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Seleucids

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Everything posted by Seleucids

  1. 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.
  2. This works after I reset and pulled. Thank you very much !!!
  3. 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.
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. not down, I logged into the lobby normally. There are few games running though.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. The issue is really to do with hiding behind ally woodlines. But I am tempted to try these ideas now! Thanks for the replies !
  14. 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
  15. 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
  16. 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?
  17. 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?
  18. 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:
  19. mainlog.htmlinterestinglog.htmlcrashlog.txt
  20. 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) "$pyrogenesis" "$@"
  21. 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 = ?
  22. 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
  23. 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.
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