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  2. Not precisely related to what I was discussing, but i think that would conflict with HP bars.
  3. Just add an outline to indicate how full it is, from red to green. [Can change colour in setting for the colourblind]. Hmm... then again this needs further ways to identify easily.
  4. This could be a neat way to replace the less intuitive diminishing returns feature. As long as the spots get filled by proximity to the storehouses, and the farmers choose the move to the closer spots if they are vacant. Lots of stuff to implement for this tho.
  5. Yes, the vanilla training system has many limitations that, in my opinion, are a form of malfunction. I think that frustration can lead users to look for alternatives. In fact, I’ve been working on a mod that always prioritizes empty barracks, and my goal is to have it implemented in the next release (PR #8483). While respecting the “no automation principle”, I believe removing unnecessary limitations is something positive.
  6. Thx @Atrik, should've split advantage from updating the GUI, one for the looks and one for QOL type of thing for those that prefer playing it like that. The game does need some ease of readability when it comes to multiplayer.
  7. I guess that’s a bit like life, right? A person can be many things at the same time. It’s also true that we are a very small community, so frictions naturally arise. Also, I don’t support encouraging hatred. And I think @Atrik has contributed many positive things, even if there are some aspects I don’t like. Personally, I consider the automation features in ModernGUI’s training system a clear advantage, and we have discussed this publicly many times. Aside from that, all the GUI aspects of the mod are really great. The configuration wizard is excellent. In my view, a game that allows you to configure the GUI the way you like—the more freedom it gives you, the better the user experience. Of course, there can be some nuance regarding how far certain visualizations might also be considered an advantage, although I see that as a relatively minor issue.
  8. I mean, when I looked through the options offered by ModernGUI and saw the option of "Queue in idle buildings first" I was baffled that apparently is not how the game already behaves.
  9. @Atrik has talent! I'm not sure if they allow him to add things to the base game. People have very strong recations and beliefs to some aspects of ModernGUI and I feel treat Atrik in an unfair manor because of that. I for one am a big supporter of adding some of his GUI aspects to the main game. I think its more visually pleasing, and easier for people with not great eyesight.
  10. Well, the issue with that method is that right now it's very hard to see how many Farmers work on which Field. Maybe this could made more clear by adding 5 gather points on a Field where each Farmer has to do. Like . . . . . . . . X . . . X . . . . . . . . . . . X . . . . . . . . . . . X . . . X . . . . . . . . Basically there are 5 invisible "trees" placed at those "X", and each "tree" has a maximum of one Farmer.
  11. But I will say I enjoy the GUI customization screen. Hadn't seen that before. I wish you would focus on adding things like that to the base game. You are indeed talented at this.
  12. Glad you ask! I'll try to make a short answer even if I could talk so much about this point. ModernGUI is almost a mod that allow you to build the GUI. You have the basic UI reworked, that looks like that : The panels are reworked nicely with generally slightly bigger buttons, and importantly, access to cool stats and data is easy and tones more of them are accessible in stylized tooltips. You can then open the "GUI builder" using the gear icon near the minimap, and start customizing the UI, including adding the top panel for stats. Screencast from 2026-03-10 20-45-05.webm The "advantage mechanics" are disable by default, and can be enabled in the "EcoPanel" menu of this GUI builder. So if you don't want them, you just don't enable anything in there. There are a couple of features like the ability the use "order one" hotkey for certain actions where it isn't implemented in vanilla, as well as the farm buttons discussed above that don't have an option yet, but I doubt you were thinking about that. As a side note, autociv mod also has a panel to display allied stats although it is not very visually appealing.
  13. Right now you can accomplished the same by using the "Order one unit" command (alt by default I think) . You can grab a bunch of units and, by holding the modifier key assigned for this command, send one by one to each farm. like alt+left click 3 times on every farm. I think a feature similar like this #8525 would also be useful for gathering. It would help with chopping wood as well, since targeting certain trees can be a pain and workers often end up crowding on one side of the woodline.
  14. 0 AD is not a state and 0 A.D is not vital for a basic, happy life ( yes its hard to believe). 0 AD is a private initiative that serves leisure time, we cant judge 0 AD in a similiar way. We have no statistics on how many players left because they encountered toxic behaviour by people like jc. I have seen players motivation to play drop a lot after some of his rants. We have been patient with DoctorOrgans for years. Noone can say we acted quick or rash here imho
  15. Today
  16. Like, you have 5 Gathers and 3 Farms, and click on 1 Farm that already has 3 Gathers. The gathers will first populate the two other Fields. But maybe some modifier hotkey to toggle smart Villager allocation on. It's more to make the strategic decision to spend more Wood for faster Food production more feasible. Imo such a basic economic decision should not be barred behind a certain APM threshold / having to use a certain mod.
  17. 1) Even when it looks like a gap I still get it wrong, I tried many times already its just quite unreliable. 2) I'll ask, does it contain any advantage mechanics or is it just gui being improved and if so, can I turn it off? I only need to see ally resource properly so I don't have to look it up majority of the time. 3) If this game ever increased its popularity then I'll need this feature since there will be some bad apples I'll don't ever want to ruin my mood. Atleast I won't be negatively effected nor would I disturb them.
