
Grautvornix
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Everything posted by Grautvornix
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Did a lot of testing and it seems it has something to do with the exploit protection on my Win10 system. Most likely not an error of the installer or but of my local config. Will keep you posted...
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Ranged cavalry should be at the back of formations
Grautvornix replied to Atrik's topic in Gameplay Testing
Isn't that somehow done via the nightly build (SVN-Version) ? (Ok no big changes but this is how new version get pushed) -
Thanks for trying to support! Really appreciate it! None of the rc worked; only the svn version and previous A26 install. I am on Win10 home Version 22H2 build 19045.5440 including latest update 2025-01. No update seems to be missing. Would like to install to my D: partition (more than 1 TB free), but C: has only 220 GB free. RAM: 8 GB. Installer just does not start (also not as admin). Potentially an issue with my security settings. Just there is no prompt or the like except for the error message itself.
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Yep, general Win 10 error 0xc000007b cannot install application. No problem for SVN, but since the RC's and for the released version it shows that error. Interestingly, on Win 11 (another PC) it works like a charm. Edit: Oops, error number is 0xc000007b
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Frankly, I have the same issue - while I am able to play SVN version 143 (should be identical to the release) the A27 release won't even install on Win10 (not as user, nor as admin. All updates done incl. visual C++ environment and .net environment, chdsk, sfc, dism, etc.) Thought this could be related to some application security settings but did not find anything I'd consider unusual. Fortunately the SVN version is working well, so I can survive .
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Sorry to hear. Could you be a bit more specific what it is exactly that you criticise?
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AN ULTRA BIG THANK YOU TO ALL DEVELOPERSA AND THE ENTIRE 0AD TEAM!!!! Very well done!
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Almost (800/1000), but in between he offered the alliance for free (which I never saw before), so I accepted and he confirmed. After that he reminded me of paying the remaining tribute. Most likely a glitch somewhere in the code? Concurrent processes? First time I saw it. Interesting enough that I was not able to confirm we actually had an alliance after he confirmed it (before we were just neutral) other than researching the "view your ally's map" technology. Basically it may be seen as an element of suspense or strategy to only know the diplomatic relationship I set myself and not the actual status. Like sometimes (rarely) a previously neutral civ declares war on me and becomes an enemy but I cannot fight back until I switch my own diplomatic relationship from neutral to "adversary". Hence I am not sure this is actually a bug but possibly intended?
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Stupid me - it is certainly not overwritten! Here it is (hope these are the correct files) commands.txtmetadata.json Thanks @phosit for looking into this!
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Unfortunately not - my son was playing in between and the file is overwritten. I will keep an eye on it and whenever I find that again I'll submit the replay. Should've stored it right away.
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This is cool indeed! Sounds like a pragmatic way of implementing something that otherwise is too complex to arrange within the game. I like it!
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Right and it certainly will follow a different colouring scheme in desert/mountain/snow biomes...
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Small observation on Alpha 27 RC2 (may not be new, may not be a bug by any means, just did not experience it before): While still paying my tributes to create an alliance, my potential new ally offered the alliance right away for free (while I did not finish paying). I certainly accepted. and then I had a strange combination of messages "welcome as my new ally" and "if you are not paying the tribute, there will be no alliance" afterwards. Seems that there are rare occasions where two concurrent processes appear. Did anyone experience the same? The only way to verify that an alliance is actually in place seems to be by researching the "uncover your ally's map" feature. My own diplomacy settings of alliance/neutral/adversary are certainly only single-sided settings and do not reflect the actual mutual state in game. (i.e. believing we are allied does not mean we are in fact - visible when a previous neutral partner cancels neutrality and starts attacking while my own diplomacy settings are not yet changed to "adversary". this has to be done manually). I would be interested to know if there are other means to know the real actual status. Thank you very much!
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You are right - apologies for misplacing the proposal in the wrong thread! An also, before we add the visualization of such aura we need to implement the feature in the game mechanics. Just a few more words on the visualization concept: Obviously, this cannot be an "aura marker" like for the temple or towers as the terrain is not a selectable unit. For me it would appear most intuitive if I place the fields in a greener area in the desert, e.g. around an oasis, and not onto pure sand or rock area (same for paved areas around CC and roads of course - or is there a penalty already?). I am aware that we do have already the prepared farmland terrain feature (looking great and inviting to build a farm) on non-desert maps. On desert maps, this might look strange if an oasis would be surrounded by prepared farmland with trees on it. Could we possibly visualize good farmland by slightly darker sand with a bit of green? I mean basically, the area surrounding the oasis itself should be suitable up to a certain distance. In addition we would then also need kind of a tooltip for such things (could be part of the tips & tricks page by @Vanthaand @ShadowOfHassen.
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@wowgetoffyourcellphone thanks a lot for this comprehensive list! If I may add, there should be a way that penalizes farms productivity if placed in a desert environment (biome). This would be a similar map handicap like other sparse resources (few trees, not much stone etc.) Does that exist at all? (at least i did not notice in the past releases). This is particularly striking if you want to grow rice in the desert (I know it is a game and gameplay has to be well balanced against too much realism). On the contrary I would like to propose availability of a "fertility aura" around oasis in such new maps if generated in the future, selectable by the map author. Do you believe this could be a feature for future map making? Such aura could also be connected to all water bodies as far as the map designer is using it. For this to work, this type of aura certainly needs to be recognised by the game.
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Don't walk in front of a firing gun (or Ballista)...
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Tips and Tricks page
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
Oh! I was not aware of that! Thought they can only go into elephant stables and and fortresses. -
Tips and Tricks page
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
Same should be done with fishing boats, right? Isn't there even a recreation rate of fish? -
Thanks a lot! Very helpful indeed!"
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hello please fix the iberian wall glitch
Grautvornix replied to Barcodes's topic in Gameplay Discussion
... but possibly walls could reduce the range of projectiles fired across so that you cannot kill everyone inside? -
Cheeky comment: If even A23 was already well playable (which I can confirm), why do we consider the game in A27 still in ALPHA ? Sorry, could not resist...
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[Proposal] Separate the game into 2 specialized sections
Grautvornix replied to Lion.Kanzen's topic in Gameplay Discussion
Good point! Noticed that there are indeed two different ways to play the game! -
Narrative Campaign General Discussion?
Grautvornix replied to Lion.Kanzen's topic in Gameplay Discussion
Sounds great - for a cool "prequel" to the introductory tutorial!