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Posts
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Joined
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Days Won
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Everything posted by guerringuerrin
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Killing kids, bombing a place to rubble, starving an entire population, even cutting off their water—apparently that’s not terrorism if it’s done by “the most moral army in the world,” full of garbage like this DaddyCool.
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mod New Training System (Proposed for A28)
guerringuerrin replied to guerringuerrin's topic in Game Modification
New Update. v0.2 -GUI now shows the correct number of units that can be trained according to the available barracks -
the way it should be
guerringuerrin replied to JC (naval supremacist)'s topic in Introductions & Off-Topic Discussion
White aesthetic setup OP -
OP AI Bot? Scary black mirror world we are heading in to
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Recording 2025-08-20 174303.mp4 Posting some videos Marine vs Fanatic Temple: 300 wood 160s buildtime Gymnasium: 150 Stone 100 metal. 200s buildtime Marine wins by tiny margin. Fanatic can choose the fight bc movement speed. Spartiates Vs Fanatic.mp4 Spartan Spartiates vs Fanatic Syssytion: 150 stone 150 Metal 200s buildtime Spartiates wins with 1/4 HP left
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It's a counter cav specialist unit. It should be fast and dangerous for cavs. It's too strong against infantry. If you truly feel that something needs to be done about it, I'd slighty nerf it's damage against infantry and maybe make a slight adjustment on their resistance and will stil be a very strong unit and useful to counter cavs, which is their main purpose.
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I think it's too hasty to say that Fanatics are OP and should be nerfed. I believe the adjustment made to them actually enriched the game and introduced a new strategy that forces all of us out of our comfort zones and encourages more creativity. As @chrstgtr mentioned earlier, I think what we’re seeing here is the typical panic from a player when a strategy they’ve perfected and repeated countless times is suddenly put at risk. I don’t feel the same way about champ cav, particularly Gauls and Seleucids, and I still believe it would be good to slightly adjust their stats or improve a unit that can serve as a counter to champ cavs. This doesn’t mean a nerf so strong that it renders a costly late-game unit useless — one for which a player clearly deserves to be rewarded — but in its current state it feels more like the endgame goal that everyone rushes to in order to decide the outcome of a match, and personally, I find that dynamic boring. A parallel reflection that comes to mind from this debate is that, in many multiplayer RTS games, a certain strategy often becomes the meta and seems unbeatable — and this leads other players to develop new strategies to counter it, which enriches the evolution of the game. There are many examples of this in 0 A.D., but I won’t go into detail to avoid making this too long. I believe the current dynamic in many multiplayer matches is to ‘play it safe’ — which basically means booming — and this stifles creativity and discourages players from trying new things out of fear of completely failing and being seen as weak players. What if u go play some multiplayer and see how it goes by yourself? No trolling intended here, but I find very difficult to achieve that players start sharing replays to make the point. Replays aren't even named, so it's a tedious job to identify them. And it's not very motivating to go through all that work just to show it to a singleplayer-focused player, since — at least with the current state of the game's AI — multiplayer and singleplayer feel like completely different games.
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I don't support a hard counter style like aoe2 but right now meta is whoever masses champcav first wins (unless he bad micro/noobs ofc) turning almost every game in a champcav race, if you'd have some kind of counter or better soldiers to hold it, player would aim for other strategies. but we can disagree on that ofc
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0 A.D grand crossword puzzle !
guerringuerrin replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
darn he just spoiled -
ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
I guess that's right, but I'm not sure -
ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
Yes, @Dakara The mod ensures the seed for map generation to be reset so you don't play always the same map when you have Persistant map settings enabled on Options and you play exactly the same settings again. Notice that if you change some of the map settings, like biome (this should be check) or size, the seed will be reset. But if you keep the things same as game before you will playing the same seed until the end of times. You just need to copypaste the .zip content into your mod's folder like \mods\ResetSeed I think you can also just copypaste the .zip like: \mods\ResetSeed.zip but im not sure -
@hyperion https://drive.google.com/file/d/15vGn4ddL1nNRbtZeXqI5sqKLhm7zyNAt/view?usp=sharing This is another example. The game was originally hosted by @erictommy, and everything was going fine until several spectators joined at some point. One of them caused an OOS, but we continued the match for a few seconds until the simulation completely froze (the GUI was still responsive). levai was one of the active players in the match — I don’t remember if he left on his own or was kicked, but once he was out, the simulation started working again. When he rejoined, the same thing happened: simulation frozen, GUI functional. We decided to save and rehost the match, this time with me as the host. After everyone loaded in, the simulation was frozen again. Once levai left, it resumed. So we saved and hosted again, but this time replaced levai with RangerK — who happened to be the player that, when kicked or banned, allowed the simulation to continue normally — as if there was a problem tied specifically to that slot or civilization. What’s strange is that the simulation started failing when a spectator joined the game. Until then, everything worked fine and levai hadn’t shown any lag or other performance issues. A preliminary hypothesis is that this bug occurs when a player or spectator finishes loading the game or map. Why do I think this? Because the only thing I can clearly identify in common between a match just starting and one already in progress when a spectator joins, is the act of loading the game/map.
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@hyperion https://drive.google.com/file/d/1BUfQS7Vyi9jUcRVY7M2IW_P4VFA_JUF_/view?usp=drive_link Sharing through drive bc file is too big This happened today. Unfortunately, I didn’t start recording from the beginning, but the behavior is exactly what we mentioned earlier: The game starts, the GUI is responsive, you can select units and buildings and issue commands, but nothing moves and unit production doesn’t start either. The suspected player gets kicked or leaves, and everything starts working normally. In this case, it was reza-math, who often plays in my matches. It could be a "false positive" and just a connection issue. But I think this is the kind of behavior we’ve been seeing more frequently lately. @Atrikcould you confirm this is more or less what you described? reza-math is using Windows 10
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Team based border line style
guerringuerrin replied to ffm2's topic in Game Development & Technical Discussion
I think it's a cool idea, and would be nice to have a way to configure it so player can choose use them or not, or maybe assign each style to desired teams -
I've experienced this as host. Max Lag for observer set to -1 on my case. Didn't test kicking observers. I've experienced this with at least 3 different hosts that often hosts games, including me as host. Idk, will ask next time I'm not sure but I think it happens with both versions. Currently using 0.27.1 but i'm not sure if everyone is using it
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It looks like similar behavior of game stuttering due to PC performance Are you referring to cases where no unit moves and no orders are executed, but the GUI and camera remain responsive? I’ve also noticed that in cases like this, hosts start kicking players until units begin to move again. But after the suspected bugged player rejoins, the game continues with exaggerated stuttering.