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- Past hour
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Ohh lol ok I went to an art high school, does that sound like a good excuse? I was doing (5+(3)*7) + (8+(3.5)) / 3.5 Why? there is no why
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Yes done lol How did you make your calculations? (Is there something that seems intuitive but actually means something else entirely for you ) Should be : Add all arrows * Arrow damage / Interval (5+(3)+(7))*(8+(3.5)) / 3.5 = 15 * 11.5 / 3.5 = 48.xx
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+1 Yes but, please, get rid of that slash and put the attack interval on a new line. This is heresy against the sacred grid btw: where the 49 DPS comes from? my maths are not working there
- Today
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Nice! I wasn't sure the colors made sens to me only because I made it or if they did indeed add that little touch that makes the tooltip easy to read! I find colors codes often easy to understand even when never specified, like in 0ad, Blue for CS, Green for Merc, Red for Champs in unit icons, one can spot the pattern very fast and it never needs to be specified. So for buildings, I use blue for garrison bonus and green for techs, and it (should be?) easy to understand. Right? Worse cases if you don't get it, it doesn't diminish much the readability. y ok I was very slightly preferring this too.
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Hello @user1 My lobby name is Marlboros, my opponent was Caligula_Minus. He must've rage quitted. Thank you for your time commands.txt
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Marlboro changed their profile photo
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I prefer this version with 1 stat (hack, pierce) per line I think this version is more difficult to read and to identify the different stats Also, the green color greatly improved its legibility, as it allows you to identify different types of values within the same block of text (just like the orange used for the stat name), and I think it helps associate the bonus % with the actual bonus value. I love it, @Atrik! Yeah, I'm not sure about this either @Dunedan
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Marlboro joined the community
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@Moderators: Would it be possible to split this thread?
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happygamer started following Spearmans with javelins?
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A27 has a new bug that occurs, reasonably often where a player will make the game freeze or incredibly slow. What we currently observe : This isn't some kind of lag, the player won't experience network, nor cpu lag when this occurs. Since this isn't creating any logs, how can we help document this bug?
- 1 reply
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Same feeling about the vague description of this tech...
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Perfection. If anyone wonders, this is from Alpha 9 Ides of March. Yes, swordsmen had a charge attack.
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@guerringuerrin does inline rly make it better? I'm kinda neutral on this. However I also wanted to wait to show the color scale idea depending on upgrades, inspired from @Dakara idea but trying to keep it agnostic of how upgrades currently works (tiers would also make limited sens if you have WTF for example). Above, p3 upgraded spear vs p3 + wtf. Below p1 upgraded camel + Cleo aura. Thoughts? Edit For buildings. I don't know if colors are confusing or actually helps. I like them.
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Mythos_Ruler's Playlist
Gurken Khan replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
RIP Tom Lehrer. For our math fans: He snuck this song as a source in a NSA paper he wrote and no-one noticed for sixty years. I will always remember him with this though: -
Yeah that's pretty much what we have been discussed with @Atrikin the previous messages. I do like more a vertical layout design rather than an horizontal you propose (as the vanilla is) because I think it's much more easy to read and identifies the different stats as can be seen here: @Atrikmaybe you could share a screenshot of this same damage tooltip of a melee unit so we can see how is shown? ( I'm at the cellphone rn ) About DPS number shown next to the unit portrait. I rather put the final damage of the unit instead of the DPS calculation as I find it a bit confusing. I guess some would say it's better to compare different units damage per second as different units have different attack intervals.
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I'm not a designer... dozens of ideas could exist... Either change the color of the sword and shield, bow, etc.? Or highlight it with that color. It's up to you to have fun with what seems best to you.
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I love the idea, however the current stats are displayed agnostic of sources of the bonuses. I'm still going to try to see if a grayscale of the icon (proportional of the bonuses amount) can look good.
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Thanks Atrik for these interesting charts, for Kush is it possible for you to tell us the proportion of mercenary spam for these top evenings? I'm curious Ptol are not bad yes , they have a different way to play them, but why they are "slow"?
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Yes and no, It can give new players bad shackles with advice that is situational. Who will change these tips when the balance team decides to remake pikemen into tank unit? It is better for the player to discover his own strengths and weaknesses by instinct (reading statistics) and experience. ---- To determine the opponent's improvement progress and avoid memes (which are only identifiable by experienced players), we could consider a system of colors. stacked? Or a color system, for example, bronze, silver, and gold (this easily resonates with people). Tech 0: Grayed Tech 1: Bronze Tech 2: Silver Tech 3: Gold Tech 4 (Iberian and Maurya): Diamond To satisfy everyone, we have two display options accessible via a button: the arcade button with the bare minimum of vital information and the detailed button with the full list (stats and future idea like counter kill etc) example just for bronze color, but keep the design of 0AD of course
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yea, but thats why i like vanillas system; you dont get the stats on your screen all the time, but you can hover over the icon and read them all if you want
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Yeah, I never look at stats in game. But making them completely hidden, including on the structure tree is just hiding the ball. It's something that is frustrating about some techs like the Mace Silver Shield. I shouldn't need to go into the directory to understand how different units differ from one another or how a tech impacts units. This is especially annoying when stats like spread (accuracy) or projectile velocity vary from one unit (or building) to another. There's literally no reason for it
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Or learn by just reading the tooltip that says that Light Cavalry does bonus damage to monks?
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1)Yes the sword icon and number display dps. 2)Why Redundant would mean it's displayed elsewhere? I like to have it clear when some units are trying to chase others (like cavs) to see if enemy have a speed bonus, or just base unit movement. 3)The screenshots scale the icons a bit. In game they look perfect for me. That being said, the stats calculated and displayed here are from base template and unit state. This means you, or anyone could extract theses parts of ModernGUI and tweak/play around with it, without having to import too much of it's code. Probably easier then starting from the vanilla panel if you have an idea of what you want to do. @TheCJ I hate when a games hide stats. Feels like they think your too dumb to compare numbers. In mods like Historical I would go crazy if I couldn't read stats, and having fast/easy way to understand the stats are even more critical.
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I actually agree with you here. The game had some tips in earlier alphas that had listed counters for every unit, but never descriptive text like in AoE2 games. Also, we had this in early alphas. The gather rates, in particular, were shown just as "Bonus in gathering food" for females and "Bonuses in gathering wood, stone and metal" for male soldiers in the tooltips. Maybe we can return to those days of showing the bare minimum of stats, but told the info in tooltips? In any case, it needs to be consistent with the overall UI design.
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Well, the art is nice. But we could remove every number (resistance, percentage, gather rate) from the players view and it would not matter too much
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What is much more desireable is a short description of their role in combat (if there isnt one already? Would the encyclopedia contain smt like this? I dont know tbh). Like "The Spearman is a versatile melee unit especially strong against cavalry, but weak against siege units.", "The pikeman is a heavily armoured melee unit with relatively low damage but long range.", "The Swordsman is an offensive melee unit with high damage but a short range. It excels at taking out siege." Much more useful for new players.
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