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Posts
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Joined
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Days Won
52
Everything posted by Gurken Khan
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When I upgrade a Sentry Tower to Defence Tower it's technically a different building? I noticed before that workers stopped repairing the tower when the upgrade finished while they were at it. And I finally figured out why Sentries isn't researched although I was sure I already did it... I don't even know if I got refunded when the research stopped due to the upgrade, but I would really prefer the research to continue even if the tower upgrades in the meantime.
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Yeah, I actually figured that out while playing on. I wanted to look at the ship's stats to see if I should wait for that or take the cheaper one. The ship will unlock with p3, so that's not really a choice as I will progress anyway. I still think the mouse-over shouldn't tell me to right-click and then do nothing. (Ofc I can always go to the unit tree and look at the ship there, but if I just wanna compare ships at the harbor I think the game can just give me those infos right there.)
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Bug: Sometimes when an icon says 'Right-click to view more information.' nothing happens when right-clicking. I guess I should've headed over to that other website to search if it's a known bug?
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Civilization Proposal: Arabs/ Rashidun Caliphate/ Umayyads
Gurken Khan replied to Mega Mania's topic in 1,000 A.D.
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mkay. My 'simple' suggestion here would be to tell ~it, so the replay can be loaded and continued. There are most likely totally valid reasons why the savegame is forgotten; else I'd 'simply' suggest to remember and continue that... And that's probably how deep I will have ventured into this topic.
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Hello & welcome @Raulillo! Don't worry, there's a learning curve! Personally I'm still playing against very easy AI (usually 2 vs 4 enemies). Enjoy the game & the forum!
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I'd still be interested in replies to my previous post! How about a category 'support' for the Units Statistics? I have plenty of space for an additional category, and that way the numbers for 'Lost' would add up. Ofc that still wouldn't account for the three units I captured... Is there also a category missing for the buildings?
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Hope you bear with me for a bit! I don't know if your statement is true for all cases or just mp-clients? Clearly the game saves the, uh, gamesave at some point? The replay I posted above had three parts. So I guess I saved two times during the game? What is saved then? And when I load a game, what is loaded? 0AD knows which specific game I am loading/rejoining, so why can't it 'simply' load and continue the files of that game?
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@(-_-) @elexis Thanks for your answers. Why can't 0AD 'simply' continue the replay file when a game is loaded/rejoined? Clearly, having one (working) replay is what I'd want after a game, and not this current fragmented sh state of things.
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Sooo... Let's assume I had three 'replays' which together I guessed would be the replay of my last game. last_replay.zip What would I have to do to make that a working replay?
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Out of address space (64-bit OS may help) Location: wvm.cpp:296 (vm::AddressRangeDescriptor::Allocate) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 8 (Für diesen Befehl ist nicht genügend Speicher verfügbar.) I thought maybe it was a RAM issue. I looked a bit for 'OS error = 8' which to me seemed to point more in the direction of resource leaks? I have no actual debugging experience, but should I maybe install some tool to see if I can catch what's going on?
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@Loki1950 Yes, thank you. That was the stuff I posted yesterday. More often than not crashlog and interestinglog don't catch my crashes, though. I tried the pause/crash thing again yesterday: it took two hours. It's not a pressing issue, however one I can reproduce. And did someone change the title of this thread? I'm quite sure I intentionally used the wrong superlative 'recenst'.
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@stanislas69 Thanks for your reply. I have 640KB >800GB free disk space; that oughta be enough. I should follow that antivir lead. What other app could be using a 0AD file? That out of address stuff usually comes up when things already have gone to sh*ts and I'm trying to click away those gray error windows with 'continue'. Although I believe the messages that an error has occurred, I'm not sure how much of the details I should believe...
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Normally I can save games; so 0AD should have those rights, no?
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Tried it again last night; it 'worked', but I fell asleep so I can't tell how long it took, lol. I believe it was >1 hour. I'm kinda used to encounter quite 'original' errors, so wouldn't surprise me too much if no one else can reproduce it. On a completely different note, the game just crashed: Function call failed: return value was -1 (Function failed (no details available)) Location: SavedGame.cpp:113 (SavedGames::Save) Call stack: 0036E0FF 003EE5B9 003EED98 003E9FCA 003E9317 003E9A58 5E0736A4 5E077D91 4ABB6250 0068EB58 errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set) ERROR: could not initialize ogg data at audio/music/Sands_of_Time.ogg ERROR: Failed to save game Often the error message tells me something like 'Out of address space. A 64bit OS might help.' I do have a 64bit OS, while you're only a 32bit program anyway...
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On the title screen is a box in the right bottom corner.
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@(-_-) V-Sync is disabled. No luck there. @Angen Fullscreen with postprocessing disabled Because of my frequent crashes I disabled a bunch of things, can't say I noticed any effect on stability.
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I think so, yes. I mostly stopped having 0 A.D. on pause, usually exiting it completely if I go afk a bit or wanna watch some vids. I completely stopped having it on pause when I put my computer into sleeping mode, because apparently the game doesn't like to be on hold and crashes then too. I'm on Win 8.1, in case it matters. Edit: Looked a bit at system 'events' (right word?)
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@stanislas69 Pause via menu or kb and then alt+tab.
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When I put 0 A.D. on pause it's pretty much guaranteed to crash (no crash logging). Anyone knows why? I don't know whether pyrogenisis.exe just doesn't like the 'run time' or if there's anything happening during pause.
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I'm used to have minority opinions, so no prob. Which ofc doesn't stop me from sharing them. @(-_-) Having healers in healing range appears to be an outlandish minority approach. ¯\_(ツ)_/¯
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I'm afraid I fail to get the point. I assume y'all know how to un-select certain units from a selection; so if I wouldn't want my healers at a target, I simply wouldn't tell them to go there. Me, I want my units to do what I tell them, including the healers when I tell my army to attack sth (for the reasons I stated above). I'm usually not too happy with 'decisions' my units make, and I don't want my healers to make their decisions like 'hanging back' or RATM'ing me here.
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Yes. Firstly, if I tell them to move somewhere, I want all healers to go all the way to that location. Currently a lot of healers go a lot of the way, but quite frequently they all just stay where they are (if part of a selection), or a few will stay back or stop walking somewhere on the way. Unlike you I want my healers to move up to the target with the rest of the selection; if I didn't want that I'd not tell them to do that. If, for example, I want to capture a CC, I want these 'support' units to actually support my soldiers and heal them while they're at it. (Which also decreases the length of a 'healing session' after such an attack, which I feel can be quite lengthy even though I typically roll with ten healers.) True, the healers might be shot at, but I do it in turtle speed anyway so I can micro healing if necessary. Currently I just try to discipline them by repeating orders, which - thanks to ctlr groups - isn't that much of a pain. I don't know if maybe their behavior according to their stances should also be adjusted, I didn't feel like 'aggressive' or 'defensive' had the effect I anticipated. (So 'stand ground' it is for me/them.)
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Thanks. I think I have an idea what you mean. If everything is re-calculated in replays, can't that lead to inconsistencies? Like a unit surviving an attack during the game, while in the replay it might die because in that calculation it took more damage?
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I see. Now I'm wondering to what degree that decision is due to principle and how much to pragmatism...