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Seleucids

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Everything posted by Seleucids

  1. There is currently no distinction between your own hero and enemy hero in terms of icon and colour. All visible heroes are shown as a yellow star.
  2. This simple mod gives all heroes a star icon on the minimap, so that you will never loose track of your hero! It also has a positive side effect of showing if your farms are getting raided by an enemy hero. antiherorush.zip
  3. This is great, I love it. We really are lacking technical explanations of 0ad despite me trying to go through bits of it in my channel. I clicked like and subscribed You can just paste the url link directly into here and it should embed automatically in 1 second, like this: This is my new video btw, where I rushed and boomed at the same time (maintaining highest pop and eco), then punished the champ cav spammer despite 1v2 situation.
  4. The issue is really to do with hiding behind ally woodlines. But I am tempted to try these ideas now! Thanks for the replies !
  5. There is some JavaScript logic going on in gui and simulation/ components folders. They work by calling exposed JS functions in the engine, which are defined in a script interface.cpp in the engine source code. To implement lua, we probably need to change the definitions in scripting.cpp to adapt for lua calls. Then the mods side js needs to be replaced with lua language. A solution to not overwite completely is to add a parallel list of exposed lua functions at the end of the current scripting.cpp file then call them using lua scripts in the mod folder where necessary
  6. TG. If it's a 1v1, I would just grab all and push. My superior inf boom will destroy them. But in a TG, especially when I have a weaker ally, it's really difficult I will try this
  7. Sadly, P1 towers have 0 impact on enemy camels. Camels outrange towers (because they have the additional launch height bonus so the range is more than 60m). The towers shoot too infrequently and too inaccurately to hurt a decent number of dancing camels. The limit of towers having to be 60m apart makes matters worse. Experiment shows that even P2 towers have 0 use on more than 10 camels. Loom is a good idea for sure. TheCJ's counter rush is a good call, but a risky one. Now the question is, what can I do if I have a jav Cav civ with no archers?
  8. There is a strategy with camels that is very hard to counter unless you are an archer civ. The rusher does these: 1. Make a dozen camels before minute 5 or 6 2. Harass enemy woodlines and farms with them. Run around and waste their time. At this point, the defender makes jav cav or melee cav to counter camels. Their cavs chase the camels. However, they are already delayed compared to a full boomer. 3. Camels run towards ally woodline which is full of infantry. The allied infantry will kill the defender's cavalry. 4. Shoot at the chasing enemy cav or inf safely from the woodlines. Typically, cavalry in P1 does not have enough speed to do significant damage to the camels before they escape to safety, especially as the border player. My question is: how can one defend against such a camel rush?
