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Frederick_1

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Everything posted by Frederick_1

  1. I think this is a map that is worth it. Because there has been some discussion about players too close together when you do not play 4 vs 4 I tried to change this. Therefore I have moved Player 2 to the marshland. Starting conditions for player 1 do stay the same. Player 6 and 7 are also further away. So as skirmish it is possible to play all against each other or 4 teams by two, each with some other difficulties and benefits. There are also some additional tweaks. The civic centers are better aligned to the positioning grid. And the civilizations with special feature do have one at start. With a minor change in water hight, ships can use the whole water ways. AegeanArchipelagoFirstEdit_4-more-moved+ROT_WH_mod-SpF.xmlAegeanArchipelagoFirstEdit_4-more-moved+ROT_WH_mod-SpF.pmp
  2. I tried gaming in 1x speed the last coupe of days, but it seems I do not get any good at it. I played a game in the multiplayer lobby and it was disastrous. Maybe this reminds me why I always avoided computer gaming, albeit having a computer since Commodore C-128. Seems my brain and sensory system is not designed for this issue. I still do have trouble with the 0ad panning, rotating an zooming behavour. Until I got the view how I need it, it was already too late. Maybe my LCD Display, selected with Image Editing in Mind not caring about monitor response time also an factor. But it seems to me although 0ad had hooked me since Corona I must accept what is not for me. I tried several training matches on mainland. But my build economy up performance stays still under required level, I can not get the commands fast enough trough the 0AD user interface, when not in 0,1x.
  3. I moved up the slider for when to consider a unit wounded; now when I hit [O] and do an area selection I can get my wounded units out of the battle. The select wounded command [O]+[Area-Selection] is an example of the uncertainty problem. Often it does not work, when command is executed in normal gesture speed. When I execute the command more thoroughly Pressing the O-key to end stop, wait, select area, release mouse key, an hole O-key rigorous till the end then it works. But it needs too much time in 1x playing. I also can only get it work in slower Speeds.
  4. This is how it feels to me. In combination with the uncertainty whether the PC did get my command or not is one thing that makes playing in higher speed so bothersome to me. When you realize your command is not processed by the system it is often too late (entity killed) or you lost too much time for other tasks. My hope would be that my PC would get more "command-reliable" so that you can work with more trust to the system.
  5. Oops, you are playing even faster than 1x . Maybe do I need a better mouse. I use a normal office one, and often I see the game does not react properly to my clicks. Often the game engine needs some time between input Interaction, or to verify my action. This time span is often cumbersome especially when you are under attack.
  6. What comes in my mind is: "Do not run into enemy trouble without command. But then attack" Often when I silenced some entities with "standgorund", and later I use them in a battle group I wonder, what's up when they pause after defeating the first enemy which I pointed to them. Normally you realize that just before they are getting killed. I would also like to have a command to attack a group of enemies. It is pretty lottery when you send support to a battle. Either you give them a enemy entity to attack, what is unsure depending on the movements and the fate of that entity. Most time they stop before reaching battleground. Sometimes march too far getting easy pray while strolling over battleground. If you direct them to a location.... and the battle moved when they arrive either they just stand aside until your main group is killed and then they. Or they march way too far into battleground where they are easy victim getting killed while marching. Formations, well, sometimes they work, often... I just tried some games with "natural" speed, and it feels awful to me. Loosing that much to stupidity and the user Interface is not that effective. In more than 1 vs 1 soon you can not scroll fast enough to keep pace with getting attacked, not to think about triggering any reaction or maintaining economy. The game simply is reduced to produce more troops, release them and hope for the best. Quantity will make it.
  7. 0.26 is very unstable on my system (Debian 20). I only had one crash with 0.25 that was on Windows. But 0.26 crashes rathter regularily. Problem when you save the game every several minutes replay becomes unusabe.
  8. On my PC it is the first map where I have time to read the interesting citations and gaming tips. I do not find the 45s to load - and generate this map so much an issue. My System is a Core i9600K with 16G Ram, also not the latest in PC Harware.
  9. In my playing on this map against bots my first expansion as player 1 was on this peninsula via ship. You are usually rather late as player 1 most fighting already took place in other areas. Well, luckily I was the strongest player due to the advantage being the only one not involved in fighting at the beginning. But I was also the one who has to secure and support my team members because they were rather down compared to the opponents (they did some stupid attacks as usual). But I managed to keep the fighting on the border of the peninsula, where my fortification was. Otherwise It might have been critical. But I have no clue what would have happened when player 1 is there from the beginning.
  10. Thank you for this skript. But what does it do? And how to use it? How do I check my system weather pyhton3 Environment is installed properly. Ubuntu has that much packets related to python. Some of them installed lot not. When I just run it in the folder with the replays I get an error message: I am sorry although I know about shell-skripting, I have no experience in using python.
