% gathering rate of females and drop capture attack form all eco/builder capable units as a try. Because opting for closing in to pop limit will always be required. Sure sometimes you might win (or lose) on the way there and if early boom isn't that fast this will be more likely. I'd say it would be a contributing factor for more strategic possibilities but not a panacea.
  2. Well, on a map like Corsica vs Sardinia 150 pop will be eaten into by far to much by ships. Sure while cav is so dominant and only costs 1 pop on mainland 150 is fine as well. Also the 200-300 are meant as a rough target to optimize the game for, not what works best right now for a specific map type. not true. Many games are loctus like gathering to boom to push, very high level games might be a bit different but not by that much in the end. We could also say gather rates are probably to height, training times matter a lot less, or if you want people to have much more expansion pressure drastically reducing the gathering slots per resource entity might work as well.
  3. The usual cap is at 200 -300 pop which is reasonable for this type of game. The issue is buildup / replenishing of troops is to fast which makes spamming to dominant. Also battles are to short, basically two blobs meting and going up into air almost instantly. Me thinks fights to be more attractive if they take some decent amount of time. Maybe halving damage values for all units / structures would be about right?
  4. Uh, my bad, then this isn't all that bad but hardly close to sufficient.
  5. Works for me (tm). If it only works sometimes maybe some sleep before launching 0ad might work. For sound maybe you use sound card by index in your config instead of identifier and some reordering happens? Borderless fullscreen doesn't matter here either.
  6. So to make the issue worse, we move some of the few leftover useful bits of p2 to p1. A player should be forced to phase up with around 50 pop to be competitive, current p1 is simply broken.
  7. Looking at the code it's a bug on non-windows, nothing you can do here
  8. No need to restart X if you have the randr extension which you are almost guaranteed to have, just write a small script that sets mode, runs 0ad, resets mode. Then use that script to launch 0ad instead. Apart from some flickering when launching or closing 0ad there won't be any side effect. Might also depend on wm/dm and sdl version, so not all that sure either that this is always true.
  9. @andy5995 A quick test suggest ActorEditor is working now, just a nit 23:57:04: can't open file 'ICON_ActorEditor' (error 2: No such file or directory) 23:57:04: Failed to load image from file "ICON_ActorEditor".
  10. xres/yres are for windowed mode, in fullscreen mode 0ad renders at display resolution. You could change display mode or scale using X, see "man xrandr".
  11. @andy5995 According to ldd it was the only one missing.
  12. There is no shoe that fits all. Some do well with a fixed release schedule like the linux kernel or ubuntu for instance, others fare well with rolling releases, even others just are fine with scm only. For 0ad 2-3 releases a year I say would probably work best, more creates issues with having people on the same release, less and contributions take to long to get into a release. Anyway, the only thing to never do is silent / in-place releases.
  13. Hi @PlayerMat first welcome to the forums. About your issue, maybe not the only one but to my knowledge the first to report it. Please attach your log files and hardware report files so people may guess what is going on. See https://trac.wildfiregames.com/wiki/GameDataPaths
  14. @rm -rf, you don't have to extract the zip, just place it into ~/.local/share/0ad/mods/feldmap I agree this isn't "as expected". People shouldn't offer zip files in the first place, only pyromod files.
  15. The above try was made on a Gentoo machine and as I don't speak Thai there is no libthai.
  16. Might not be the same as #2, you only define pyrogenesis as executable and not ActorEditor, so no coping might happen for that reason. Just guesswork. Also if the base disto offers wxwidgets 3.2 you might want to opt for that instead, I faintly recall there being a bug / bugs with ActorEditor and 3.0. PS: The multi-call solution is a nice idea
  17. $ ./ActorEditor /tmp/.mount_ActorEge8Yqx/usr/bin/ActorEditor: error while loading shared libraries: libthai.so.0: cannot open shared object file: No such file or directory $ ./0ad-0.0.26-alpha-2210010553-x86_64.AppImage -editor TIMER| LoadDLL: 53.6057 ms Unable to open crashlog.txt for writing (please ensure the log directory is writable) Location: debug.cpp:195 (debug_WriteCrashlog) Call stack: (0x5623a5de2b5e) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x5e2b5e) [0x5623a5de2b5e] (0x5623a5d97361) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x597361) [0x5623a5d97361] (0x5623a5d988eb) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x5988eb) [0x5623a5d988eb] (0x5623a5d98569) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x598569) [0x5623a5d98569] (0x5623a5d988fd) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x5988fd) [0x5623a5d988fd] (0x5623a5a9b44b) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x29b44b) [0x5623a5a9b44b] (0x5623a5a9b52a) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x29b52a) [0x5623a5a9b52a] (0x5623a58a664c) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0xa664c) [0x5623a58a664c] (0x5623a5893817) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0x93817) [0x5623a5893817] (0x7f268c81934a) /lib64/libc.so.6(+0x2934a) [0x7f268c81934a] (0x7f268c8193fc) /lib64/libc.so.6(__libc_start_main+0x7c) [0x7f268c8193fc] (0x5623a58a4bba) /tmp/.mount_0ad-0.UaI40J/usr/bin/pyrogenesis(+0xa4bba) [0x5623a58a4bba] errno = 30 (?) OS error = ? Btw, the game runs fine, no performance issues either.
  18. true, but there is an additional 3 or so turns command delay for networked games. So the effective delay didn't get reduced by much, it just looks much better.
  19. https://launchpad.net/~wfg/+archive/ubuntu/0ad already has a26
  20. Which should be more computationally expensive than adding the "platform" to the model itself, right?
  21. Finally proper paving stones on Acropolis Bay! Yay! Looks so much better. Congratulations on the release!
  22. Not to long ago the forge techs were simplified to make it easier to switch rooster, now you want the opposite. Care to elaborate why this was fundamentally the wrong direction?
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