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Everything posted by Seleucids
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Challenge to reach 100 pop in the shortest time
Seleucids replied to cl2488's topic in Gameplay Discussion
I see, I expected the Ptols to be at the bottom with Carth. This is because of their discounts on the prices of buildings. Carth is also not a boom civ and you spend less when going for mercs. Also in your leaderboard for each civ, there is a huge spread of skills between the players controlling these civs. If chrstgtr or Stockfish decide to boom with Han and Carth, they might be a lot higher up the list. I am not sure if that will affect something. We are talking about from 1300 - top 1. Actually map matters a lot. Density of woodline is a huge factor. -
Challenge to reach 100 pop in the shortest time
Seleucids replied to cl2488's topic in Gameplay Discussion
Thanks for the analysis. Could you share the script that you used to produce these results? I am surprised that Ptol can appear on the list. I also didn't expect Celtic civs to be here. -
You can develop your eco and rush at the same time. the 90 women at home farm and gather wood; 40 cavs harassing at the front, then you'd have 3 barracks popping out spear inf to mines. Eventually you reach 70 inf + 40 cav combo and your enemies are weak. Now you can decide between push or max yourself out by deleting 40 of your women and replace with champs
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Crash when resizing 0ad window / opening new instance
Seleucids replied to Seleucids's topic in Bug reports
Batch offset=0x0 len=0x8 on queue 0 (aperture: 0.0Mb, 0.0Mb VRAM only) BO: addr=0xffffeffeffff0000-0xffffeffeffff1fff size= 8KB handle=00009 capture=1 vram_only=0 name=workaround BO: addr=0xffffeffefffe0000-0xffffeffefffe0fff size= 4KB handle=00010 capture=1 vram_only=0 name=trivial-batch ERROR: Present result: -4 (VK_ERROR_DEVICE_LOST) Assertion failed: "0 && ("Unknown present error.")" Location: SwapChain.cpp:348 (Present) Call stack: (0x64193ca71123) binaries/system/pyrogenesis(+0x8dc123) [0x64193ca71123] (0x64193ca5adff) binaries/system/pyrogenesis(+0x8c5dff) [0x64193ca5adff] (0x64193ca5b00c) binaries/system/pyrogenesis(+0x8c600c) [0x64193ca5b00c] (0x64193ca5d14f) binaries/system/pyrogenesis(+0x8c814f) [0x64193ca5d14f] (0x64193c7d84a7) binaries/system/pyrogenesis(+0x6434a7) [0x64193c7d84a7] (0x64193c7d39fc) binaries/system/pyrogenesis(+0x63e9fc) [0x64193c7d39fc] (0x64193c6bd37d) binaries/system/pyrogenesis(+0x52837d) [0x64193c6bd37d] (0x64193c2629e7) binaries/system/pyrogenesis(+0xcd9e7) [0x64193c2629e7] (0x64193c26878e) binaries/system/pyrogenesis(+0xd378e) [0x64193c26878e] (0x64193c256e59) binaries/system/pyrogenesis(+0xc1e59) [0x64193c256e59] (0x7ded310278ce) /usr/lib/libc.so.6(+0x278ce) [0x7ded310278ce] (0x7ded3102798a) /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7ded3102798a] (0x64193c261345) binaries/system/pyrogenesis(+0xcc345) [0x64193c261345] errno = 5 (Error during IO) OS error = ? SwapChain.cpp(348): Assertion failed: "0 && ("Unknown present error.")" ERROR: vkWaitForFences(device, 1, &fence.value, VK_TRUE, std::numeric_limits<uint64_t>::max()) returned -4 (VK_ERROR_DEVICE_LOST) instead of VK_SUCCESS Assertion failed: "false && "vkWaitForFences(device, 1, &fence.value, VK_TRUE, std::numeric_limits<uint64_t>::max())"" Location: SubmitScheduler.cpp:157 (WaitUntilFree) Call stack: (0x64193ca71123) binaries/system/pyrogenesis(+0x8dc123) [0x64193ca71123] (0x64193ca5adff) binaries/system/pyrogenesis(+0x8c5dff) [0x64193ca5adff] (0x64193ca5b00c) binaries/system/pyrogenesis(+0x8c600c) [0x64193ca5b00c] (0x64193ca5d14f) binaries/system/pyrogenesis(+0x8c814f) [0x64193ca5d14f] (0x64193c7d3e82) binaries/system/pyrogenesis(+0x63ee82) [0x64193c7d3e82] (0x64193c76c690) binaries/system/pyrogenesis(+0x5d7690) [0x64193c76c690] (0x64193c76cb4d) binaries/system/pyrogenesis(+0x5d7b4d) [0x64193c76cb4d] (0x64193c7d771f) binaries/system/pyrogenesis(+0x64271f) [0x64193c7d771f] (0x64193c7d230d) binaries/system/pyrogenesis(+0x63d30d) [0x64193c7d230d] (0x64193c6c46bf) binaries/system/pyrogenesis(+0x52f6bf) [0x64193c6c46bf] (0x64193c7609cc) binaries/system/pyrogenesis(+0x5cb9cc) [0x64193c7609cc] (0x64193c2629e7) binaries/system/pyrogenesis(+0xcd9e7) [0x64193c2629e7] (0x64193c26878e) binaries/system/pyrogenesis(+0xd378e) [0x64193c26878e] (0x64193c256e59) binaries/system/pyrogenesis(+0xc1e59) [0x64193c256e59] (0x7ded310278ce) /usr/lib/libc.so.6(+0x278ce) [0x7ded310278ce] (0x7ded3102798a) /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7ded3102798a] errno = 0 (No error reported here) OS error = ? SubmitScheduler.cpp(157): Assertion failed: "false && "vkWaitForFences(device, 1, &fence.value, VK_TRUE, std::numeric_limits<uint64_t>::max())"" ERROR: vkQueueSubmit(m_Queue, 1, &submitInfo, fence.value) returned -4 (VK_ERROR_DEVICE_LOST) instead of VK_SUCCESS Assertion failed: "false && "vkQueueSubmit(m_Queue, 1, &submitInfo, fence.value)"" Location: SubmitScheduler.cpp:193 (Flush) Call stack: (0x64193ca71123) binaries/system/pyrogenesis(+0x8dc123) [0x64193ca71123] (0x64193ca5adff) binaries/system/pyrogenesis(+0x8c5dff) [0x64193ca5adff] (0x64193ca5b00c) binaries/system/pyrogenesis(+0x8c600c) [0x64193ca5b00c] (0x64193ca5d14f) binaries/system/pyrogenesis(+0x8c814f) [0x64193ca5d14f] (0x64193c7d3832) binaries/system/pyrogenesis(+0x63e832) [0x64193c7d3832] (0x64193c7d39cc) binaries/system/pyrogenesis(+0x63e9cc) [0x64193c7d39cc] (0x64193c6bd37d) binaries/system/pyrogenesis(+0x52837d) [0x64193c6bd37d] (0x64193c2629e7) binaries/system/pyrogenesis(+0xcd9e7) [0x64193c2629e7] (0x64193c26878e) binaries/system/pyrogenesis(+0xd378e) [0x64193c26878e] (0x64193c256e59) binaries/system/pyrogenesis(+0xc1e59) [0x64193c256e59] (0x7ded310278ce) /usr/lib/libc.so.6(+0x278ce) [0x7ded310278ce] (0x7ded3102798a) /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7ded3102798a] (0x64193c261345) binaries/system/pyrogenesis(+0xcc345) [0x64193c261345] errno = 2 (Error during IO) OS error = ? Redirecting call to abort() to mozalloc_abort Segmentation fault (core dumped) -
When I enter / exit fullscreen mode, there is a chance that the game will crash with the following error: ERROR: vkWaitForFences(device, 1, &fence.value, VK_TRUE, std::numeric_limits<uint64_t>::max()) returned -4 (VK_ERROR_DEVICE_LOST) instead of VK_SUCCESS Assertion failed: "false && "vkWaitForFences(device, 1, &fence.value, VK_TRUE, std::numeric_limits<uint64_t>::max())"" Location: SubmitScheduler.cpp:157 (WaitUntilFree) Call stack: (0x57ea709f19e3) binaries/system/pyrogenesis(+0x8da9e3) [0x57ea709f19e3] (0x57ea709db6bf) binaries/system/pyrogenesis(+0x8c46bf) [0x57ea709db6bf] (0x57ea709db8cc) binaries/system/pyrogenesis(+0x8c48cc) [0x57ea709db8cc] (0x57ea709dda0f) binaries/system/pyrogenesis(+0x8c6a0f) [0x57ea709dda0f] (0x57ea70754742) binaries/system/pyrogenesis(+0x63d742) [0x57ea70754742] (0x57ea706ecf50) binaries/system/pyrogenesis(+0x5d5f50) [0x57ea706ecf50] (0x57ea706ed40d) binaries/system/pyrogenesis(+0x5d640d) [0x57ea706ed40d] (0x57ea70757fdf) binaries/system/pyrogenesis(+0x640fdf) [0x57ea70757fdf] (0x57ea70752bcd) binaries/system/pyrogenesis(+0x63bbcd) [0x57ea70752bcd] (0x57ea70644f7f) binaries/system/pyrogenesis(+0x52df7f) [0x57ea70644f7f] (0x57ea706e128c) binaries/system/pyrogenesis(+0x5ca28c) [0x57ea706e128c] (0x57ea701e4767) binaries/system/pyrogenesis(+0xcd767) [0x57ea701e4767] (0x57ea701ea50e) binaries/system/pyrogenesis(+0xd350e) [0x57ea701ea50e] (0x57ea701d8bc9) binaries/system/pyrogenesis(+0xc1bc9) [0x57ea701d8bc9] (0x7cb43dc278ce) /usr/lib/libc.so.6(+0x278ce) [0x7cb43dc278ce] (0x7cb43dc2798a) /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7cb43dc2798a] errno = 11 (Try again later) OS error = ? Redirecting call to abort() to mozalloc_abort Segmentation fault (core dumped) I am on CachyOS Linux, Plasma Wayland. This also happens sometimes when I try to run a second instance of the game.