  9. This guy Hanisx insults people in the lobby and in game when he is loosing and he kicks specs when he finds himself in a disadvantageous position. His rating is artificially high because he quits any game that he is loosing. Many people didn't get a chance to report but just looking at the previous few posts of this thread, he is a repeated offender. Can some sanctions be placed? And things got a bit serious:
  10. mainlog.htmlinterestinglog.htmlcrashlog.txt
  11. I tried to suppress this error but then more followed: TIMER| RunHardwareDetection: 1.17178 ms Assertion failed: "0 && (L"Can't find a usable technique")" Location: ShaderManager.cpp:267 (LoadTechnique) Call stack: (0x5a793aa8053c) /usr/bin/pyrogenesis(+0x50e53c) [0x5a793aa8053c] (0x5a793aa8aecf) /usr/bin/pyrogenesis(+0x518ecf) [0x5a793aa8aecf] (0x5a793a9b704a) /usr/bin/pyrogenesis(+0x44504a) [0x5a793a9b704a] (0x5a793a87894b) /usr/bin/pyrogenesis(+0x30694b) [0x5a793a87894b] (0x5a793a873cfd) /usr/bin/pyrogenesis(+0x301cfd) [0x5a793a873cfd] (0x5a793a8fc586) /usr/bin/pyrogenesis(+0x38a586) [0x5a793a8fc586] (0x5a793a8fc85d) /usr/bin/pyrogenesis(+0x38a85d) [0x5a793a8fc85d] (0x5a793a853234) /usr/bin/pyrogenesis(+0x2e1234) [0x5a793a853234] (0x5a793a795230) /usr/bin/pyrogenesis(+0x223230) [0x5a793a795230] (0x5a793a93b2ab) /usr/bin/pyrogenesis(+0x3c92ab) [0x5a793a93b2ab] (0x5a793a9193da) /usr/bin/pyrogenesis(+0x3a73da) [0x5a793a9193da] (0x76dc0017082d) /usr/lib/0ad/libAtlasUI.so(+0x14c82d) [0x76dc0017082d] (0x76dc000dbe76) /usr/lib/0ad/libAtlasUI.so(+0xb7e76) [0x76dc000dbe76] (0x76dbd1ce6192) /usr/lib/libwx_baseu-3.2.so.0(_Z7wxEntryRiPPw+0xa2) [0x76dbd1ce6192] (0x76dc000d738e) /usr/lib/0ad/libAtlasUI.so(Atlas_StartWindow+0xde) [0x76dc000d738e] (0x5a793aa4b646) /usr/bin/pyrogenesis(+0x4d9646) [0x5a793aa4b646] errno = 0 (No error reported here) OS error = ? ShaderManager.cpp(267): Assertion failed: "0 && (L"Can't find a usable technique")" ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'overlay_line' ERROR: Failed to load effect 'foreground_overlay' ERROR: Failed to load effect 'foreground_overlay' ERROR: Failed to load effect 'overlay_solid' ERROR: Failed to load effect 'overlay_solid' TIMER| InitRenderer: 1.7382 s TIMER| ps_console: 2.98113 ms TIMER| ps_lang_hotkeys: 3.96113 ms ERROR: Failed to load effect 'los_interp' ERROR: Failed to load SmoothLOS shader, disabling. ERROR: Failed to load effect 'minimap' GAME STARTED, ALL INIT COMPLETE Assertion failed: "g_RenderingOptions.GetRenderPath() != RenderPath::FIXED" Location: SceneRenderer.cpp:246 (ReloadShaders) Call stack: (0x5a793aa8053c) /usr/bin/pyrogenesis(+0x50e53c) [0x5a793aa8053c] (0x5a793aa8aecf) /usr/bin/pyrogenesis(+0x518ecf) [0x5a793aa8aecf] (0x5a793a9b704a) /usr/bin/pyrogenesis(+0x44504a) [0x5a793a9b704a] (0x5a793a859226) /usr/bin/pyrogenesis(+0x2e7226) [0x5a793a859226] (0x5a793a859408) /usr/bin/pyrogenesis(+0x2e7408) [0x5a793a859408] (0x5a793a85967f) /usr/bin/pyrogenesis(+0x2e767f) [0x5a793a85967f] (0x5a793a84fc33) /usr/bin/pyrogenesis(+0x2ddc33) [0x5a793a84fc33] (0x5a793a91d44c) /usr/bin/pyrogenesis(+0x3ab44c) [0x5a793a91d44c] (0x5a793a9354b1) /usr/bin/pyrogenesis(+0x3c34b1) [0x5a793a9354b1] (0x76dc001303f2) /usr/lib/0ad/libAtlasUI.so(+0x10c3f2) [0x76dc001303f2] (0x76dbd1d5c43f) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler23ProcessEventIfMatchesIdERK21wxEventTableEntryBasePS_R7wxEvent+0x7f) [0x76dbd1d5c43f] (0x76dbd1d5c7c4) /usr/lib/libwx_baseu-3.2.so.0(_ZN16wxEventHashTable11HandleEventER7wxEventP12wxEvtHandler+0xf4) [0x76dbd1d5c7c4] (0x76dbd1d5f198) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler11TryHereOnlyER7wxEvent+0x58) [0x76dbd1d5f198] (0x76dbd1d5f220) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler19ProcessEventLocallyER7wxEvent+0x30) [0x76dbd1d5f220] (0x76dbd1d5f33b) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler12ProcessEventER7wxEvent+0xeb) [0x76dbd1d5f33b] (0x76dbd1d5f6f2) /usr/lib/libwx_baseu-3.2.so.0(_ZN12wxEvtHandler18SafelyProcessEventER7wxEvent+0x12) [0x76dbd1d5f6f2] errno = 0 (No error reported here) OS error = ? SceneRenderer.cpp(246): Assertion failed: "g_RenderingOptions.GetRenderPath() != RenderPath::FIXED" ERROR: Failed to load effect 'minimap' /usr/bin/0ad: line 9: 3167 Segmentation fault (core dumped) "$pyrogenesis" "$@"
  12. The atlas editor crashes on opening with the following errror: Sound: AlcInit success, using OpenAL Soft ERROR: Failed to load GLX functions. FILES| UserReport written to '/home/rena/.config/0ad/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 1.23058 ms Assertion failed: "0 && (L"Can't find a usable technique")" Location: ShaderManager.cpp:267 (LoadTechnique) Call stack: (0x5a1f0a85353c) /usr/bin/pyrogenesis(+0x50e53c) [0x5a1f0a85353c] (0x5a1f0a85decf) /usr/bin/pyrogenesis(+0x518ecf) [0x5a1f0a85decf] (0x5a1f0a78a04a) /usr/bin/pyrogenesis(+0x44504a) [0x5a1f0a78a04a] (0x5a1f0a64b94b) /usr/bin/pyrogenesis(+0x30694b) [0x5a1f0a64b94b] (0x5a1f0a646cfd) /usr/bin/pyrogenesis(+0x301cfd) [0x5a1f0a646cfd] (0x5a1f0a6cf586) /usr/bin/pyrogenesis(+0x38a586) [0x5a1f0a6cf586] (0x5a1f0a6cf85d) /usr/bin/pyrogenesis(+0x38a85d) [0x5a1f0a6cf85d] (0x5a1f0a626234) /usr/bin/pyrogenesis(+0x2e1234) [0x5a1f0a626234] (0x5a1f0a568230) /usr/bin/pyrogenesis(+0x223230) [0x5a1f0a568230] (0x5a1f0a70e2ab) /usr/bin/pyrogenesis(+0x3c92ab) [0x5a1f0a70e2ab] (0x5a1f0a6ec3da) /usr/bin/pyrogenesis(+0x3a73da) [0x5a1f0a6ec3da] (0x7a772437082d) /usr/lib/0ad/libAtlasUI.so(+0x14c82d) [0x7a772437082d] (0x7a77242dbe76) /usr/lib/0ad/libAtlasUI.so(+0xb7e76) [0x7a77242dbe76] (0x7a76f50e6192) /usr/lib/libwx_baseu-3.2.so.0(_Z7wxEntryRiPPw+0xa2) [0x7a76f50e6192] (0x7a77242d738e) /usr/lib/0ad/libAtlasUI.so(Atlas_StartWindow+0xde) [0x7a77242d738e] (0x5a1f0a81e646) /usr/bin/pyrogenesis(+0x4d9646) [0x5a1f0a81e646] errno = 0 (No error reported here) OS error = ?
