Frederick_1
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Everything posted by Frederick_1
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Here I will now share a modified map of "battle of the tiber" scenario. I call it "rome with crossing". Water depth is modified so that ships have more movement options. Especially in the swamp area. Altough there first the trees need to be cut. There is also a small foot-path to cross the tiber river in the middle of the map so that land units have a small path to cross the river. Altough not wide enough for rams etc. they still need to take the long way around the bridge. Hence the change of the name. In the beginning only merchants and fisher can pass, also when trees cleared all ships have passage there. Merchantman can travel almost up to Vai while military ships only half the way. There are also lot of treasures all over the map but also to give rome a boost in the start, because they start with no units unlike other parties having a small group of champs. The screenshot shows a arrow ship in the swamp surrounded with worker units. PS: This is the map with my water-fall messing up in topic "waterfalls" Rome-with-Crossing9.xml Rome-with-Crossing9.pmp
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Okey, I found the reason..... some time ago, I tested Mod Gui.... and disabled eye candy features. It seems this option is still active when mod is disabled. I need to activate autociv and Mod-Gui [0.28.18] to have the option back in the menu, and with enabling eye candy features the waterfalls are back again. ( Well I have not seen this setting left back in user.cfg) I did not have this in mind because I thought with disabling these mods I can eliminate this reason.
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Okey, well, well.... seems I can not do that, my windowmanager (marco) thinks it is command to him..... I deleted the sections in xml-file, put them in again, and then removed actor attribut. It all simply changes nothing. It is there but unselectable in Atlas and not there in the game.
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Did this waterfall item change in update 0.28? I made a map using it. The eyecandy waterfalls are there in 0.27 but are missing when loaded in 0.28. Opening the map in atlas editor I can see them but not select or handle them. The section of xml-file is: <Entity uid="10404"> <Template>actor|geology/geo_waterfall_double.xml</Template> <Position x="1155.12537" z="847.9823"/> <Orientation y="-2.01528"/> <Actor seed="1508"/> </Entity>
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I just changed the maps to get more area where ships and land units can interact.
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I think to know about this site, would be of interest, or good to create interest: https://0adtournament-cead23.gitlab.io/
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It already is something like this depending on water depth. Altough is is not clearly defined steps, it just depends. Some years ago I made some variants of water scenario maps where I altered the water ways, so that there is more unit-Ship interaction is possible. Human units are already capeable to walk into water until a ??? depth. While naval vessels can only curise with enough water. Fishing boats can float in pretty shallow water, other ships need more depth. As far as I found out, there is one depth were all units are able to use land-Units and all naval vessels. But this was always a try and error modification process.
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I just viewed a game today on a random map with water. There were roundabout a dozen mines under water. See screenshot. A save of the game is also attached. savegame-0775.0adsave
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On random maps there are sometimes strange conditions. One is iberian walls with resources inside. Sometimes they can be harvested sometimes not. And workers get blocked. In a game I had a tree in a gate. When I looked the gate, the tree was vanishing like hunted deer when you built them over. Replay in attachment. It is a broken replay not from the beginning, so action is missing, but the disapearence happens from sec 14 to 15 when the gate with tree nearby is looked. metadata.json commands.txt
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I would like to have game templates especially for single player mode. A standart-Template "everything like last game" would also be nice without need to be saved. I always forget to toggle "teams fixed" which is redefaultet to off in single user mode different from multiplayer mode.
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Is there a possibility to change the pan speed via "A" & "D" Button diffrent to the value when panning with mouse on the edge? And/or to decrease the sensitivity of the edge. Having a rather small laptop-display I often mess up my view with my mouse. Until I readust with keyboard my units usually are dead :(.
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Is there any non discord Site with information about the tournament? I created an account for me, but I am not allowed anything besides live messages, which is pretty useless.
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I would like game presets in game setup. Then you know all intended settings are fine according to the selected preset. It is sometimes surprising which settings in background were set to default and which one stayed on the value of last game. Different in multiplayer and single player game setup. Best surprise is after a 4 v4 game switching to a 1v1 which is won in second 1 due to both players being in team 1 (happens to me up to one every half of the year, forgotten about that)
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When I search for these names, I get these german wikipedia pages, with some more information about the names and variants (not on all): https://de.wikipedia.org/wiki/Arminius https://de.wikipedia.org/wiki/Marbod https://de.wikipedia.org/wiki/Veleda https://de.wikipedia.org/wiki/Vannius_(Quaden) https://de.wikipedia.org/wiki/Ariovist https://de.wikipedia.org/wiki/Catualda https://de.wikipedia.org/wiki/Ballomar https://en.wikipedia.org/wiki/Gannascus
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A Fort yes. A Fortress although should be a stronghold to withstand. In 0ad an ungarnisond Fortress is captured that fast that an upcoming 100 solders+ Army is not noticeably slowed down at all. Sometimes foreward structures to bother an attacker only helps him more to concentrate his army, than to help you to organize a defense. I would like some techs to make buildings stronger. e.g. Fortresses could be ramped up with an outer bailey. Giving them more of all, especially a larger garnison like Han-Civic Center. I would also like when "sentries tec" would be like a garnisoned unit in all aspects, so that fully equipped tower is like 6 garnisoned units and fortress 21. (Could be a citizen soldier normal and a champion with professional garnison tec combined)
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I expected (before knowing about capture mathematics) that capture points of garrisoned units value with a bonus factor. Defenders with fortification fight from advantageous ground so one soldier is of higher value. This would be one option to strongen Buildings. Another possiblility would be to give a malus depending on the amount of attackers. So that capture points can not be massed the way it is possible now. Like the slower building process with more simultaneous workers. (Just my 2 cent....; but yes at the moment 0ad is an attackers game)
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I think your advantage were forge upgrades. The AI did not get any of them until it was too late in Endgame. Nevertheless the german 2 slinger brigade trained from 2cc were two unbelievable lucky guys.
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Wow, did not know about this Pallas. Nice concept. Um...well, seems I need to upload some replays where I was on the wining side.... luckily I am not recognized by the system. Nice to see some games I have missed. Altough it seems little awkward to get them active to watch. Extracting the files and putting into the replays folder sometimes works, sometimes not. No matter weather I rebuild the cache or not.
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Now that the tournament is finished, it would be nice to have the game replays of the matches, or at least most important or remarkable Games. I do not know how it is appreciated to post Replays of games of other players for "privacy" reasons, but I will start with the Final Match ValihrAnt vs. SaidRtz. Sadly, as far as I know none of this was live streamed. I packed each game of this 5 rounds match into a zip. Hope it works. Vali-Said-Game_1.zip Vali-Said-Game2.zip Vali-Said-Game3.zip Vali-Said-Game4.zip Vali-Said-Game5.zip
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This is exact my feeling about this too. It was better oversight over eco due to very different gather rates, especially for stone and wood. Not that fun observation: When a worker gets killed, a male dies as female amimotion and a female as male. Watch this in 0.1x speed and you can recognize this.
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Just downloaded and activated. Have speced some matches in 0.28 and it works at least at first glance. Hovihovi getting +125.6 points for one game getting ranked best of 78 players.
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Tried this... Stats now visible, Close Button in Settings Dialoque works also. But Minimap stays open, and does not close when pressing Shift+Tab.
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- hotkeys
- autoassign civ
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Thank you all for the help, it worked now. Interestingly, when compiling the libs spider mokey failed. At least with optimisations. Second pass without they were built fine. After that I was able to built pyrogenesis with optimizations works fine so far.
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So now that a did a new try, with zylis comands it worked fine. Now the next idea is to compile with machine specific Optimation ( Intel Skylake), to see how much this makes a difference. Where is the place to put the compile options?
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I now have added the data files, and the tests are now fine. So I have to reason which way to go with spieder monkey. @ zyli: Debian is the current stable Version (with some backports), so it is Debian 13 Trixie. The dependency check is fine. What is "cont" have not found this comand. Guess typo "cd" is meant. I have made 30 GB Space bevore I tried to compile.