  11. Strange, after an reboot everything works on my system again, but not the merge with the commands.txt
  12. I copy-pasted the metadata.json form the first sectionof the game into the replay folder of the second part with the merged commands.txt. It just crahed, when loading the replay. Altough, now after this, I realize 0AD crashes anytimy I want to start it again. But I swear I was playing a game just until I tried this. Maybe the universe decided it is not good for me to play 0AD any more. Assertion failed: "!m_Worker" Location: UserReport.cpp:516 (~CUserReporter) Call stack: (0x5575cd3dfe55) /usr/games/pyrogenesis(+0x5f4e55) [0x5575cd3dfe55] (0x5575cd37fc19) /usr/games/pyrogenesis(+0x594c19) [0x5575cd37fc19] (0x5575cd381291) /usr/games/pyrogenesis(+0x596291) [0x5575cd381291] (0x5575cd381b1b) /usr/games/pyrogenesis(+0x596b1b) [0x5575cd381b1b] (0x5575cd10c097) /usr/games/pyrogenesis(+0x321097) [0x5575cd10c097] (0x7f4b839918a7) /lib/x86_64-linux-gnu/libc.so.6(+0x468a7) [0x7f4b839918a7] (0x7f4b83991a60) /lib/x86_64-linux-gnu/libc.so.6(on_exit+0) [0x7f4b83991a60] (0x7f4b841a417b) /lib/x86_64-linux-gnu/libX11.so.6(+0x4117b) [0x7f4b841a417b] (0x7f4b841a428b) /lib/x86_64-linux-gnu/libX11.so.6(_XError+0xfb) [0x7f4b841a428b] (0x7f4b841a0ff7) /lib/x86_64-linux-gnu/libX11.so.6(+0x3dff7) [0x7f4b841a0ff7] (0x7f4b841a1095) /lib/x86_64-linux-gnu/libX11.so.6(+0x3e095) [0x7f4b841a1095] (0x7f4b841a201d) /lib/x86_64-linux-gnu/libX11.so.6(_XReply+0x23d) [0x7f4b841a201d] (0x7f4b8419d7f1) /lib/x86_64-linux-gnu/libX11.so.6(XSync+0x51) [0x7f4b8419d7f1] (0x7f4b325470ed) /lib/x86_64-linux-gnu/libGLX_nvidia.so.0(+0x880ed) [0x7f4b325470ed] (0x7f4b32534915) /lib/x86_64-linux-gnu/libGLX_nvidia.so.0(glXCreateContext+0x45) [0x7f4b32534915] (0x7f4b83861c97) /lib/x86_64-linux-gnu/libGLX.so.0(glXCreateContext+0x37) [0x7f4b83861c97] errno = 9 (?) OS error = ?
  13. I tried this once again, before writing an answer. It just crashed.
  14. I felt so free do do some modifications to the map. On maps with such long water ways I do like to use ships. So I modified the under water profile, to make the two main rivers passable for all kind of ship on the whole length. The cross ability of the rivers is practically the same. Aesthetic is also no noticeable difference. Rest and the smaller ponds are the same, despite one thing: I have moved the civic center of player 1 to make it fully visible. It is possible to have 4 fields, what I have tried. AegeanArchipelago_mod_F2.pmp AegeanArchipelago_mod_F2.xml
  15. Map control at beginning: player 1 0% player 2 2% all others 1% Bit if it is fine, if you wan`t to have a more demanding situation.
  16. Okey, now I realized, the systems alters the file name of a document. After removing the 11-digit leading Numbers in the file name I can play on this map. This file name altering already puzzled me in presenting my maps (https://wildfiregames.com/forum/topic/87326-battle-of-the-tiber-modified-maps/) Very nice scenery. Very crowded and hard to find building space. The starting conditions of the default player are even more constricted because his influence area is limited his cc being close to the border. Albeit good protection in the beginning makes this challenging to get a good start.
  17. Woman are busy working. Not having much time to scan the environment. In my youth there was a television format "Länder Menschen Abenteuer" in German TV. The usual complain in reports about more traditional eastern societies, especially nomad ones was that apparently women are doing all the work, meaning building the camp while men was only sitting around in the area next to the life stock. People growing up in a all secured civilization environment do not get the point that they are securing survival of the group in guarding them and the livestock where the next ambulance and police station is several 100km away. I would accept it the way it is, modeling the situation of ancient societies. Also with the advantage of horse.
  18. For the simple modification "battle_for_the_tiber+" where I only added the same solders that opponent Vai has to Rome. Here is an replay of a game start, where I examined what these small battle group is capable. It came out very lucky. Especially the guy at 2:24. Have not played game to finish yet. As usual the cav made some crazy horse action. commands.txt metadata.json
  19. I downloaded the files, put them into the folder with the scenario maps. First all looked fine, but on starting a game I got an Error message: PS: Did not find an application log in ~/.local/share/0ad
  20. But not the celtic (gauls) durids. They were trained via oral tradition in the nature, and not by lecturing in a library.
  21. yes, there is an confusing use of {} in metadata.json. So seems there would be a lot of trick necessary to merge these two files.
  22. Now I opened the metadata.json files in an text editor. It is text but everything in one line. And it seems data is enclosed in a header and a summary of the saved game. Guess this blocks, in wrong order, in the middle of the file causes trouble.
  23. I do not see such a limitation in cat command, or a cat alternative for binary files. Wikipedia states: cat can be used to pipe a file to a program that expects plain text or binary data on its input stream. cat does not destroy non-text bytes when concatenating and outputting. As such, its two main use cases are text files and certain format-compatible types of binary files. https://en.wikipedia.org/wiki/Cat_(Unix)#Use_cases
  24. For trying out I made a small match with only one save in the middle. It is true, the replay of the first section works on its own, but not the whole game. so I tried: f@Nanox:~/.local/share/0ad/replays/0.0.25/2022-merge$ cat ../2022-07-30_0015/metadata.json ../2022-07-30_0017/metadata.json > metadata.json f@Nanox:~/.local/share/0ad/replays/0.0.25/2022-merge$ cat ../2022-07-30_0015/commands.txt ../2022-07-30_0017/commands.txt > commands.txt When I try to start the replay 0AD crashes. Seems the merge of metadata.json does not work correcty. See error output.
  25. Do you mean, the function Button, I have pictured below? It works on the entities I placed in "Entity-mode"; but not on those in "Actor-mode"
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