  13. This error spam occured in the middle of a TG. There was a lot of action and a lot of pathfinding happening at the time. Cavalry going through forests etc. ERROR: Error in timer on entity 17694, IID7, function RepeatRangeCheck: TypeError: this.template[type] is undefined Attack.prototype.GetRange@simulation/components/Attack.js:450:12 UnitAI.prototype.GetRange@simulation/components/UnitAI.js:6272:19 UnitAI.prototype.MoveToTargetRange@simulation/components/UnitAI.js:4741:19 UnitAI.prototype.MoveToTargetAttackRange@simulation/components/UnitAI.js:4773:15 enter@simulation/components/UnitAI.js:2321:16 FSM.prototype.SwitchToNextState@globalscripts/FSM.js:366:14 FSM.prototype.ProcessMessage@globalscripts/FSM.js:274:8 UnitAI.prototype.ProcessMessage@simulation/components/UnitAI.js:4385:15 Attack.prototype.StopAttacking@simulation/components/Attack.js:566:14 Attack.prototype.RepeatRangeCheck@simulation/components/Attack.js:468:8 Timer.prototype.OnUpdate@simulation/components/Timer.js:140:44 The game was able to resume with no other visible problems. interestinglog.html
  14. This is exactly what we want - a counter unit. Even at 5x bonus, the spearman would still take some heavy damage because of the insane damage values from the champ cav. it would make the champion cav sufficiently weak in a fight against other unit types, so the op problem is solved. If all you can do is have a lot of champions running around but not take fights, then players will be discouraged from champ spam. but this is still not as good as just moving them to a fort or a special building only.
  15. This is another idea for those who do want to keep spamming champions. For example we can let melee inf have a 5x counter against melee champ cav. Or we can introduce a new formation which gives some additional resistance against champ cav attacks. The Roman anti-cav formation is a good place to start.
  16. which is good. You can still train champions from fortress non-stop and it would actually make the fort an useful production building instead of a pure Sentry Tower ProMax++. We have separated out the siege workshop and the elephant stables so we will still see more champs than A23, but no champ spam. Champions will be truely noble units that are cherished and valued instead of being used as meatshields. They will also be possible to counter for the given structure tree.
  17. It has been tested and proven that having <5 very strong units is never a problem and is a fun addition to the boring cs spam. but the number is always the problem. The hero is incredibly strong as an unit but nobody complains, because it is alone. The same applied for fire Cav in A25 and spear champ now. 5 ultra op spear cav can't completely break the game but 40 just slightly above-average merc sword cav broke A25
  18. This was exactly what we had back in a23 and also what I have been suggesting all the time. Borg has it in the right direction. The champion spam problem didn't exist before A25 because of the production building limit.
  19. Oh no pls don't add it to A28 You can mod in whatever way you want, but adding to the base game is a different story. Firstly who will make the patch and whether the patch will be approved is another story. Secondly this feature, if activated accidentally, can be disastrous. Tests have shown that my own micro is better than this selectionbox targeting even though I would have to click hundreds of times.
  20. How to boom with the Persians! The late game was not worth showing, but the boom was epic. Another match featuring Tom 0AD and JagsusIndia talking in the background:
  21. Not risky at all if you know what you are doing. If you want dual boot, install Windows first, then shrink up your disk partition in "create and format partitions" tool, then install Linux on the freed disk sectors. This is because the handicapped Windows installer cannot create and resize disk partitions without destroying everything... Regarding the choice of Linux distribution, LInux Mint is a beginner friendly OS but its 0ad package is outdated, you will either get A26 or need some long-winded way to get the latest release. That's why I recommended Endeavour OS, as it uses pacman and is always giving you the latest updates. It's totally up to you.
  22. No no no Slings are Not Op. The problem is, every civ is lacking some vital units. Romans lack long ranged units, so anybody with long range units can exploit their weakness by sniping. On the other hand , the archer civs have only long range but no DPS so they crumble despite sniping. I had Ptolemies (especially) and Brits in mind. The ptols can delay the Romans with their pikes, then the slings can just snipe all Javs. Romans have 0 chance. They can't run from the slings. Seleucids will lose all with KD 0.2 against ptolemies if sniped. Brits and Persians can also snipe Javs with slings. The testudo formation does not prevent your from being sniped. If you play Vs Petra then you are safe. Petra cannot snipe
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