Jump to content

Seleucids

Community Members
  • Posts

    406
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Seleucids

  1. Could we have a Chevrons system, where each account is awarded a number of chevs as a suffix based on the total number of games played? For example, played 10 games = 1 chev, 50 games = 2 chevs, 200 games = 3 chevs etc. This can show who is truly experienced and who is totally new / smurf . From the client side, we can edit the game reports js files such that a result is submitted to the ratings bot or some other lobby bot when the player wins or loses the game. Then the lobby bot records this result for this account. I got this idea from another game where everyone is given a rating based on gaming skills and another on experience / playtime.
  2. Hi @Duileoga, thank you very much for making so many civs! I did a test play of your mod today and here is the error log: errorlog_1.txt I just tried to load mainland with 8 unassigned players, each taking a different civ from your mod. I repeated this test for all civs in your mod and gathered the error log above. Hope it helps There are some serious error spams when you try to assign Petra bot to this, but I think that's just because Petra is too dumb to process all these new content I cloned your mod from this repository: https://github.com/wltonlopes/Endovelico
  3. I got an error saying spirv not found I installed spirv-tools from Ubuntu repo and now I am on Vulkan. The frame rate is lower but the previous graphical issue disappeared. Seems like it was caused by OpenGL ARB
  4. As soon as I change the post-processing scale back to 100%, all is fixed.
  5. A new option to change post processing scale has been added to A28. But when I change the value to anything other than 100% while in-game, the graphics break completely. The unit silhouettes could be rendered but the scene is completely frozen and crazy. Some screenshots: Now I am upside down lol: This is occuring on a Ubuntu 24.04 system with AMD GPU. The renderer being used is OpenGL
  6. I installed this package and replaced llvm and it worked! Thank you so much! For later people who encounter similar problems: install llvm-dev and remove the other llvm packages. The list of build dependencies should include git-lfs curl llvm-dev
  7. Especially considering what AFistfulofDollars (Geriatrix) just said about me in the gamesetup page of Barcodes TG. You saw that. He also claimed that this @WiseKind is my smurf (clearly wrong). @WiseKind maybe you and @Dunedan should address this. Atrik I consider you to be one of the most intelligent players in the lobby, please stay calm and carry on with your valuable work. Let's not be distracted by haters nor fall prey to Geriatrix trolling.
  8. A good example of how to defend against double rush in a TG: I foiled all of the rusher's sneaky attacks until he rage quitted ! @AInur thanks for the op save and carry! General tips to defend against cav rush: Position woodlines at the front of your base - you can see incoming cav and start damaging them. Start mining early, with just a few infantry on stone and metal. They will protect your farms Always have houses near your women. Make sure there is enough garrison space for all nearby women. Always mix melee inf and ranged inf. Take hunt between you and your enemy - food income while spying. Invest in outposts if the enemy is very aggressive.
  9. System says so when I do apt list --installed, but the build doesn't see it. (I'm nub at Debian based distros)
  10. I'm trying to compile A28 on Ubuntu 24.04 and I encounter this error while building the libraries. 0:04.37 DEBUG: llvm_objdump: Looking for llvm-objdump 0:04.37 ERROR: Cannot find llvm-objdump I searched through apt but couldn't find such a package. The same error occurs on Debian 12 My command was ./build-source-libs.sh -j28 On a separate note, the wiki on BuildInstructions should include curl, git-lfs and wget to the list of dependencies This error does not occur on other Linux distributions. Only Debian based.
  11. I looked at the code and there were some requirements for the Easy bot that it has to fulfill before reaching P3. But on Mainland Standard Settings 200 pop it doesn't really get there within reasonable time (I waited for 20 minutes) if at all. IIRC there are also hard limits on the troops it can field. But the incompetence of the AI is not related to train time but rather stupid strategy
