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...
Vantha Posted September 7, 2023 Report Share Posted September 7, 2023 (edited) On 05/09/2023 at 5:36 PM, vladislavbelov said: install Vulkan run-time directly Umm... how do I do this? Just downloading and installing the .exe file? Edited September 7, 2023 by Vantha Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted September 7, 2023 Report Share Posted September 7, 2023 42 minutes ago, Vantha said: Umm... how do I do this? Just downloading and installing the .exe file? Yeah, download VulkanRT-1.3.261.1-Installer and run it. Were you able to find your card in the supported lists? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 7, 2023 Report Share Posted September 7, 2023 Not super important/war deciding, but on "Fortress" the starting resources don't spawn prettily; with the food treasures I really couldn't see that there's five. (There's been another issue in the courtyards with buildings where a workaround has been implemented.) Quote Link to comment Share on other sites More sharing options...
Vantha Posted September 13, 2023 Report Share Posted September 13, 2023 On 07/09/2023 at 7:27 PM, vladislavbelov said: Yeah, download VulkanRT-1.3.261.1-Installer and run it. Were you able to find your card in the supported lists? Yes, my hardware supports vulkan. Installing Vulkan manually did not solve the issue. I think the problem lies on my end. I have installed two different versions of 0ad at once (probably not the correct way), by deleting, adding and replacing folders during the installation process. This might have messed things up. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted September 13, 2023 Report Share Posted September 13, 2023 47 minutes ago, Vantha said: I think the problem lies on my end. I have installed two different versions of 0ad at once (probably not the correct way), by deleting, adding and replacing folders during the installation process. This might have messed things up. Usually it shouldn't affect Vulkan. 47 minutes ago, Vantha said: Yes, my hardware supports vulkan. Installing Vulkan manually did not solve the issue. That's interesting, as workaround you might check that file C:\Windows\System32\vulkan-1.dll exists. And if it does you could copy that file to the 0 A.D. binaries folder (near to pyrogenesis.exe): path/to/0ad/binaries/system/. Quote Link to comment Share on other sites More sharing options...
Vantha Posted September 13, 2023 Report Share Posted September 13, 2023 10 hours ago, vladislavbelov said: as workaround you might check that file C:\Windows\System32\vulkan-1.dll exists. This file doesn't exist for me. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted September 13, 2023 Report Share Posted September 13, 2023 28 minutes ago, Vantha said: This file doesn't exist for me. Then it seems Vulkan RT wasn't installed properly. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 13, 2023 Report Share Posted September 13, 2023 28 minutes ago, Vantha said: This file doesn't exist for me. Just to make sure: you know that windows hides certain (important) folders/files and how you can make them visible? Quote Link to comment Share on other sites More sharing options...
Vantha Posted September 13, 2023 Report Share Posted September 13, 2023 I accidentally installed the vulkanSDK instead of the Vulkan runtime, thats why there was no vulkan dll file. But it still doesn't work now, even with the vulkan-1.dll copied into the 0ad/binaries/system Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 16, 2023 Report Share Posted September 16, 2023 Why would my ally's storehouse disappear from my map? I guess its status changed (unfinished/finished), but normally that would only mean it stays on my map as a building site. Does the Han's storehouse specialty cause this? (After I rode away again it stayed on my map.) Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted September 17, 2023 Report Share Posted September 17, 2023 On 13/09/2023 at 10:54 PM, Vantha said: But it still doesn't work now, even with the vulkan-1.dll copied into the 0ad/binaries/system That's strange, because the error literally says it can't find vulkan-1.dll. Make sure that you're running the game (pyrogenesis.exe) from the same directory with vulkan-1.dll. Quote Link to comment Share on other sites More sharing options...
Vantha Posted September 20, 2023 Report Share Posted September 20, 2023 (edited) On 17/09/2023 at 8:20 PM, vladislavbelov said: That's strange, because the error literally says it can't find vulkan-1.dll. Make sure that you're running the game (pyrogenesis.exe) from the same directory with vulkan-1.dll. The error message has changed, now it's: Failed to create a Vulkan window: Installed Vulkan doesn't implement VK_KHR_surface extension Edited September 20, 2023 by Vantha Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted October 12, 2023 Report Share Posted October 12, 2023 On 20/09/2023 at 6:26 PM, Vantha said: Failed to create a Vulkan window: Installed Vulkan doesn't implement VK_KHR_surface extension Highly likely it means outdated drivers. Do you have any other game with Vulkan to test? Quote Link to comment Share on other sites More sharing options...
man_s_our Posted October 16, 2023 Report Share Posted October 16, 2023 (edited) after I built A27 and executed pyrogenesis I got these two results: when I placed it in system (debian, pyrogenesis in /usr/games and data in /usr/share/games/0ad and .so files in /usr/lib) it gave me this error: CreateDirectories: failed to mkdir /usr/data (mode 448) Function call failed: return value was -110300 (Insufficient access rights to open file) Location: file_system.cpp:168 (CreateDirectories) Call stack: (0x564f5ee82375) pyrogenesis(+0x673375) [0x564f5ee82375] (0x564f5ee31d21) pyrogenesis(+0x622d21) [0x564f5ee31d21] (0x564f5ee337d3) pyrogenesis(+0x6247d3) [0x564f5ee337d3] (0x564f5ee31f33) pyrogenesis(+0x622f33) [0x564f5ee31f33] (0x564f5ee44baa) pyrogenesis(+0x635baa) [0x564f5ee44baa] (0x564f5ee44822) pyrogenesis(+0x635822) [0x564f5ee44822] (0x564f5ee447c7) pyrogenesis(+0x6357c7) [0x564f5ee447c7] (0x564f5ee5926e) pyrogenesis(+0x64a26e) [0x564f5ee5926e] (0x564f5eadb882) pyrogenesis(+0x2cc882) [0x564f5eadb882] (0x564f5e8c69d2) pyrogenesis(+0xb79d2) [0x564f5e8c69d2] (0x564f5e8b2688) pyrogenesis(+0xa3688) [0x564f5e8b2688] (0x7f9dba6e0d0a) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xea) [0x7f9dba6e0d0a] (0x564f5e8c3aca) pyrogenesis(+0xb4aca) [0x564f5e8c3aca] errno = 13 (Insufficient access rights to open file) OS error = ? (C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit? trying to use -writableRoot always give me error: Skipping file '/home/user/.local/share/0ad' which does not have a mod file extension. when I run it inside binaries it works fine. Edited October 16, 2023 by man_s_our 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 16, 2023 Report Share Posted October 16, 2023 If I only get a Pyrgion and no Dorre from upgrading this captured iber tower I feel I should only pay that price as well. Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted October 16, 2023 Report Share Posted October 16, 2023 2 hours ago, Gurken Khan said: If I only get a Pyrgion and no Dorre from upgrading this captured iber tower I feel I should only pay that price as well. hmm, did you wind up getting that upgrade? did it turn into a 5 spot tower like it suggests or the 8 spot Iberian tower? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 16, 2023 Report Share Posted October 16, 2023 25 minutes ago, BreakfastBurrito_007 said: hmm, did you wind up getting that upgrade? did it turn into a 5 spot tower like it suggests or the 8 spot Iberian tower? Of course I tested it (after finishing the game): Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted October 16, 2023 Report Share Posted October 16, 2023 Oh goodness, thats an even bigger scam than normal iberian towers XD 1 Quote Link to comment Share on other sites More sharing options...
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