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ffm2

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ffm2 last won the day on December 26 2025

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  1. Its fixed I think. I let petras play 7 min. because it's late here, but I think it's fixed. Thanks if you read this
  2. I was following: https://gitlab.archlinux.org/archlinux/packaging/packages/0ad/-/issues?show=eyJpaWQiOiI2IiwiZnVsbF9wYXRoIjoiYXJjaGxpbnV4L3BhY2thZ2luZy9wYWNrYWdlcy8wYWQiLCJpZCI6MjI0OTY4fQ%3D%3D but they didn't let me create a account due to heavy traffic or so. Toolybird said: "Can you reproduce the problem? Where is the log file? If it's crashing, where is the backtrace?" Can another arch user reproduce it? Or can another arch user say that they could play for a bit longer? I just started a single player game, let some gaia fight and waited 2 minutes and 10 seconds for the next crash. Here are some log files from .local/state/0ad/log If you tell me how I can run tools tracing it, but wouldn't it be easier if the person that investigates it just lets the game run themself for just max. 5 minutes? log.zip
  3. The version is also wrong, since it's not alpha anymore: https://archive.archlinux.org/packages/0/0ad/ 0ad-a28.0-1
  4. This might not be the best channel, but: The build from the arch repository gets a segfault after a few minutes gaming. This happens for me on 2 different pcs and each game, not like there is one game where it didn't happen of about 5 attempts on each pc. The appimage or compiled git version works reliably.
  5. A minimal mod that replaces the default player colors with a more practical color scheme. The Problem The default player colors in 0 A.D. have several issues: Too many similar color options (hard to distinguish enemies at a glance) Colors are dependent of host settings (creates inconsistency) Some colors are overly bright/neon (unrealistic, visually aggressive) The Fix This mod provides a clean, simplified color palette that: Reduces color choices to only essential, distinct shades Improves distinguishability - no more confusing similar blues or greens Standardizes colors - consistent for all players regardless of host Tones down brightness - realistic, non-aggressive colors Changes nothing else - tiny codebase, easy to maintain across game versions Why It Matters Here's a real scenario that shows why this mod is needed: You're playing as a blue-toned civilization. You're attacked by two enemies - one with a similar blue tone and one red. The red enemy holds 30% of capture points, the blue enemy holds 20%. You miss the blue enemy entirely because their color is too similar to yours, while the aggressive red tricks you into thinking the threat is only 30%. By the time you realize the real danger, it's too late. Why not another color mod There are several other color mods. Some offer 16 color changes, the more colors the less distinct they can be. Some touch areas one might not be interested in. I had issues with the others and ended up making this. The python script is there if you want to replicate it with a different approach and a picture with the background blurred to show how I got the backgrounds. I started with the the tableau colors that I know and like from matplotlib. Install by putting the zip in the right folder: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) color_by_distance.py ffm_simple_colors.zip
  6. Huge step forward. Lag is basically gone even in 4v4 games. OOS errors are gone. Some stuff can be found if one looks hard, but nothing that is worth to stick longer to a27.1.
  7. I don't think it is. With 4v4 and circle it just offers the best games. The pockets and the borders have different roles. Getting good in the game just takes so much time and repetition. The players need a bit of guidance and dedicated roles. The variance comes from the game play and not from the map. This is only true for a certain elo range. The problem with weaker player is that they don't understand and act reasonably. If the weaker player is put in the pocket often times he doesn't come for help when necessary. He booms and does it poorly so in the end nothing is gained. Admittedly the better player often doesn't come either, because he might don't see it as worth it. If the weak player can keep the strong one busy for a while the team might benefit even though the weak player takes more damage than the strong attacker as he's slowed in his eco. Yeah, even though I like mainland 4v4 the most, some variety in the placement, biome, civ, no ally vision etc. spice things up
  8. Current elo and current rank are all in order: Highest rating is greater or equal as the current rating. Maybe you think the win rate should correlate to the elo, but that depends on elo of the enemy that the players faced which are not shown here. To understand the elo distribution maybe this video helps: el
  9. /kick /ban /kickspecs /banspecs /list /clear You can't force the player from the lobby back into the game, he has to join.
  10. Personally I am fine with this. It is a bit weird and really benefits only in survival of the fittest. Another one is the wonder swapping if you have a ally with diplomacy on: Let the ally capture your wonder, you build a new, change alliances recapture, enjoy having 2 wonders. Now help your ally doing this.
  11. It's a good thing that it gives the thing it costs. If i trade, I start to set the trade on 100% metal to finance the training of traders until they are enough. So I see 1. more as a pro corral argument. The corral training tech. It slows the investment down, so one can invest more of the gains the current cows are giving. This is not a important point though. It is more micro, but not much. You can do it in a non-crusial time of the game. It is also a set and forget thing. Just place a coral at some time, Just activate auto-training, set a way point on the ground next to the corral, set a way point on the corral to garrison. So its something like ~5 clicks. The cow production stops automatically if there are 50 cows. The value of food varies during the game very hard. Since populating up is a extreme high priority one make >10 fields. Then when you reach pop cap, the value suddenly drops, while you still have the farmers on the field. The best use is to be the first at the market then and converting it. But then when the game drags on it's best invested in the corrals to free up the pop of the woman on the fields. Persians sure can do both but it's advisable to do the less efficient one later when the efficient method is fully exhausted. Just for note there is also a little trick possible, build a house as extension of your territory, build the 5 ice houses as the extension. Delete the house. Let the ice houses go to gaia. Build 5 new ice houses. Capture the old 5 ice houses back. Interesting for the "survival of the fittest" game where the Persians are OP.
  12. I was recently calculating whats a better investment for food trickle, a ice house or a farmstead and cows garrisoned. ICE HOUSE (Limit: 5) Base building: Cost: 100 stone, 100 wood Build time: 60 s Trickle: 1 food / 2 s (0.5 food/s) Aqueduct upgrade: Cost: 300 stone, 300 wood Research: 40 s Trickle: 2 food / 2 s (1.0 food/s) 5 ICE HOUSES (max): 5 × (100 stone + 100 wood) = 500 stone, 500 wood 1 × (300 stone + 300 wood) = 300 stone, 300 wood Total resources: 1600 Total trickle: 5 food/s Cost per 1 food/s: 1600 / 5 = 320 resources CORRAL + COWS (Limit: 50 cows) Corral: Cost: 100 wood Build time: 50 s Capacity: 8 cows Cows: Cost: 150 food Produce: 60 s Trickle: 3 food / 3 s (1.0 food/s) 7 CORRALS + 50 COWS (max cows): 7 × 100 wood = 700 wood 50 × 150 food = 7500 food Total resources: 8200 Total trickle: 50 food/s Cost per 1 food/s: 8200 / 50 = 164 resources Summary: Ice House: 320 resources per 1 food/s Corral + Cows: 164 resources per 1 food/s Corrals win by far. I think the ice houses should be better considering they are a civ specialty.
  13. I think this has been discussed somewhere. I did it at least in some of these python postanalysis scripts that fly around here. A general fix would be nicer imo. Maybe toggle the state of a building to ungarrision and once the key is released it toggles back to not do that. It's also not good for the network that more commands gets send than necessary. There is some potential to clean up and the work should be best done upstream.
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