  12. Medium is much more challenging because the bot is allowed to reach P3 and research every tech eventually. At this level, both of you have the same conditions so it's a fair match between you and the AI algorithm. Lower level bots are forbidden from reaching phase 3 or research important techs so they are totally useless, hence too easy. Higher level bots have additional bonuses in their favour but there is no fundamental change to their behaviour, so they aren't significantly harder than the medium bot. With that being said, this is more of a skill issue and AI difficulty issue than train time issue. The train time should match up with the feasible resource income rate of the player. The current values are fine. Lower ones would allow the player to convert their float into reinforcements quicker, which is important in late game. Sometimes I can float thousands of food and wood just by collecting loot from dead enemies. Therefore a conscription_II and conscription_III would be nice to have.
  13. Taking your idea further: some "fair" third guy with an OP computer hosts 2 virtual machine instances each with a 0ad process running inside. Then each VM is made accessible 1 player via parsec or TeamViewer or whatever. Both will then have to play according to the rules that you have set up in your VM. And then the latency and network lags kick in...
  14. We can give them some new features for example extra territory, new techs etc. However, P4 should be so expensive and superfluous that it is impractical in a TG with standard settings.
  15. I didn't know this method existed! I went for the old extract to mod folder way.
  16. Sadly, it's very difficult for a new player to install mods from zip. I used Discord screen share to help new players install and it takes on average 15 minutes to get autociv installed. Unfortunately I have dealt with several highly ranked players who were unable to extract a zip file, including 2 people who outright claimed that all 0ad mods are malwares. Mod.io is not intuitive neither (for newbies) and I have submitted numerous mods to mod.io before but none got through. They were very simple balance patches or adding a civ.
  17. We can do 2 types of updates: micro updates where only public is changed, then large updates where the engine is changed. For the micro updates, we can do an auto-updater: click a button and pull from the git repo.
  18. Sadly this didn't work and resulted in a cascading follow up errors. I suspect conda environments are the cause and I am going to try to do it with a new system user.
  19. If the alphas can be released very frequently, e.g. once per week, then I think most players would have the patience. But if we are stuck on the same bugs for 2 years, players will loose patience. A notable example is the Han farming upgrade bug. It could have been resolved within minutes but the player base had to wait 2 years for the fix to be applied to them. This is exactly why I propose Thorfinn to make his own mod then play it with me and a few interested people to get a feel for it, before pushing anything final to the alphas.
  20. A screenshot of each biome on Mainland: Aegean-Anatolian: Subalpine: Arctic: Rhineland: India (remember each tree here is equal to 3 trees of other biomes and each berry is 2 times) Nubia, Sahara and Sudanian Savannah look more or less the same: Temperate is seen in my youtube videos Finally Eurasian Steppe (note that each tree here is half of other biomes)
  21. I tried to build libraries with NVTT included but this error will occur when i am making: $ make -j28 ... ../../../source/graphics/TextureConverter.cpp:37:10: fatal error: nvtt/nvtt.h: No such file or directory 37 | #include "nvtt/nvtt.h" | ^~~~~~~~~~~~~ compilation terminated. make[1]: *** [graphics.make:546: obj/graphics_Release/TextureConverter.o] Error 1 make[1]: *** Waiting for unfinished jobs.... JSInterface_Console.cpp ScenarioEditor.cpp ../../../source/ps/GameSetup/HWDetect.cpp:62:10: fatal error: nvtt/nvtt.h: No such file or directory 62 | #include "nvtt/nvtt.h" ... @real_tabasco_sauce this problem is preventing me from testing out your patch. This is for the latest A28 source code.
  22. I am trying to build the latest version of the game, but I encounter nvtt build error when compilling libraries: $ ./build-source-libs.sh -j28 Building third-party dependencies... Building CxxTest... Skipping - already built (use --force-rebuild to override) Building FCollada... Skipping - already built (use --force-rebuild to override) Building NVTT... Building NVTT... CMake Error at CMakeLists.txt:1 (CMAKE_MINIMUM_REQUIRED): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! ERROR: NVTT build failed I do have cmake installed at version 4.0.0-1: extra/cmake 4.0.0-1 (12.0 MiB 78.8 MiB) (Installed) A cross-platform open-source make system
  23. @Thorfinn the Shallow Minded if you could make a mod that changes the train times to the values you think are appropriate, I would be willing to test it with you in 1v1
  24. From the above, you can see why temperate is played the most: it doesn't not favour a particular strategy nor civilisation, so balance is maximised and no one can predict other people's strategies. Aegean is also played a lot by higher rated players in 1v1 but most players might find it more difficult than temperate.
×
×
  • Create New...