Stan` Posted March 6, 2022 Report Share Posted March 6, 2022 @Salesome I'm not sure how Snap works exactly , but you need to give it write permissions. Tagging @oSoMoN who is maintaining the snap. Quote Link to comment Share on other sites More sharing options...
Salesome Posted March 6, 2022 Report Share Posted March 6, 2022 I checked that, too, and the snap package has all the permissions it asks for (see attached). When I restarted the laptop just now, the game no longer crashes (restarts didn't work before on that issue...) The error message in the game menu is still there. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 6, 2022 Report Share Posted March 6, 2022 3 minutes ago, Salesome said: has all the permissions it asks for (see attached). Except one? Quote Link to comment Share on other sites More sharing options...
Salesome Posted March 6, 2022 Report Share Posted March 6, 2022 True indeed I thought, removable storage devices are uniteresting since there are no removable storage devices attached. I turned this option on, too. The error message persists. Quote Link to comment Share on other sites More sharing options...
andy5995 Posted March 8, 2022 Report Share Posted March 8, 2022 Segfault when loading map (a map that has no problem in a25). The problem seems to be because a texture (alpine_grass_a_fancy) was removed or renamed in a26? Quote TIMER| loading/sprites.xml: 817.425 us TIMER| loading/loading.xml: 19.9985 ms WARNING: CTerrainTextureManager: Couldn't find terrain alpine_grass_a_fancy TIMER| LoadDLL: 8.73841 ms TIMER| common/modern/setup.xml: 153.378 us TIMER| common/modern/styles.xml: 136.658 us TIMER| common/modern/sprites.xml: 1.01752 ms TIMER| common/resources/: 6.88504 ms TIMER| common/global.xml: 355.172 us TIMER| common/setup.xml: 291.092 us TIMER| common/sprites.xml: 363.41 us TIMER| common/styles.xml: 137.273 us TIMER| session/setup.xml: 1.07442 ms TIMER| session/sprites.xml: 1.29045 ms TIMER| session/styles.xml: 638.289 us TIMER| session/session.xml: 163.001 ms GAME STARTED, ALL INIT COMPLETE Segmentation fault (core dumped) So... apparently more map migrations like what happened after a24 was released must take place after a26 is released? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 8, 2022 Report Share Posted March 8, 2022 6 minutes ago, andy5995 said: Segfault when loading map (a map that has no problem in a25). The problem seems to be because a texture (alpine_grass_a_fancy) was removed or renamed in a26? So... apparently more map migrations like what happened after a24 was released must take place after a26 is released? Which map? Quote Link to comment Share on other sites More sharing options...
andy5995 Posted March 8, 2022 Report Share Posted March 8, 2022 (edited) 1 minute ago, wowgetoffyourcellphone said: Which map? Asian Campaign from the cm2 mod. Don't worry, if that ever happens with a map included with vanilla, I'll be sure to name it in my report. Edited March 8, 2022 by andy5995 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 8, 2022 Report Share Posted March 8, 2022 Yeah @vladislavbelov asked me to remove all fancy grass experiments because they were not looking good enough and were bad for performance. Quote Link to comment Share on other sites More sharing options...
andy5995 Posted March 8, 2022 Report Share Posted March 8, 2022 (edited) 9 minutes ago, Stan` said: Yeah @vladislavbelov asked me to remove all fancy grass experiments because they were not looking good enough and were bad for performance. @Stan`So how do I make that change to the pmp files in the cm2 mod?? Edited March 8, 2022 by andy5995 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 8, 2022 Report Share Posted March 8, 2022 I made it through a C# program. The gist is to replace all occurences of fancy in the pmp, but there is a catch... Let's see if I can open source that. Didn't try it on linux though :/ Might also update the existing python migration script. 1 Quote Link to comment Share on other sites More sharing options...
