Jump to content

Seleucids

Community Members
  • Posts

    443
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Seleucids

  1. On paper yes, but no archers and no slingers = you will get sniped and loose all in seconds
  2. But the trees, the berries, the hunt... Can't see unless I replace their meshes and skins with some GUI mod Too much messy grass on the ground... Need GUI mod to clean it up! thats what GUI mods are for. Idk why automation is a part of this. Automation mechanisms will touch simulation so it's not a pure GUI mod anymore
  3. This I cannot be sure. But personally I enjoyed A23 singleplayer the most, because back then, the AI games were sufficiently difficult and strategically interesting due to different mechanics. Furthermore, it had the biggest variety of mods available. A25 is of a more modern style, very similar to what you have in A27 right now. You can first try A25 then move back to A23; there are many interesting mods available for both versions. I think this has existed for longer than I have been player, probably one of the very early alphas. But before A25, the blacksmith (forge) upgrades were less prominent due to cost and limited efficiency. Infantry and cavalry had separate upgrades and nobody bothered to research everything. Maybe try A23 or A22.
  4. You should try Leif's historical rebalance mod! Link to github attached in video description:
  5. Vous pouvez les télécharger ici: http://releases.wildfiregames.com/
  6. Kill counts are stacking up! 1511 kills on Pyrenean Sierra:
  7. In A27, any sane player won't rush you before your cavalry finishes the chickens (2:30), so you can do scouting with your cav afterwards. If you are up against Romans. Macedon or Han then you need to beware of the starting with 3 melee cavs strat. But the damage of this kind of suicidal attacks is limited and it can be defended quite easily.
  8. There are no bots, only humans posters. There is an industry where humans are paid to spam post forums and group chats with advertisements of products. This is exactly the nature of the spams: they always advertise merchandise. Therefore, all anti-bot measures will be completely ineffective. We should find ways to limit the number of accounts each human can make.
  9. TG with 1100+ kills and 4600 kills from both teams! OP play from @king reza the great, also 1000+ kills. Many thanks to @0 calories for helping me at key moments and delaying enemy progress. The average killcount per player is 580 ! This provides an answer to the eternal question: is reza-math 2000? This is the kind of games that makes the community's efforts worthwhile !
  10. This is a good idea, but I would like to include the number of non-rated games e.g. TG as well. Not sure if there is a technical difficulty there. I'm not sure if the lobby bots are recording the endings of games or if there is any way to retrieve that information.
  11. 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.
  12. 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
  13. 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
  14. As soon as I change the post-processing scale back to 100%, all is fixed.
  15. 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
  16. 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
  17. 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.
  18. 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.
  19. System says so when I do apt list --installed, but the build doesn't see it. (I'm nub at Debian based distros)
  20. 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.
  21. 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
  22. 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.
  23. 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...
  24. 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.
×
×
  • Create New...