Gurken Khan Posted July 27, 2023 Report Share Posted July 27, 2023 When I attack move my archers and they're standing on a building site while others want to build there I can hear shooting, but they are not hitting nor moving off the site. (While that lion that got hit one time before the building attempt commenced got ever closer...) Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted July 30, 2023 Report Share Posted July 30, 2023 Assertion failed: "textureToBind->IsInitialized()" Location: devicecommandcontext.cpp:903 (Renderer::Backend::Vulkan::CDeviceCommandContext::SetTexture) logs300723.zip Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 31, 2023 Report Share Posted July 31, 2023 12 hours ago, Gurken Khan said: Assertion failed: "textureToBind->IsInitialized()" Do you have steps to reproduce? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted July 31, 2023 Report Share Posted July 31, 2023 @vladislavbelov I literally did nothing in that game! I paused at the loading screen (as I usually do) and then just looked at the screen for a moment (deciding if I want to play that). I don't think I even moved the mouse. No unit selection, no order, no camera action... Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 31, 2023 Report Share Posted July 31, 2023 5 hours ago, Gurken Khan said: @vladislavbelov I literally did nothing in that game! I paused at the loading screen (as I usually do) and then just looked at the screen for a moment (deciding if I want to play that). I don't think I even moved the mouse. No unit selection, no order, no camera action... I think some kind of steps were (according to mainlog.html): Open the game Start Lower Nubia Exit to the main menu Start Alpine Lakes Pause the game Do they make sense? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted July 31, 2023 Report Share Posted July 31, 2023 59 minutes ago, vladislavbelov said: Do they make sense? Well, if you put it like that... Yeah, I think that accurately describes that session. Don't know if you can see that as well: it was Random Random maps. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted July 31, 2023 Report Share Posted July 31, 2023 1 hour ago, Gurken Khan said: Well, if you put it like that... Yeah, I think that accurately describes that session. Don't know if you can see that as well: it was Random Random maps. Thanks! Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 7, 2023 Report Share Posted August 7, 2023 Just throwing it out: maybe something could be done with those overlays, because as it is I don't get a visual feedback when pressing those buttons to the left. (With the result shown in the next cycle and everything I often don't know if my click registered.) On a completely different note: 0AD has ~always prevented the screensaver on Windows to come on, even when it's minimized in the task bar; if that could be changed that would be great. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 8, 2023 Report Share Posted August 8, 2023 I was wondering why Tantanami was defeated with less units lost than trained, but obviously the livestock was counted as units trained; I don't think it should? Quote Link to comment Share on other sites More sharing options...
Vantha Posted August 9, 2023 Report Share Posted August 9, 2023 Maybe healers don't need to be killed for a player to be defeated. He played with Kushites and started with one healer. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 9, 2023 Report Share Posted August 9, 2023 (edited) @Vantha One healer wouldn't make the numbers fit. He started with ten units, trained 70 and lost when his 80 units had been killed. Add the eleven livestock to the trained units and you get the numbers shown in the screenshots. Edit: Like his Maurya pal in the line above him, there needs to be a difference of ten units trained/lost. Edited August 9, 2023 by Gurken Khan k/d is with "lost" units... Quote Link to comment Share on other sites More sharing options...
Vantha Posted August 9, 2023 Report Share Posted August 9, 2023 Oh, I see, you're right. I didn't look close enough. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 10, 2023 Report Share Posted August 10, 2023 (edited) "Champion Centurions". Great! Probably. Maybe. I can't find any information about that unit in the structure tree. I suggest to find a place in the structure tree to describe that unit. Since the Romans don't have specific technologies there would be space in that column. Edit: Or maybe where other civs have their trainer units. Edited August 10, 2023 by Gurken Khan 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 10, 2023 Report Share Posted August 10, 2023 4 hours ago, Gurken Khan said: I suggest to find a place in the structure tree to describe that unit. Since the Romans don't have specific technologies there would be space in that column. I put it in civ bonuses, since its not a technology. https://code.wildfiregames.com/D5083 I would think it much harder to get promotion units in the tech tree. And it might be a little cluttered to then show the promotion of cs units too. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 10, 2023 Report Share Posted August 10, 2023 26 minutes ago, real_tabasco_sauce said: I put it in civ bonuses Great! I still have only a vague idea what they (can) do, but I guess I'll learn it eventually. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 10, 2023 Report Share Posted August 10, 2023 Just now, Gurken Khan said: Great! I still have only a vague idea what they (can) do, but I guess I'll learn it eventually. Basically, when melee CS infantry reach rank 3, they may be upgraded at a smallish cost to centurions, which have an aura for surrounding units. The aura is damage for melee only, and decreased promotion xp for all units in the radius. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 10, 2023 Report Share Posted August 10, 2023 59 minutes ago, real_tabasco_sauce said: I would think it much harder to get promotion units in the tech tree. And it might be a little cluttered to then show the promotion of cs units too. Promotions show up in the right column of the struct tree, right? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 10, 2023 Report Share Posted August 10, 2023 36 minutes ago, real_tabasco_sauce said: decreased promotion xp for all units in the radius Don't really like that part, especially since my melee pedestrians rarely level up anyway. But thanks, I will see what I'll do with them. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 10, 2023 Report Share Posted August 10, 2023 11 minutes ago, Gurken Khan said: Don't really like that part, especially since my melee pedestrians rarely level up anyway. But thanks, I will see what I'll do with them. Well the idea there is that with one centurion trained, it makes it a little bit easier to get more. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 10, 2023 Report Share Posted August 10, 2023 22 minutes ago, wowgetoffyourcellphone said: Promotions show up in the right column of the struct tree, right? I think they would, but the rank 3 spearman and swordsman are not in the structure tree, so they can't be 'trainer units' Quote Link to comment Share on other sites More sharing options...