Fabius Posted March 8, 2022 Report Share Posted March 8, 2022 Hi, is there a test version of A26 currently available or is it still under construction? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 8, 2022 Report Share Posted March 8, 2022 1 hour ago, Fabius said: Hi, is there a test version of A26 currently available or is it still under construction? There was the test bundle from December, but currently the best, most up to date version if the development "SVN" version. 1 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 12, 2022 Report Share Posted March 12, 2022 Corrals shouldn't be nerfed: They are bad in the early game anyway so the fact that you require phasing up for bigger animals only makes it worse. And animals give experience now, that might be a design mistake. Why would a soldier learn how to fight by butchering domesticated animals? This doesnt make sense while experience from hunting makes some sense. In the long run your cavalry will reach rank 3 so they lose half of their gather speed and this makes it harder to use the corrals. Operating corrals with rank 3 cavalry will not save you much more population space than operating fields. Reducing the armor of pikemen is a step into the right direction but I think they should gain 10% attack in return. Right now the macedonians are the ones who have the biggest disadvantage of this nerf and they arent really the ones who deserve it the most. Acceleration seems to be pointless. It makes the game more complicated and reduces the fun. 2 Quote Link to comment Share on other sites More sharing options...
faction02 Posted March 12, 2022 Report Share Posted March 12, 2022 (edited) The "Imperial court" + "Civil Engineering 1" + "Civil Engineering 2" means that a Han civic center can get up to 5940 hp with the possibility to shoot 43 arrows per 2 sec. Caros ability may be too strong in that context since it would be equivalent to 30 extra units garrisonned in that civic center (I never tried if several Caros could cumulate their ability). Caros create a big difference between having 1 building firing 40 arrows or 2 buildings firing 20 arrows each. The "imperial court" upgrade may result in making the balancing of defensive structure a bit too complicated (D4510). Maybe increasing the number of units that can be garrisonned by only 10 instead of 20 (and adjusting its cost accordingly) would be better for a first test of the feature? Edited March 12, 2022 by faction02 2 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 12, 2022 Report Share Posted March 12, 2022 2 minutes ago, faction02 said: (I never tried if several Caros could cumulate their ability). They don't. I wanted to invent the "Caros Siegetower" but it doesn't work : ( Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 13, 2022 Report Share Posted March 13, 2022 Formations work even worse than ever It seems to be not possible to deactivate the battaillon behavior in the settings Idle Formations are not shown as idle Formations hack buildings down even though i tell them to attack just units Formations cant walk through forests even though soldiers can Formations can fail at gathering resources, f.e. wood Ranged units in formations run via the battlefield instead of shooting Formations can fail completely and get stuck, just walk but not attacking Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 13, 2022 Report Share Posted March 13, 2022 1 hour ago, Player of 0AD said: Formations work even worse than ever It seems to be not possible to deactivate the battaillon behavior in the settings Idle Formations are not shown as idle Formations hack buildings down even though i tell them to attack just units Formations cant walk through forests even though soldiers can Formations can fail at gathering resources, f.e. wood Ranged units in formations run via the battlefield instead of shooting Formations can fail completely and get stuck, just walk but not attacking Replay? Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 13, 2022 Report Share Posted March 13, 2022 1 hour ago, Stan` said: Replay? Does a replay of a 3v5 help? Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted March 13, 2022 Report Share Posted March 13, 2022 On 12/03/2022 at 6:11 AM, Player of 0AD said: Acceleration seems to be pointless. It makes the game more complicated and reduces the fun. Mmm, I was hoping that acceleration would be a feature that does not affect infantry units, but rather just cavalry. Hopefully it can look more like this after we play pre-release versions. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 13, 2022 Report Share Posted March 13, 2022 1 hour ago, Player of 0AD said: Does a replay of a 3v5 help? Well if it shows how formation are broken it might help @Freagarach and @Silier might fix it. