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Everything posted by Seleucids
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The easy way to adjust batch size is to hold down shift, then mouse scroll on the unit icon. You will see the number change. This is very outdated. You should upgrade to the latest A27-release or B---- XXVIII build.
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Sounds like what you want is a mod detector and a ProGUI free TG. You can try to make a mod detector on your own which shows the list of mods being used by the players. As I said before, ProGUI is easy to detect just from the replay even if they try to hide it. You can use ffm's script to live read the replay file to detect traces of ProGUI. But there are more hidden mods such as my abstractGUI which only changes the art folder. If I embed that into something legit like autociv, you won't be able to see it. Whether abstractGUI counts as a cheat is another story; I saw the thread being limited to only approval by moderators so clearly someone is not happy.
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Poll: Merging Autociv features into vanilla
Seleucids replied to guerringuerrin's topic in Game Modification
I think the stats panel can be "integrated" into the main game by improving the top panel of session. Even on a 4:3 screen, most of the space here is empty and there are unnecessary content such as the version and build, which can be replaced by useful information from the autociv panel: Resource counts Unit counts of each class: Support, Infantry, Cavalry, Champion. The combat information: Kill count, Losses, KD ratio Phase of development The build and release version should be summoned alongside WFG logos with hotkey ctrl + K -
Let's not waste any more time on ProGUI arguments and just leave it to the hosts. Detection of ProGUI automation is quite trivial; even if the user hides it in some intricate mod Matryoshka (or by some other technical spoofing methods), the gameplay will instantly reveal it. We should instead focus on other potential cheat mods and detection of cheat usage, such as revealing info, stats change etc. Also cheat mods are no longer fashionable because they patched up a lot of the javascript vulnerabilities from an engine level. Old cheats no longer work.
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In that case, maybe you can find the mods of users in mainlog.html and the replay file
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I see nothing other than mentions of ProGUI and Quickstart. The other cheats discussed in November have been patched up. I wont argue whether proGUI is cheat or not. If you feel that ProGUI and Quickstart are cheats, you can use it yourself. As far as I know, no host bans ProGUI nor Quickstart. You are always welcome to use them in my host.
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Theoretically yes. But smart kids know how to hide their mods from you. Knowing the mod names also doesn't change much because you don't know what's hidden behind the name in the mod source code. It is easy to edit the source code of benign mods. But don't worry Dakara, the cheat features have been discovered a patched. Cheat mods no longer exist because the malicious commands are forbidden by the engine. Currently there is no easy way to cheat, unlike A26 where just editing a few lines of code will get you everything. The bots are the biggest cheaters because they have x1.56 bonus in eco and 0.80 bonus in training time. The also see everything that you do. OP.
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Agreed, as an attached user of autociv, I find these features the most important: 1. Additional hotkeys to select all cavalry, all infantry etc 2. The stats panel 3. The additional chat commands: /link /team 4. Automatically changing civ when you type a name - you won't need to bother the host. 5. Maximum number of corpses = 1 to reduce confusion and lag. However, I do realise that some people may be against implementing some of these features into public, especially point 2 and 5. So some input from singleplayers would be appreciated.
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I have a laptop which has 14 cores @4.5GHz but only an Intel Arc iGPU which relies on offloading tasks to its NPU. I have another laptop which runs Intel Iris. At the start of a game, I can get up to 500fps, then this value decays as more buildings are built and units trained. At 200 pop, I can sustain 80~140 fps. But when we have a full scale 1v1 battle with 140 inf each side, the frame rate drops to 3fps. If more than 2 players are involved, the GUI freezes completely until more than half of the units present are dead.
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I volunteer !
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After some digging, the problem has been resolved and my build was successful. For future Linux users: Solution: 1. Create a new system user account. Keep it fresh and don't change any settings or environment variables for this user. Your old user where the build failed likely has contaminated environments. My main user account had conda installed and many environment variables changed to accommodate my other projects. This conflicted with 0AD build environment. 2. Install key dependencies for the build, including cxxtest, python3.10 but excluding zlib if you have zlib-compat already. 3. Follow this instruction here. I would recommend building all of the libraries using cloned 0ad ingredients instead of system packages, then stick to built 0ad libraries instead of system libs. You do not need to create python virtual environments in this case; I am using python 3.13.1 and it worked. 4. DO NOT type export WX_CONFIG=wx-config-gtk3 Unless you have fatal errors otherwise. You should first try installing wxwidgets-gtk2 before resorting to this.