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Hi, I watched your replay. Here are some general recommendations: 1. Cav should start collecting chicken earlier. 2. If you can't afford production from 2 stables simultaneously, then don't make 2 stables. You could have invested the wood and stone into other things, for example bring more women back from woodline to farming. This will give you balanced eco. 3. After you get your hands on cav, keep rushing with them or harassing the enemy anywhere you can. If they are hurt, bring them back to CC or temple to heal. Archer cavs sitting there doing nothing = waste of time and res. If you really can't find weaknesses, garrison them back into stables and they get xp trickle. 4. A huge crowd of idle infantry... you could have used them to gather resources, build and you would be in the position to push much earlier. 5. Floating 10K wood... spend them early! 6. If you want to turtle, set up palisade, walls, towers then delete citizens and replace with champions.
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Building NVTT failed
Seleucids replied to Seleucids's topic in Game Development & Technical Discussion
This works after I reset and pulled. Thank you very much !!! -
Some players make 90 women + cav then reach 200 pop at min 9-10. Your eco will be amazing and you can carry out huge cav rushes before everyone else is ready. However: if someone gets mad at you and pushes into your base with full inf army, you are 100% dead.
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customsuffix.zip Async version for A27: your GUI doesn't freeze while joining games. THere are many people asking me to make this mod in the lobby and they can't follow my video so here is a finished product for them. The usage is identical to @AInur's one but I just made adaptations for compatibility for A27
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It's very hard for mod civs to be introduced into base game at the moment. It will be a huge commit which is hard to go through. There are also potential risks of technical errors with the new civ, e.g. Han farm tech. Then you've got balancing issues for non-standard type civs.
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1. It writes the contents of user.cfg and hotkey settings again and again. It's especially long if you change hotkey options or use autociv 2. Player assignment messages. The list of player assignment is written whenever someone leaves or joins 3. Network messages, eg readying up, received network commands 4. All chat is hashed; each character is now 5 times longer than the actual English. 5. Timer messages and error messages
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Good new features of A27 (please keep): 1. Save game and rehost 2. Change password 3. More available player colours 4. Fixed position mainland map 5. Patched vulnerabilities. Imperfections: 1. Atlas conflict with Wayland: the editor crashes on start or if I press a certain key combination. 2. Mainlog.html should be cleaner, imo. The log is literally millions of lines long and hundreds of megabytes in size. It is also overwritten so records are lost if I restart game. We could split it up into dedicated log files, each noting certain things then strategically replace some to save disk space. 3. The GUI pages should be completely async, especially if they are overlaying each other on the same screen. @Deicide4u If you like the older icons, you can make a mod which replaces the icons with the old ones.
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not down, I logged into the lobby normally. There are few games running though.
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Tonight, Hanisx joined a game that I was spectating and asked me to play with him. So I played 3 consecutive 1v1s against Hanisx and he lost all of them. He did not resign in game 1 and 2; he just killed the pyrogensis process by the looks of things. I have recorded my screen throughout the entire 3 games, unedited, and you can see his rude trash talk on top of leaving rated games. The replay files have been compressed to zips, you can check them for foul play: 2025-04-23_000.zip Can something be done about this guy? His foul language is appalling and never resigns in rated games.
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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.
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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
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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.
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The issue is really to do with hiding behind ally woodlines. But I am tempted to try these ideas now! Thanks for the replies !
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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
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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
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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?
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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?
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A24 PTSD
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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:
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mainlog.htmlinterestinglog.htmlcrashlog.txt