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 13, 2022 Report Share Posted March 13, 2022 5 hours ago, BreakfastBurrito_007 said: Mmm, I was hoping that acceleration would be a feature that does not affect infantry units, but rather just cavalry. Hopefully it can look more like this after we play pre-release versions. The main problem with acceleration is the formation behavior. People like to click-task a lot. apm, boi! But this causes a problem in formations where the acceleration is reset for every right-click, making the formation seem super slow and extremely sluggish, the whole formation then getting slaughtered due to induced hesitation from clicking. This doesn't happen with individual units as much. I suspect this may be another alpha where formations are not used because of weird behavior like this. Sad, because of the cool new formation banners. I now suggest we remove all acceleration for this alpha until it can be rebalanced and its behavior in formations patched. @Stan` @Silier @Freagarach @wraitii Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 14, 2022 Report Share Posted March 14, 2022 2 hours ago, wowgetoffyourcellphone said: The main problem with acceleration is the formation behavior. People like to click-task a lot. apm, boi! But this causes a problem in formations where the acceleration is reset for every right-click, making the formation seem super slow and extremely sluggish, the whole formation then getting slaughtered due to induced hesitation from clicking. This doesn't happen with individual units as much. I suspect this may be another alpha where formations are not used because of weird behavior like this. Sad, because of the cool new formation banners. I now suggest we remove all acceleration for this alpha until it can be rebalanced and its behavior in formations patched. @Stan` @Silier @Freagarach @wraitii https://code.wildfiregames.com/D4512 It would pain me to have to commit ↑ (or any removal of it) but I haven't seen many people who actually enjoy the feature. @Freagarach maybe? And not many Realism oriented players voice their opinion anyway (tired of the SP/MP dichotomy) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 14, 2022 Report Share Posted March 14, 2022 (edited) 21 minutes ago, Stan` said: https://code.wildfiregames.com/D4512 It would pain me to have to commit ↑ (or any removal of it) but I haven't seen many people who actually enjoy the feature. @Freagarach maybe? And not many Realism oriented players voice their opinion anyway (tired of the SP/MP dichotomy) Acceleration would really be a lot better if the formation behavior was addressed. It's also not a bad feature for warships and rams, etc. Looks good for those. Edited March 14, 2022 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Outis Posted March 14, 2022 Report Share Posted March 14, 2022 7 hours ago, Stan` said: https://code.wildfiregames.com/D4512 It would pain me to have to commit ↑ (or any removal of it) but I haven't seen many people who actually enjoy the feature. @Freagarach maybe? And not many Realism oriented players voice their opinion anyway (tired of the SP/MP dichotomy) Realism oriented player speaking I think when other great features such as ship ramming, charging, directional attacks (flanking) are implemented, acceleration will make much more sense. In fact, I don't see those features working well without acceleration. The challenge today is, how to make use of it without such features and not break the game. In essence, acceleration has an impact in maneuvering. I see it having a greater impact on cavalry than infantry. It will make cavalry raiding more difficult and require more attention from the executing player. Personally, I like outcome. Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 15, 2022 Report Share Posted March 15, 2022 On 13/03/2022 at 5:35 PM, Stan` said: Well if it shows how formation are broken it might help @Freagarach and @Silier might fix it. Actually it might be a bit to un-useful, this 3v5 replay. Instead I attach a A25 replay where the deciding battle is decided by the formation bug which prevents units from fighting. Suddenly the units of my opponent decide that fighting is meh, they just restore the normal look of the formation and stop fighting. I've seen this bug also in A26. A reason might be the mixture of ranged and melee units in a formation. Usually it works all fine if you have just melee units in a formation or just ranged units. Considering the other bugs, I can try to tell how to reproduce: On 13/03/2022 at 1:30 PM, Player of 0AD said: Formations work even worse than ever It seems to be not possible to deactivate the battaillon behavior in the settings Deactivate battaillons in the settings, put some soldiers into some formations, send them somewhere and later check for idle units. Battaillons appear in your selection. On 13/03/2022 at 1:30 PM, Player of 0AD said: Idle Formations are not shown as idle Will happen after a won fight, at least very often On 13/03/2022 at 1:30 PM, Player of 0AD said: Formations hack buildings down even though i tell them to attack just units Very easy to reproduce if there is a hostile building (not gaia) in front of you On 13/03/2022 at 1:30 PM, Player of 0AD said: Formations cant walk through forests even though soldiers can Very easy to reproduce On 13/03/2022 at 1:30 PM, Player of 0AD said: Formations can fail at gathering resources, f.e. wood Try to send a huge formation to cut wood On 13/03/2022 at 1:30 PM, Player of 0AD said: Ranged units in formations run via the battlefield instead of shooting Formations can fail completely and get stuck, just walk but not attacking Both of this happens in the replay FormationBug.zip Quote Link to comment Share on other sites More sharing options...
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