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I would like to recreate skyrim but I can't find any height map. I can try to use tamriel one and take the skyrim part if there are enough pixels. Wait for updates.
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Baelish started following Workaround for Debian Trixie (python 3.12) alpha 27 build from source , Fantasy map , Larger Maps (A27) and 2 others
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I want to make a fantasy map, but before I want to know how much the community likes the idea and if someone is available to help. For now these are my ideas: Tamriel from TES: https://www.nexusmods.com/skyrimspecialedition/mods/573 Middle-earth from TLOR: https://www.moddb.com/addons/map-of-middle-earth-textures Westeros from GOT: https://imgur.com/B3cz6N2 Which one do you prefer? Please share you ideas and opinions.
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I already tried it, but map editor crashed with 1024x1024. I did it using how @Gönndolsalvsaid in the previous message, but I tried to ignore map editor crash and go further anyway but pyrogenesis crashed lots of times, making a match unplayable.
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In my opinion, players prefer standard maps with faster games, between 20 and 40 minutes. An years ago, I made a world and two continental (South and North America) maps and they obtained less than one hundred downloads. You can also see an other similar project from @crazy_Baboon here:
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I believe that Dunedan removed the posts (also mine) where we talk about any precise person. I think it is right, otherwise it become a shitstorm. And we all agree with that, but as a decent and friendly 0ad enjoyer I'm saying that the presence of smurfers is annoying and we are searching a way to limit their behaviour. I think that 0ad community is the best I find and for this reason if a problem arise, is useful to discuss about it.
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Please don't take it for granted that everyone knows smurfers: not all players are on this forum or read everything. I played with a smurfer and obviously ruined balance and it was frustrating also for me, but I accepted him with good will. @ffm2 Sadly I have not the skills to do that. I can try to do something after my university exams.
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In a previous thread that I started, I proposed a possible solution: an automatic multiplayer rating for 2 teams games.
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If it was a "skill issue", I didn't report it. The title is on purpose clickbait, but in every recent game I played, all the players, strong and weak ones, play with the same war strategy. I'm talking about an entire army of heavy soldiers and nobody can create it, so "not useless at all" isn't enough.
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Me and my friends played lots of games, and all noticed that heavy soldiers, both infantry and cavalry) are useless. The main strategy of almoast all players is to reach faster max population with basic soldiers and then replace a part of them with rams or other siege weapons. When the basic soldiers die they are replaced by other basic, fast producing and cheap ones. Who, instead, decide to create an army of strong heavy ones can produce a maximum of 40 in the whole game duration (a 4vs4 tg is between 25 and 35 minutes). And when they die, it's impossible to replace them due to the lack of metal. You can produce metal thorough market, but you need a minimum of 40 traders and it is really slow. In addition traders need metal to be created. This problem not exist for Gauls because their heavy army not need metal. So, we could make other heavy army cheaper in metal or make them stronger. I know that this could ruin balance, but IMO it's necessary to diversify strategies because almost all players use the same.
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Yekaterina's duplicate accounts - Guide for recognizing them
Baelish replied to Norse_Harold's topic in General Discussion
Someone can please explain what happened with yekaterina and geriatrix? Whatever happened, I think it's better to calm down to preserve the community, that is already small. -
It's true, but lots of games, also paid ones, are under development (e.g. Among Us, COD Mobile, Fall Guys, Fallout 76), but they only release an upgrade and a banner with all change listed. It gives to the player a feel of care toward the game coming from the developers, not a feel of unfinished or worse abandoned.
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I totally agree with Seleucids, he/she wrote a really good guide to approach the average unexpert windows user. To make the game interface, installation and presentation noob friendly requires lots of work, but I think it's necessary. A personal experience: my friend was scared by the initial message which says that the game is still in development and can have problems. I laughed at her, but if we want to grow the community, we must take care of this type of user
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I change sources list as you said and the I notice that latest version is installed, but not used (very sus); thank you for the advices. EDIT: it's grub2 fault, I can't install it https://bugs.debian.org/cgi-bin/pkgreport.cgi?pkg=grub2-common;dist=unstable, i tried to install anyway and debian breaks, so i used timeshift (in synaptic I highlined current kernel, but obv I have not deleted running kernel) Anyway, my packages are all upgraded and the first post scope wasn't to check my packages, but to propose a solution to broken mozjs building with python3.12
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Firstly, this is my setup: If I try a standard build from source, I obtain ModuleNotFoundError: No module named 'six.moves' ERROR: SpiderMonkey build failed as well as in https://wildfiregames.com/forum/topic/118483-configure-fails-with-spidermonkey-error/ I tried to use --with-system-mozjs, but version 91 is not avaiable for debian (and I think they never will add it https://tracker.debian.org/news/1368939/removed-91130-1-from-unstable/ ) and during this try, I obtain another error in make in gcc directory (build sources and update workspaces worked both) fatal error: jspubtd.h: No such file or directory So I tried to install libmozjs-91 from ubuntu repos (not a perfect idea https://wiki.debian.org/DontBreakDebian#Don.27t_make_a_FrankenDebian ), and I installed libmozjs-91-dev 91.6.0-2: https://blueprints.launchpad.net/ubuntu/jammy/amd64/libmozjs-91-dev/91.6.0-2 and its dependencies: libmozjs-91-0 91.6.0-2: https://blueprints.launchpad.net/ubuntu/jammy/amd64/libmozjs-91-0/91.6.0-2 libicu70 70.1-2: https://blueprints.launchpad.net/ubuntu/jammy/amd64/libicu70/70.1-2 A new (and luckly last) error arise: I followed the solution proposed here: https://trac.wildfiregames.com/ticket/3039, but it does not work. So I thinked to force the buildiing deleting a part of source/scriptinterface/ScriptTypes.h IT WORKS! proof: