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ffm2

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Everything posted by ffm2

  1. Yeah, I though inbetween if I should add a word, that could be guessed and ease the other answers but couldn't come up with something. Let's just be happy we all made it past 0 A.D. alive and are here to tell the tale.
  2. In the last match of the attached mainlog.html, the game hung on the first turn, because the player Kilkemera with the GUID 338F4DC7E2597FCB did not send any EndCommandBatch packet (also no SyncCheck packet) to the server, essentially indicating that it never simulated the first turn of the match. This indicates a problem on the clientside rather than on the server. The client did try to send simulation commands, so apparently the client did not disconnect, nor freeze. We need: - More Videos, mainlog.html, eyewitness reports, ideally from the client that was causing the issue - If you can consistently reproduce the issue with a specific set of settings and a specific player ("cursed slot"), please try to reproduce it and send the logfiles of the hanging player or better both players. - Rule out trolling
  3. Can you elaborate a bit more? Did you design them and send them to a production or are these from another game that arrive to use as mock ups for further update later on? As @Gurken Khan suggested I think it would be good to include some hint on the greek part (e.g. for SEO). But your title is otherwise good and I don't have a idea atm.
  4. Yes, but this isn't jeopardy. No need to phrase it like a question
  5. I got asked how certain messages could be deactivated as they don't care about them. 1. You need to have the mod installed in the way that the unpacked mod lies in mods/oddity_detector 2. Open mods/oddity_detector/simulation/helpers/CommandDetectorSim.js 3. Delete one class. The class starts with the name and opening { and ends with the }. To identify the matching {} they are indented. So to delete e.g. the idle player warning you need to delete CommandDetectorSim.prototype.DetectorTypes.IdlePlayer = class { constructor() { ... ... }); } } I know of a few shortcomings: The idle player warning should be a bit more complex. When no cc is there it could be longer or so. The rapid fire is often triggered falsely. For asynchronous specs the times are false. The market exploit works fine and is the most important one. The quickstart ... some just don't care. To me it's a indicator how much ppl use ModernGUI in that game. It's the easiest part to detect. But my interest to develop so much here is not that big. I work on it occasionally though.
  6. Oh man, that's on me then, mixed up destination and destiny. I was wondering, that should be easy. Also Yoda said "judge me by my size do you" Siege towers didn't swore do no harm (hippocratic oath) On today's hint:
  7. For me, it's no problem. With Vulkan or OpenGL. Tried some other units too, I see no issues.
  8. Works for me. OS: archlinux 0ad 27.1
  9. As I see it, your right. It not that easy to load externally.
  10. I think in games where champ cav are banned, the civs with the cav mercinaries in mass have the same dynamic as the champ cav previously had. Only available to some civs which are the ones that usually didn't had champ cav. Last time camels worked great against the fanatics. Just back them up in time. Use 2 groups supporting each other. Occasionally use citizen soldiers when they are nearby - but don't chase. As the game progresses one should move away from only citizen soldiers. Elephant archers or siege towers in mass are good too. Just because a tactic can be applied successfully doesn't mean it's OP. One could make some game specific balance like here, but I don't think it's that bad. I would even include champ cav in games.
  11. This was sadly after a restart, so not the interesting part. erictommy reported a file of 130 mb before the restart. So maybe someone can upload a mainlog.html again when that one is host and has this bug
  12. good find. Yes, i thought I had this idea before.
  13. I noticed this too checking the commands per second for the auto clicker on the oddity mod. Would be better. Another thing is resignation at pause. Sometimes players get frustrated e.g. on a long pause to wait for one player of a game that is decided already and resign during pause and leave. The others then wait maybe even more for both to join and if they eventually continue only then find out one actually resigned. Currently saved&loaded, rejoined or late joined games are not stored consistently (maybe to save bandwith at the start). Would be better to have the complete game, e.g. load it if the connection is over a certain quality check or at pause. But it's a huge improvement that specs rarely cause lag.
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