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Old Roman

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Posts posted by Old Roman

  1. Thanks Stan

    I got the SVN to run by using the -writableRoot command, the -conf:rendererbackend:gl command did not work.

    Within the SVN I downloaded the vulcan shader mod and was able to run with that as well.

    (I also got some new insight into running from the command line from an internet search which showed me the trick of dragging the "binary" folder icon in explorer,  where pyrogenesis.exe  is located, to the command line which  when pasted after the cd command adds the full correct syntax to the line saving a lot of typing.) All in all a fruitful exercise.

    • Like 1
  2. I may have tried the new vulcan option, but it was working with that. I definitely added mods in the old version.  Would that affect the  the SVN?

    I'll try going vanilla on the old version.  I haven't played the SvN for a while but now that you mention it I have a vague memory that I maybe I had to disable mods in the old version to get it to work properly.  Before the release of a26 I was playing the SVN with no mods installed in a25.

     

  3. A few weeks ago my windows SVN installation of 0Ad starting crashing with the following error message.  (complete error text attached)

    Any suggestions appreciated, if not I'll just wait for the release.

     

    Assertion failed: "Tech"

    Location: canvas2d.cpp:108 (CCanvas2D::Impl::BindTechIfNeeded)

    Call stack:

    CCanvas2D::Impl::BindTechIfNeeded (canvas2d.cpp:108)
        this = 0xFFC00000 -> 
            WidthInPixels = (unavailable - internal error)

            HeightInPixels = (unavailable - internal error)

            Scale = (unavailable - internal error)

            TransformScale = 
                X = (unavailable - internal error)

                Y = (unavailable - internal error)


            Translation = 
                X = (unavailable - internal error)

                Y = (unavailable - internal error)


            m_VertexInputLayout = (unavailable - internal error)

            DeviceCommandContext = (unavailable - internal error)

            Tech = (shared_ptr<CShaderTechnique>)
            BindingSlots = 
                transform = (unavailable - internal error)

                translation = (unavailable - internal error)

                colorAdd = (unavailable - internal error)

     

                colorMul = (unavailable - internal error)

                grayscaleFactor = (unavailable - internal error)

                tex = (unavailable - internal error)

    complete error text attached:

    SVN launch error.txt

  4. The secret is your economy and the fastest way to build it.  The method is referred to as 'booming' and this video in my opinion gives a fairly straight forward way of doing it. There are many variations shared by the members of this forum some are civilization specific.

    Notice the video is is 17 minutes long and ValihrAnt already is in phase  3 and already has enough soldiers to defend himself or attack the enemy.  In fairness you may have to slow down the video to keep up with what he is doing, but basically you need a lot of woodcutters and farmers with the appropriate gathering upgrades before you can even consider starting your mining, but you will be amazed at how fast you can get there with the right build order.  Once you have the troops and a strong economy you will find the AI is quite foolish and can be beaten fairly easily.

     

     

     

    • Like 1
  5. Nice update on this map.

    I took the liberty of adding the standard  number of women and soldiers in Atlas for a more comfortable start.

    The old (A23) version which showed up in the map browser, to which I had also made some additions was crashing A26.  I had forgotten what the original premise was so I assigned teams at the startup (Romans vs. Gauls), so the  first time thru it wasn't so hard:)

    I plan on trying it again the way it was intended.:victory:

     

  6. Maybe this has been discussed elsewhere, but  when I tried to download the newest version of the community mod (in game) the game displayed a failure to rename file error and the mod failed to appear.  Disabling the older mod did not help, but finally deleting the old community mod 'folder' from the mods folder and repeating the download process eliminated the error and the new version appeared.

    I also encountered the same problem with the newest community map mod and had to delete the folders of earlier versions before the newest one would successfully download and install from within the game.

  7. 12 hours ago, Outis said:

    Hello @andy5995,

    Some skirmish maps have preselected factions. Is this by design? Can you allow faction selection for skirmish maps?

    Several Alphas ago, I used to do this all the time.

