zozio32
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Posts posted by zozio32
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reagrding the first one, I would only change the fact that building should target units if in range before buildings. There is no point in a tower shooting at buildings around when ennemy units are attacking
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HI, I did tried again yesterday, after updating the mod. SAme results
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I'll do, but in January. I'll be off from today, and away from the gaming computer
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still the same thing unfortunately, even with the file added to the interface folder
the map is "Acropolis Bay (2)". Default game setting
interestinglog.html mainlog.html system_info.txt userreport_hwdetect.txt
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On 15/12/2023 at 9:56 AM, zozio32 said:
ok, I'll try again without changing anything
yes, it seems that I am getting the same error again. There is again a TerritotyDecay issue.
If I lunch the game without any mode activated, the errors is not showing, so it is defenitely related to realism.mod as it is on my computer
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2 hours ago, man_s_our said:
is this error reproducible?
the error looks like being resulted from TerritoryDecay.js which I didn't touch
ok, I'll try again without changing anything
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hello, the try went a bit further. I got to see that starting point, send women to get berries, soldier to wood, cav to chicken, and then crash. I am attaching the log
interestinglog.html mainlog.html system_info.txt userreport_hwdetect.txt
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1 hour ago, man_s_our said:
@zozio32 I found the meatsupplies error was due to me forgetting to upload interfaces patch.
try again and give me the feedback.
ok, make sense. I had seen that there was no MeatSupplies interface
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hello, I did try to lunch a match against the A.I. and the mod activated, but without much success. Where should I put the logs so you can check what went wrong? I am attaching them here in the mean time
interestinglog.html mainlog.html system_info.txt userreport_hwdetect.txt
so, some quick checks. I seems to miss the folders "tree", "rock" and "ore" in "/mods/realismod/simulation/templates/gaia/"
there is a bunch of errors as the "meat" resource is not found, but that come from the initial one on "MeatSupplies.js " . On this point, won't we need an interface specific to this new component?
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4 hours ago, man_s_our said:
the open beta phase has started. tell me if you want to join as early tester.
potentially yes. I have uninstalled a26, and I have dev a27 running now, so I am also using the version of DE that works with a27. The "realism mod" can work with dev a27?
Edit: you answered me in the other thread. I will try to give it a go
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9 hours ago, hyperion said:
Mh, probably Ubuntu 22.04. python-is-python3 sounds like a package installing a symlink python pointing to python3 and the the package python-is-python3 just so depends on a package python3 which in turn depends on a package python3.10 for example. My guess the package python3 if it exists would be what you want.
Not sure what the canonical way to install python 3 on Ubuntu is but looking at the results of "apt search python" should probably make it obvious.
to be honest, I just followed the option given in the terminal when the first command with only "python" in the list was passed. I had tried to install the python3 package separetely for other stuff much before, so I may have add something already. Please let me know if someone needs or want more detail on this on my config to check if updating the webpage for the build isntruction is needed
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Hello, I am not "yet" involved in any development, but I just got the dev version of Alpha 0.27 yesterday following the instruction from here:https://trac.wildfiregames.com/wiki/BuildInstructions
I am on Linux 22.04, so I followed the instruction here for the dependencies:
sudo apt-get install build-essential cargo cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev libfreetype6 m4 libfreetype6-dev \ libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev \ libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.0-gtk3-dev libxml2-dev python rustc subversion zlib1g-dev
that only worked after changing the package "python" to "python-is-python3". So it might be needed to update the page.
I am not sure if that post belong here, but I could not find the right thread
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well, indeed, the alpha 0.27 D.E is quite nice. the new portrait are an improvement, the coin and glory balance is better.