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Cachy OS (Based on Arch Linux) They are all installed at the same time. I installed them via the AUR ls: cannot access '/usr/bin/libclang.so': No such file or directory /home/rena/.conda/envs/cloudphysics/lib/libclang.so /home/rena/.conda/envs/cloudphysics/lib/libclang.so.13 /home/rena/.conda/envs/cloudphysics/lib/libclang.so.14.0.6 /home/rena/.conda/envs/ncl_stable/lib/libclang.so.13 /home/rena/.conda/pkgs/libclang-14.0.6-default_hc6dbbc7_2/lib/libclang.so /home/rena/.conda/pkgs/libclang13-14.0.6-default_he11475f_2/lib/libclang.so.13 /home/rena/.conda/pkgs/libclang13-14.0.6-default_he11475f_2/lib/libclang.so.14.0.6 /home/rena/.conda/pkgs/libclang13-19.1.7-default_h9c6a7e4_1/lib/libclang.so.13 /home/rena/miniconda3/lib/libclang.so /home/rena/miniconda3/lib/libclang.so.13 /home/rena/miniconda3/lib/libclang.so.14.0.6 /opt/anaconda/lib/libclang.so /opt/anaconda/lib/libclang.so.13 /opt/anaconda/lib/libclang.so.14.0.6 /opt/anaconda/pkgs/libclang-14.0.6-default_hc6dbbc7_1/lib/libclang.so /opt/anaconda/pkgs/libclang13-14.0.6-default_he11475f_1/lib/libclang.so.13 /opt/anaconda/pkgs/libclang13-14.0.6-default_he11475f_1/lib/libclang.so.14.0.6 /usr/lib/libclang.so /usr/lib/libclang.so.19.1 /usr/lib/libclang.so.19.1.7 /usr/lib32/libclang.so /usr/lib32/libclang.so.19.1 /usr/lib32/libclang.so.19.1.7 Yes, but it was before the release of A27; I successfully built the development version of A27. The last successful attempt was in December 2024 where I followed the steps from the posts above to workaround the errors.
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I have installed llvm but this error is still persisting: 0:02.55 checking whether the C++ compiler supports -fno-sized-deallocation... yes 0:02.57 checking whether the C++ compiler supports -fno-aligned-new... yes 0:02.57 checking for llvm_profdata... /usr/bin/llvm-profdata 0:02.57 checking for rustc... /usr/bin/rustc 0:02.57 checking for cargo... /usr/bin/cargo 0:02.61 checking rustc version... 1.84.1 0:02.62 checking cargo version... 1.84.1 0:02.69 checking for rust host triplet... x86_64-unknown-linux-gnu 0:02.73 checking for rust target triplet... x86_64-unknown-linux-gnu 0:02.73 checking for rustdoc... /usr/bin/rustdoc 0:02.73 checking for rustfmt... /usr/bin/rustfmt 0:02.73 checking for clang for bindgen... /usr/bin/clang++ 0:02.74 checking for libclang for bindgen... /usr/lib/libclang.so 0:02.74 checking that libclang is new enough... 0:02.74 ERROR: The libclang located at /usr/lib/libclang.so is too old (need at least 5.0). 0:02.74 Please make sure to update it or point to a newer libclang using 0:02.74 --with-libclang-path. *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed I have also installed multiple versions of libclang and they are all greater than version 5.0 @hyperion do you think this could be related to Python versions? I created a conda environment with python 3.10
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Batch Training (The Good, The Bad and The Ugly)
Seleucids replied to Micfild's topic in Gameplay Discussion
The batch time modifiers and the basic maths have not changed so these calculations apply. However, some special buildings have different batch time modfiers and heroes too. The general logic of the models above is sound. You can perform your own calculations if you want. Derive the instantaneous rate of gathering, difference in resource gathered for each strategy and population growths. -
I have retried the build, from the library step. This time I added no --with-system-mozjs and no --with-system-cxxtest flags. I ran into this error while building the libraries: 0:02.71 checking for clang for bindgen... /usr/bin/clang++ 0:02.73 checking for libclang for bindgen... /usr/lib/libclang.so 0:02.74 checking that libclang is new enough... 0:02.74 ERROR: The libclang located at /usr/lib/libclang.so is too old (need at least 5.0). 0:02.74 Please make sure to update it or point to a newer libclang using 0:02.74 --with-libclang-path. *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed My Clang version is already 19.1.7-2. I am building from a Python3.10 environment. Would installing clang 5.0 help? Thanks
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I followed the steps above, but the last step make completed successfully without giving me the pyrogenesis executable. I tried to re-execute the make and this error appeared Running build commands mkdir -p generated /usr/bin/cxxtestgen --root --have-std --have-eh --include=precompiled.h --runner=ErrorPrinter -o ./generated/test_root.cpp Traceback (most recent call last): File "/usr/bin/cxxtestgen", line 15, in <module> import cxxtest ModuleNotFoundError: No module named 'cxxtest' make[1]: *** [cxxtestroot.make:44: generated/test_root.cpp] Error 1 make: *** [Makefile:192: cxxtestroot] Error 2 make: *** Waiting for unfinished jobs.... There is a Python script trying to import a cxxtest module which obviously doesn't exist. What's the workaround? The system libraries were built successfully and the previous steps executed without error.
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mod CustomColors mod - replace default player colors
Seleucids replied to Mentula's topic in Game Modification
Nub question: what are the commands for setting colours? -
Another update: for those of you who prefer slight realism and white background, I took advice from PhyZic and made an alternative version. Note that this version does pure art changes, no GUI changes are made. phyzicvisuals.zip
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Why 0 A.D. Units Prefer Buildings Over Enemies!
Seleucids replied to leopard's topic in Gameplay Discussion
We can do this already, but it will apply for all units and even spearman will walk past to attack ranged units. This will not work out well. @leopard 's problem can be resolved by always pressing ctrl+Q when attacking, instead of the normal attack move. This will make your troops attack only enemy soldiers. They will even ignore enemy women. You can also press H, although I am not sure exactly what command that is attached to. -
Running A27 on any Linux distro and version (in theory)!
Seleucids replied to myliverhatesme's topic in Help & Feedback
A different strategy: download the released .zip file then build from there. -
Nice idea. On it !
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