    The way I did it was to load the skirmish into the Atlas map editor, change the civilization of the live player and save the map with a slightly different name.  The trick was knowing exactly where to save the altered map so it shows up in the game.  Since those maps I altered from previous alphas are long gone, I can't remember what folder I ended up putting them. (I think the issue was the 'save as' option did not automatically point to the 'open file' directory, you have to figure out where that is).

      I vaguely recall that the name of the map file may not be the same as the name displayed in the game menu, so you also have to change  the map name somewhere within Atlas or both maps will show up in the game menu with the same original name . 

    I remember in some maps that while the first civilization was locked, you could change yourself to one of the other civs and play from there!

    This method also lets you add starting options for yourself that the original author forgot like a fortress or two or a bunch of champions.

    Of course there's no guarantee that these suggestions still work in the latest alpha.  And as Andy said above the wrong civ buildings may cause errors or not be functional.

  8. Thanks for  the info Andy.  I finally gave up back then.  

    Some time later I decided that  I may have repeated my personal tendency in applying solutions in a way the person offering the solution never intended--like me expecting Atlas to generate the map from only the seed.

    After reading some posts on starting the game from the command line it seemed to me that the real solution might be apply the random seed from the command line where the name of the random map  could be included in all the other things that needed to be included.  However from seeing  the complexity of how the command line to begin the game was generated, I decided it would be beyond my skills and inclinations to construct the command line needed to achieve my goal.

    In retrospect I probably should have just 'begged' for a REPLAY  option in the game menu for a future release.  (Or a button that loads the map from a replay file and then switches the control to you to play the game.)  I can dream...:)

  9. Spent the weekend playing the latest terramagna26, xiiiad, and millenium 0ad.  Kudos to all involved for the gorgeous work!  Since there was no vanilla civs in Mill0ad I had my work cut out playing byzantines with no heroes.  It was a big plus having so many interesting mods ready to go with A26.

    • Like 1
    • Thanks 1
  10. Another winner Andy.

    I liked the pace set by the  resource trickle instead of near limitless resources of deathmatch.

    The best part of course was the AI was a bit confused by what was going on.

    The existing army should certainly satisfy players looking for very quick games.

    • Thanks 1
  11. Ok the following seeds generated a valley In medium Carpathian in which I was completely trapped:

    "Seed":2164250698
    "Seed":118454041
    "Seed":1002090554

    These may be useful to someone who might want to figure out why the map code is occasionally doing this.  For myself, I have no desire to play these seeds again.  However you may have answered a question I posted a long time ago about replaying a randomly generated game.  At that time I interpreted certain suggestions that I should use the seed in Atlas (which of course failed).  Thanks to Stan and Andy I see that the seed will probably work by starting the game with the command line and will investigate when I come across a particularly interesting iteration of a random map.  

     

  12. Andy: 

    (in A26)

    I tried Carpathian 3 times at medium map size (4 vs 4) and each time it put me in a valley  on a flank with no path out.  The first time I built a fortress up against a cliff and I was able to free 1 soldier up top  at a time by emptying a full house in that direction (So that bug  is still kind of there).

    They were able to build a camp but by that time my allies were all too far gone. I found it odd that I was the only civ that was locked in in all of my three attempts

    I changed to a normal sized map and the problem went away.

    I don't know if its worth debugging (or if it can be reproduced) but it is an interesting map. I've really enjoyed Homer's delight, Stan's Sorrow and Cliffs of Carnage from the latest release.

     

    • Thanks 1
  13. Feature or bug? in A26 (or at least since the introduction of the theater)

     

    I've  come to notice that when I capture an enemy theater that is close enough to the enemy's only CC to almost surround it, the theater in my hands has some negative effect on the CC's ability to maintain control over all his ungarrisoned buildings in the area it normally controls and they just destroy themselves.  IF I then attempt to capture the CC it self destructs, and all territory outside of the theater's influence reverts to neutral.  In the first stage after the theater capture, the CC's boundaries are of  the expected diameter and colored with the enemies color. 

    When I want that CC to be able to harvest more stuff, its kind of annoying to be cheated out of the opportunity of immediately starting production.

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