  18. Fact check: JC is absent because he is busy with his biological life, not because of a ban.
  19. Point 1: you can visually check that there is a gap. If you want the units to pass through smoothly, your gap should be large enough to be visually obvious Point 2: moderngui is the way to go right now Point 3: every time you mark someone as buddy, their name is written to a list in user.cfg locally. Nobody else knows who you mark as buddy as this is a purely local action and not synced. If you log in on a different computer, you will loose all of your friends. You can implement an enemy list in a similar way but I recommend you to get along with other players instead
  20. Since I don't do I MP consider myself impartial. I'm not aware of the incidents leading up to this apparent ban. I just want to say that a ban sometimes is necessary, and I want to pick up a point which I think is fundamentally wrong: I disagree. WFG is providing access to its platforms for the public, that includes the games. I think there would be no discussion about banning a player who frequently produces racial slurs in games; I consider it a duty of those acting on WFG's behalf to look into complaints about in-game behavior.
  21. I am not convinced by the idea that players must protect themselves by downloading and activating third-party tools such as the AutoCiv Mod. I am in favour of clear and strict moderation. Maybe sometimes ... in most cases, a community suffers punishment because bullies are not banned.
  22. - Sometimes when I want to place a building I want to see the highlight to have gaps, you know how you select a building there is the blue outline? Ye include that, before I want to place it since I intend to leave some gaps for my workers to move in between. Many times do I get blocked by it and I had to destroy the building and redo it even if its free... - Today I realised in multiplayer I can check resource by hovering to the left topside, here's a problem I never knew about it, you should mention that in tutorial or something... while at it, it needs to be improved, I want to see teammate's resource in one go just like modernGUI by using arrow key of some kind to open/minimise the look. Not that I'm going to to use such mods since I'm more of a vanilla guy. - If buddy feature exist, there should be enemy. In a sense that player is muted to you, they can still join for fairness sake and they do see their status by you to be aware. Is there even a way to identify easily whose buddy or not in one list just like friend list? Atleast colour them differently... I do forgot how it works though since lobby is a bit mysterious to me, like there is no mention on various commands I can do there... example typing /away.
  23. Hi all, awesome work! Tiny modifications to get it to run on Alpha 28 :-) @mod_3d Feel free to check it and/or upload on the main page. Was just interface adaptions. I played a quick game with it and it seemed to work without incidents. PETRA_Expert.zip
  24. Here is what the LLM ended up with, take it with caution, but to me it seems kind of plausible. Some approximations have been made. One builder just build sequential houses, corrals or fields. Usually its more. The walking distances are neglected. Targeted are ~38.9 f/s. All resources are just pooled together. Realistically its also a big factor that one gathers wood and get food at the fields, while at the corrals you don't have so much food to invest at the start, except if you start out with elephants (or other plenty of fauna) nearby. The one big benefit with the corrals is that you need a lot less pop. Also this pop is way better as it can be used to attack. farms_vs_corrals.py
  25. Hello everyone, I am not here to contest a moderation decision nor to deny the legitimacy of a sanction when behavior crosses the line. Moderation exists and their work is sacred. What I want to share, however, is a reflection on what we sometimes lose when a player leaves (or is removed) durably from 0 A.D. JC is not an angel, he has had words too much, moments of anger, perhaps even statements that none of us would want to see reappear in the chat or on the forum. That deserves warning and sanction. On the other hand I am convinced that exclusion, even temporary, is not justified. If the moderators judge it useful, they can mute him permanently from the lobby. Then the players must protect themselves from him: There is autociv to mute a player or simply avoid him like a nuisance in the games. He did not seek to harm in a dangerous way against the project. Like DDoS or that kind of thing. Every player also represents something else: hundreds of hours spent playing, testing, reporting sometimes very technical bugs memorable games (good or catastrophic) that made dozens of people laugh, rant, progress a sincere love for this free project, born more than twenty years ago from passion accumulated knowledge on mechanics, civilizations, strategies, which he shared (even if sometimes with a bit too much salt) 0 A.D. is not a commercial game with a moderation budget. It is a project carried by volunteers, passionate people, and a relatively small but faithful community. Every regular player who leaves is a real loss for this ecosystem. We can afford to have a different functioning. We can claim to have a game above the others. A dogma to protect and leave in free access. Sanction firmly, yes. But applying a ban, is sometimes punishing the community as much as the individual. Many of us have already been young, impulsive, under caffeine at 2am after a raging defeat, or simply clumsy with our words. Some of us were lucky: a warning, a temporary mute, a private discussion with a more patient moderator… and we are still here today. I am not asking for general amnesty nor for the immediate return of JC. I am simply asking that we ask ourselves the question: Can we dehumanize him and consider him only as a lambda player who must have access to the game. Like a basic right. I am not even talking about second or tenth chance, he will do it again for sure. It is not by laxism that I propose to unban him. I consider that what happens in the games is private therefore not moderatable. If he wants to be the biggest villain on earth, he can, it is up to the player to avoid him. Thank you for reading until here. Whatever happens, I will continue to love this game and the people (even the ranters) who make it live. Kindly,
  26. I guess your right, I read that message wrong.
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