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DesertRose

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  1. Civilians become better lumberjacks after the first wood upgrade, and better miners after the second mining upgrade. Citizen Soldiers are not economically viable anymore and training them puts you behind. So the optimal game plan is either hyper aggression and attack the opponent after a few minutes so they could not wall / build defenses yet, or super defensive and tech to P3 and get to 100+ Civilians before you train only Champions. If you want AoE2 rage forest where there is instantly a lot of fights, then 10-30 minutes of boom, then fighting with endgame units it will be great. If you want fights between late P1 and early P3 to happen it sounds like an awful change.
  2. Some ideas / thoughts: Ranged soldiers don't always attack the closest enemy unit, but instead semi-randomly any enemy unit in range, where the chance depends on the distance E.g. if two enemy units are almost equally far away the chance the the slightly closer enemy unit is attacked is 51%, the other one is attacked with a 49% chance. If one enemy units is far closer the chances would be more like 80% 20%. Overall that means that ranged soldiers spread their attacks more instead of many attacking the same units, preventing massive overkill and greatly reducing the effectiveness of ranged units During small scale skirmishes, e.g. in the early game, you can manually focus fire to intentionally kill a specific enemy unit Maybe the probability which enemy unit is attack depends on where you attack moved. Instead of prioritizing the closest unit to itself it prioritizes the closest unit to the target location. So you could manually move your archers into range of the opponent's Javileers and then attack move next to them so your archers attack them instead of your opponent's melee units Melee soldiers behave similar. They don't always charge towards the closest enemy soldier but spread out based on probability Random attack delays. SC2 does this. Each unit has a small random attack delay so that two units rarely attack at the same time. That's e.g. why Siege Tanks virtually never shot at an already dead unit. This would also cause units to slightly spread out their attacks as they attack at slightly different times
  3. Endpoint=https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs (auth=basic) Endpoint (upstream)=https://gitea.wildfiregames.com/0ad/0ad.git/info/lfs (auth=basic) Yeah, but I have only those two. Everything seems to work now.
  4. Oh really? That explains some of my difficulties. :-/ I am still missing the "Endpoint (gg)" one, though.
  5. Now git-lfs makes issues again: Updating files: 100% (57/57), done. Downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (101 KB) Error downloading object: binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e69): Smudge error: Error downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e699101e3ab0b367bc4557a5fe155b395df3a28d3c3ecc3c5d7bb4b45565): batch request: ssh: Could not resolve hostname https: Name or service not known: exit status 255 Errors logged to '/home/tre/git/0ad/0ad-DR_fork/.git/lfs/logs/20260321T163051.234002216.log'. Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed fatal: binaries/data/mods/public/art/meshes/props/caryatid.dae: smudge filter lfs failed Tried this: https://wildfiregames.com/forum/topic/135018-git-lfs-issues/
  6. $ git reset --hard 262c5c037e HEAD is now at 262c5c037e Use promises to fetch net messages $ git push --force-with-lease origin main Total 0 (delta 0), reused 0 (delta 0), pack-reused 0 (from 0) remote: remote: Create a new pull request for 'main': remote: https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork/pulls/new/main remote: remote: . Processing 1 references remote: Processed 1 references in total To https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork.git + 19fe52f328...262c5c037e main -> main (forced update) Sync Fork on gitea $ git pull From https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork 262c5c037e..19fe52f328 main -> origin/main Updating 262c5c037e..19fe52f328 error: The following untracked working tree files would be overwritten by merge: binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_caryatids.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_decor.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_nature.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_olive_tree.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_props_a.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_roof.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_tile_c.xml binaries/data/mods/public/art/actors/structures/artifacts/statue_caryatid_medium_pedestal.xml binaries/data/mods/public/art/actors/structures/artifacts/statue_caryatid_small_pedestal.xml binaries/data/mods/public/art/actors/structures/athenians/caryatid.xml binaries/data/mods/public/art/actors/structures/athenians/caryatid_large.xml binaries/data/mods/public/art/actors/structures/athenians/erechtheion.xml binaries/data/mods/public/simulation/templates/gaia/ruins/metal_statue_caryatid.xml binaries/data/mods/public/simulation/templates/structures/athen/erechtheion.xml Please move or remove them before you merge. Aborting
  7. Can I delete those locally? error: The following untracked working tree files would be overwritten by merge: binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_caryatids.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_decor.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_nature.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_olive_tree.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_props_a.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_roof.xml binaries/data/mods/public/art/actors/props/structures/athenians/erechtheion_tile_c.xml binaries/data/mods/public/art/actors/structures/artifacts/statue_caryatid_medium_pedestal.xml binaries/data/mods/public/art/actors/structures/artifacts/statue_caryatid_small_pedestal.xml binaries/data/mods/public/art/actors/structures/athenians/caryatid.xml binaries/data/mods/public/art/actors/structures/athenians/caryatid_large.xml binaries/data/mods/public/art/actors/structures/athenians/erechtheion.xml binaries/data/mods/public/simulation/templates/gaia/ruins/metal_statue_caryatid.xml binaries/data/mods/public/simulation/templates/structures/athen/erechtheion.xml I certainly didn't change them.
  8. None of those work. It seems because I merged branches with the main repo it cannot be undone so simply. edit: git reflog git reflog --relative-date The second command is very helpful to make it more clear that the order is chronically DESCENDING. -.-
  9. Trying to sync in the web UI gives me this error message: Merge Failed: There was a conflict while merging. Hint: Try a different strategy. And all fixes for it I found are for conflicts with the same repo, not with a parent repo. A comment similar to git merge upstream/main doesn't seem to exist for git-lfs
  10. When I try to pull the changes made to my fork by sync it to 0ad:main I get the error: Downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (101 KB) Error downloading object: binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e69): Smudge error: Error downloading binaries/data/mods/public/art/meshes/props/caryatid.dae (4758e699101e3ab0b367bc4557a5fe155b395df3a28d3c3ecc3c5d7bb4b45565): batch response: Repository or object not found: https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork.git/objects/batch Check that it exists and that you have proper access to it Errors logged to '/home/tre/git/0ad/0ad-DR_fork/.git/lfs/logs/20260321T085833.61052115.log'. Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed Have this error for a few days now. Is that an issue I can fix myself, or is this on the remote's side? I can't find any helpful info online.
  11. Is there a way to a resistance, but it not being shown in UI? Cause this lists a resistance to Poison and Fire, but I have not seen it in-game anywhere.
  12. From what I have seen there is neither a "drop resources and go idle" UI element nor a "drop resources and go idle" hotkey. Use case: You want to shift your economy, and instead of having to find the nearest drop-off point yourself you can simply go Hotkey -> SHIFT + New Order.
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