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ffm2

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ffm2 last won the day on September 21

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  1. On the Formation control "No override" setting: Is this now actively decided that it shall be in r28? I noticed it's still in there. I'd vote against it if there would be a vote. The highest effect of formations are currently at the mining and capturing. And it makes no sense. It doesn't require much skill. The player only needs to know there's a weird setting and then set the units at the mines on a formation. Like you just need to set "fast mining".
  2. Just as a suggestion, maybe call "Human sacrifice" of the seeres miasma or disease spreading or so https://en.wikipedia.org/wiki/Miasma_theory This would differentiate it from the tech "sacrificial ritual" and maybe make it clear that its something hostile (towards enemies). But just to state my opinion / thoughts.
  3. A sacrifice is more for a draw back. Like I take a heavier Ax which strikes harder in sacrifice of speed and tires out faster. It's true that its been done in the past. In my understanding it would be more called a "gift to the gods" a present. But I also would expect a priest to twist words.
  4. I see. Makes sense game play wise for that unit. I have some problems with "Human sacrifice" as a advancement in civilization where in history it was more a advancement to leave it behind. A sacrifice of the enemy makes little sense to me... "I sacrifice my high-school bully but as compensation I get the girl"
  5. What are the "Prophecy of Death" 15m and "Human Sacrifice" 15 m of the seeress? I had a wounded cav nearby, made the seeres not heal him actively by pressing H to see if the aura works. It didn't. Usually healing auras (like Cunobeline e.g. +0.8 health) are positive notated regeneration rate. Hers are -2 and -1 and do nothing I could notice.
  6. The Germans are playable again with the current git version. I noticed the wagon can be garrisoned in the cc by the sides but not from the corners. Also it should maybe not fit / be able to garrison in the tower. From this position the wagon does not enter the cc:
  7. I can confirm. Some weeks ago I could compile it and play with the germans. I don't know the date or build nr though anymore.
  8. I just build some minutes ago state d3406f4509 with git clone -b release-0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git Under https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions sudo pacman -S --needed awk openal m4 boost cmake curl enet fmt gcc gloox grep icu libgl libogg \ libpng libsodium libvorbis libxml2 llvm make miniupnpc patch pkg-config python \ rust sdl2 subversion wxwidgets-gtk3 zip zlib should be cbindgen added. I can play with the established civs but when I try to play a single player game with the germans I get these errors: ERROR: RelaxNGValidator: Validation error: special/players/germ:1: Invalid attribute comment for element GenericName ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'special/players/germ' ERROR: JavaScript error: simulation/components/PlayerManager.js line 20 Engine.QueryInterface(...) is null PlayerManager.prototype.AddPlayer@simulation/components/PlayerManager.js:20:9 LoadPlayerSettings@simulation/helpers/Player.js:44:21 Setting biome generic/sahara. Creating playerbases... 0.014223s. Creating bumps... 0.099461s. Creating hills... 0.019315s. Creating forests... 0.033423s. Creating dirt patches... 0.023661s. Creating grass patches... 0.010003s. Creating metal mines... 0.003676s. Creating stone mines... 0.002799s. Creating decoration... 0.009231s. Creating food... 0.001154s. Creating food... 0.000527s. Creating straggler trees... 0.015792s. Total map generation time: 0.239990s. Total entities: 1832, Terrain entities: 665, Textures: 13. WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:91:16 ERROR: Failed to load entity template 'structures/germ/civil_centre' ERROR: Failed to load entity template 'units/germ/cavalry_javelineer_b' ERROR: CColor has to be an object ERROR: Error calling component script function GetDisplayedColor
  9. Theres also this mod. In the next release its not necessary any more.
  10. The video was nice to watch. But this one is less nice to watch: With this one can capture way faster buildings because the units don't need to surround the building but can just capture in a cluster. Normal behavior without formation: cap_no_formation.mp4 With no override setting + formation capture: cap_no_override.mp4 This is especially annoying if you carefully block the building and only have a small part of it exposed. Or 2 players are in one base and can capture within some seconds a cc.
  11. spawning this would make a nice easter egg at the end of a game with the condition to capture all 7 relics.
  12. If some player is stubborn and doesn't resign use horse riders to scout everything, preferably with custom-walk (hold alt and hold left click to draw a line) so the riders walk parallel to scout a lot of area. If that doesn't work light up the whole map with outposts and have a look on the mini-map for the color. That should do the trick. If not double check the victory condition.
  13. You might be curious, others might use it. One can generate resources and it is still used in games and ruins the time spend from 7 other people. I'd like to not bring that topic up so often and go in further detail. In the next alpha it is fixed.
  14. Here are mine: 1st ffm vs riicho: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/846765298B66893D 2nd ffm vs Zekromus: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/B14585CE59715E64
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