Nobbi Posted August 27, 2023 Report Share Posted August 27, 2023 (edited) On 10/08/2023 at 5:05 PM, real_tabasco_sauce said: I put it in civ bonuses, since its not a technology. https://code.wildfiregames.com/D5083 I would think it much harder to get promotion units in the tech tree. And it might be a little cluttered to then show the promotion of cs units too. True, but still people can't see the stats of centurions in this way. Could be shown in structure tree as isolated unit at P3 also saying upgrade from rank 3 melee units. On 02/06/2023 at 6:16 AM, real_tabasco_sauce said: Unit spec upgrades: eles researched from the ele stable (if some civ ever has ele mercs, they would just be researched from that building) Howdah Elephants (melee and ranged) +1 pierce armor Battlefield intimidation Elephants (melee and ranged) gain 1.5x counter to cavalry. These two upgrades should work out pretty well to accomodate both melee and ranged eles. Also they will help elephants endure into the late game against cavalry and ranged cavalry in particular. The other two can be 'Tusk spikes', a unique upgrade bolstering the splash attack at the expense of further reducing crush damage, while the remaining can be a building upgrade for the ele stables for healing eles inside. Hm, for my understanding of the game fights of ELEs vs CAV was not a common situation and CAV is much faster so bonus of 1.5 vs CAV is good but not so relevant. For balancing and realism I would wish for a more directional splash damage of the ELEs. They can't do damage front and back of them at the same time. I would suggest maximum 1/3 of a circle in front of them. On 12/07/2023 at 1:27 PM, hyperion said: Yes, deliberate game design. In the past the only way to train a ram as Mauryan was to capture an enemy fort for instance. Feel free to discuss this in a dedicated thread. My personal take it is fine as is. Sorry, it is not fine. Capturing enemy buildings with production capabilities is inconsistent and should be fixed! Right now for most CIVs for captured barracks, stables and arsenals one has the same options as for your native buildings. Exception is HAN CIV here you can not make crossbowman or catapults, but u can research the upgrade for ranged archers in stable. While the latter is not a big issue the lack of crossbowman and catapults in captured buildings is a disadvantage compared to other CIVs. This should be fixed in a27. For CCs I wish for the same. A captured CC should have the same production capabilities as the a native CC. For some CIV combinations one can just make women from a captured CC. It would also be nice to make KUSH and CARTH making CHAMPs from any captured temple not just from the native one. Capturing CART embassies and KUSH mercenary buildings gives you the option to produce the full range of mercenaries the native CIV can. However, in captured colonies most CIVs can just make women. When capturing most special buildings in most cases one cannot produce anything. This needs discussion. I think when a CIV can make Heroes from a fort, it should also be possible to make heroes in any captured fort. When one captures any special building where your enemy can make heroes or champs why shouldn't it possible to make own heroes or champs from that building (For CHAMPs its already possible for some CIVs anyway). In captured roman army camps it is possible for pike CIVs to make rank 2 pikeman. KUSH actually can produce more units in the camp than the native CIV. So, right now its very diverse. Other small thing I found: - In the description of CARTH team bonus still saying -50 % production speed of mercenaries, but it is still just valid for infantry. - For MAUR Ashoka hero is not that useful anymore, first CIV bonus is the same as the hero bonus. When still choosing him as hero the tech bonus is not given twice while the temple has 1/4 of the native temple cost. Edited August 27, 2023 by Nobbi 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 27, 2023 Report Share Posted August 27, 2023 12 minutes ago, Nobbi said: True, but still people can't see the stats of centurions in this way. Could be shown in structure tree as isolated unit at P3 also saying upgrade from rank 3 melee units. The stats should be visible somewhere. I don't think p3 is the right place though because you can get them earlier. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 27, 2023 Report Share Posted August 27, 2023 36 minutes ago, Nobbi said: True, but still people can't see the stats of centurions in this way. Could be shown in structure tree as isolated unit at P3 also saying upgrade from rank 3 melee units. https://code.wildfiregames.com/D5109 with this patch, they are upgradeable from all melee infantry: rank 3 swordsmen and spearmen as well as the champion swordsmen. Since the reforms tech unlocks them from the fort, they appear in the tech tree now. 53 minutes ago, Nobbi said: For balancing and realism I would wish for a more directional splash damage of the ELEs. They can't do damage front and back of them at the same time. I would suggest maximum 1/3 of a circle in front of them. The current system is that eles' splash is a circle around the attacked unit. 1 Quote Link to comment Share on other sites More sharing options...
Vantha Posted September 5, 2023 Report Share Posted September 5, 2023 (edited) I get the following error when opening: error:Failed to create a Vulkan winder: Failed Loading vulkan-1.dll: the specified module was not found error:Unable to create device for Vulkan backend, switching to GL And yes, I have already checked, all my drivers are up-to-date. Edited September 5, 2023 by Vantha Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted September 5, 2023 Report Share Posted September 5, 2023 3 hours ago, Vantha said: And yes, I have already checked, all my drivers are up-to-date. You need to make sure that your video card supports Vulkan. Here's a list for NVIDIA: https://developer.nvidia.com/vulkan-driver, here's a list for AMD: https://www.amd.com/en/technologies/vulkan (scroll to the bottom), here's a list for Intel: https://www.intel.com/content/www/us/en/support/articles/000005524/graphics.html. If you're able to find your video-card there but it doesn't work then you could try to install Vulkan run-time directly: https://vulkan.lunarg.com/sdk/home#windows Quote Link to comment Share on other sites More sharing options...
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