I had not noticed the possibility to put ranged units on the wall before, is it new to a0.27? or it is a D.E element. No bug whatsoever in the game. My son tried to play the large Egyptian map, works fine. Thumbs up altogether
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well, alpha 27 works now. In the list of dependencies for linux, the "python" package was not available anymore, I had to replace it by "python-is-python3" instead. All good after that. Not sure if the webpage with the build instruction should be modified
Now i need to go back up the thread and get delenda-est working
Edit: all good now, delenda-est 27 is installed, I'll try it later
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well, I am not there yet:
Quote==== Building mocks_real (release) ==== Creating obj/mocks_real_Release mocks_real.cpp Linking mocks_real ==== Building network (release) ==== Creating obj/network_Release precompiled.h In file included from ../../../source/lib/precompiled.h:109, from ../../../source/pch/network/precompiled.h:19: ../../../source/ps/CLogger.h:22:10: fatal error: fmt/printf.h: No such file or directory 22 | #include <fmt/printf.h> | ^~~~~~~~~~~~~~ compilation terminated.
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14 hours ago, sternstaub said:
That post was referring to a rolling-release package on Arch, so you should not be affected by it if you are on Ubuntu. Was something about libxml.
See here for 0 A.D. build instructions. I am also using dev version of 0ad + DE and there is many nice improvements and fixes compared to A26. Definitive recommendation.
good, i'll try that
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I am on Linux, Ubuntu 22.04. there is another thread about issue to get the latest dev on Linux, so i may just mod the files from the base a26 Delenda Est mod
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followign the previous post, I guess I'll have to manually make the change in the files for delenda est version a26, am i right? should I make the changes related to Apadana -> Tachara as well, or that's just for the dev version?
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indeed, crashed again. Now, I may have to learn to either get the dev version, or reinstall the a26 Delenda Est mod, and just modify the required files!
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great, thanks. I downloaded it yesterday, started a game but got a crash. I had tried to change some graphic param compare to the usual, so that might be an issue. I'll let you know next time I try it
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Hi, played again yesterday. Medium AI this time, but indeed it does not offer a challenge. It seems that it can't follow the new tech, or even how to make field.
That's maybe on element that could be easily sorted: get the build field from the citizen menu, not the farmstead menu. this way the AI will not lack food to quickly! And I don't think it will change the gameplay in any way.
Otherwise, small bug at the end, I can't see the plots and summary, system can't find some elements here.
And yes, at least in this set up, the coing and glory resource are not a real constraint, and trickle rates should be reduced.
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9 hours ago, wowgetoffyourcellphone said:
I think there could be a Strat Level of resources that you get from holding territories and winning battles, and then you can translate those resources to upgrading your territories and choosing bigger amounts of starting resources for the next skirmish match.
So, let's say the campaign map is Greece/Aegean/Asia Minor. The Campaign resource could be called "Talents." It's a nice neutral, but historic money designation. Each territory you hold could either grant you more talents or cost you talents. Holding Laurium, for example, where historically there was a very famous and productive silver mine, would grant you talents, but holding Marathon would be neutral or cost you talents. What you use talents on is you could buy starting buildings for each territory. So, if you erect a Storehouse in the Marathon territory you'd start any skirmish in that territory with a free Storehouse. Buy a garrison with your talents and that territory will start with extra soldiers or defend itself against an enemy attack even if you have no Hero or General there. The enemy could take it before you get there, but it would be costlier for them to take it in deaths.
You could even "store" talents in specific territories so that you start a skirmish map there with extra resources.
if that's "codable", that seems a good way to do it. I had suggesting something simpler as it was only requiring some simple math from one skirmish to the next, but this way it would be even more interesting
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16 hours ago, wowgetoffyourcellphone said:
Thank you! Glad you liked it. Have you done any more testing? Run into any problems or imbalances?
no, no time to paly at all since the first try the other night. I'll let you know here if I notice something, or have new suggestions
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I tried it yesterday, single player mod, on very easy just to see the mechanics and be able to explore the concept without real challenge.
It is great! I do like to coin and glory resource, it is nice to have the stall to "extend" the market, nice feature to have the priest worshipping at the statue. Tha additional units and tech are a nice addition, and specally the fact that you can't do them all, there is a choice, and they are not only "good"
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default posture of unit
in Help & Feedback
Posted
I'd like to get the default stance of new units as "defensive" when they are created. Is there a way to define the default unit stance'