-
Posts
804 -
Joined
-
Last visited
-
Days Won
10
Everything posted by Player of 0AD
-
I compiled Alpha 25 and the most recent dev version to test A26. So, I play them both, but obviously they share some files. Each time I change version I need to activate / deactivate mods, which is annoying. The options are also shared and the A26 options interfere with A25. Right now this seems fine but I can imagine that this leads to problems in the future. Long speach, short question: Is there a possibility to compile the dev version next time on a separated location on my machine so it doesnt share any files with A25?
-
-
Hi, you don't need to push that number to like 90. If you leave it at like 10 it should be enough. Just hold shift and press on the unit button several times. Then release shift.
-
Hi Uncapturable towers would be a nightmare. Its very good that they can be captured, so you can easily get rid of them. Imagine your opponents to spam iberian towers everywhere, you'd need to destroy all of them. Rams can be destroyed by basic swordsmen rather quickly. Or even spearmen, women...
-
"I'm gonna harmya with these buildings...."
-
No. I dont care. A game is for fun, not for simulating the reality. Maybe it could be renamed, yes
-
Its a nice building, it doesnt need a lot of space. fits in a lot of places.
-
Can't compile SVN development version any more
Player of 0AD replied to Player of 0AD's topic in Bug reports
Ty. Not yet Btw the game works, maybe just something in atlas doesnt work, dont know. -
Hello, when I try to update my SVN development version I get errors now. OS Linux. I tried svn cleanup right before. Could anybody help me? @Nobbi Output of make -j3: ==== Building mocks_real (release) ==== ==== Building network (release) ==== ==== Building rlinterface (release) ==== ==== Building tinygettext (release) ==== ==== Building lobby (release) ==== ==== Building glooxwrapper (release) ==== ==== Building simulation2 (release) ==== ==== Building scriptinterface (release) ==== ==== Building engine (release) ==== ==== Building graphics (release) ==== GameView.cpp LOSTexture.cpp MiniMapTexture.cpp DebugRenderer.cpp SceneRenderer.cpp ShadowMap.cpp Linking graphics ==== Building atlas (release) ==== ActorViewer.cpp MapHandlers.cpp Linking atlas ==== Building gui (release) ==== CMiniMap.cpp Linking gui ==== Building lowlevel (release) ==== ==== Building gladwrapper (release) ==== ==== Building mongoose (release) ==== ==== Building Collada (release) ==== ==== Building pyrogenesis (release) ==== Linking pyrogenesis ^N==== Building mocks_test (release) ==== ==== Building AtlasObject (release) ==== ==== Building AtlasUI (release) ==== PickWaterHeight.cpp Object.cpp cc1plus: error: one or more PCH files were found, but they were invalid cc1plus: error: use -Winvalid-pch for more information cc1plus: error: one or more PCH files were found, but they were invalid cc1plus: error: use -Winvalid-pch for more information cc1plus: fatal error: obj/AtlasUI_Release/precompiled.h: Datei oder Verzeichnis nicht gefunden cc1plus: fatal error: obj/AtlasUI_Release/precompiled.h: Datei oder Verzeichnis nicht gefunden compilation terminated. compilation terminated. make[1]: *** [AtlasUI.make:324: obj/AtlasUI_Release/Object.o] Fehler 1 make[1]: *** Auf noch nicht beendete Prozesse wird gewartet … make[1]: *** [AtlasUI.make:363: obj/AtlasUI_Release/PickWaterHeight.o] Fehler 1 make: *** [Makefile:181: AtlasUI] Fehler 2
-
Turning missiles into homing missiles might not be enough: If a volley hits a soldier, the overkill-missiles would still search for other targets, causing lag. This needs to be prevented too. For example by deactivating this search.
-
No
-
Flare in replays doesnt lead to cheating i guess. Btw replays need a bigger music variation, not only 3 tracks and then eternal silence
-
Some hero skills suggestion
Player of 0AD replied to 0ad is the best rts game's topic in Help & Feedback
I'm against this. There are already enough buildings where he can be garrisoned so you have a lot to do if you want to use his full potential. And some of the techs cost just peanuts, for example the corral tech. Or storehouse and farmstead (one should research the techs before even building the hero building) -
Pop limits below 200 frustrate me because I cant train as many units as I want. 200 is default in 4v4, but I prefer something like 300 over it, as it leaves more room for different strategies.
-
It depends. The classical approach is to reach the pop limit, get most blacksmith upgrades and to attack then with a huge force. Mixing in some siege might be helpful but is not totally necessary Anything lower than 200 isnt really fun
