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  2. @ThePoshBarbarian, your classification makes sense, except for resistance needs to be reversed. In all actuality, leather armor is designed to block arrows and other pointed weapons, an axe blade or a good blow with a sword would cut through it like butter. As for sling implementation, slingerss could just deal small amounts of pierce and crush damage.
  3. Today
  4. Fun fact. Ford Model T was the most successful car in automotive history, and to date, is still iconic. It had primitive suspensions and back then we had cobblestone road. We should therefore get back to that. I'm sure this is a totally valid reasoning. You don't have much knowledge about the game and none about the subject at hand. This is made visible by the numbers you give. Since you have self-imposed rules like "I will only ever play pure vanilla" the only thing you can ever do is express your emotional reactions to matters you have no context or experience about. You are free to do so, obviously. It's just not very constructive. People that refuse to the use current auto-queue, play SP, and therefore will never ever be impacted by any ways by improvements to the feature can also express there opinion and try to Decide4me, but their stances might not (should not) weight as much as people that actually know what they are talking about.
  5. I'm just a casual RTS player, probably never, its part of the game and I rather keep it as it is, since having full pop at either min 15-30 is skill based rather then full pop always at min 15 with automation. Would it still consider RTS if the gameplay loop is automated? I could vouch for the auto-train to be removed to enrich the strategy experience, The AI can always be toned down to cover that.
  6. Fun fact. StarCraft: Brood War is one of the most successful RTS games in history. That game defined the word E-sport. I've been playing that game for 20 years now, and I'm nowhere near being good at it. My average APM is ~105, when I'm being serious, which puts me at high D to low C rank. Good players have ~250 APM, while pros can go up to 400 when microing their units. The best part is, Brood War has no auto-queue. You can't even hotkey more than one building at a time. Still, I'm still playing that game, after all this time.
  7. Dang, yet another Discord. Now I am member of Forum and 3-4 0AD Discords... Joined. This is my idea (i wrote it to Discord as well): to make series of tournaments like this one: https://www.youtube.com/watch?v=3a5TxejDc-s In SC1 it's very successful and good method to have regular competitive 1v1s, realistic ladder/ratings, connecting players, etc.
  8. I'm asking you to save me from monitoring each barracks at B*100 times/hour (that's exactly how Petra gets high in the game), and you're offering me a button to see empty barracks faster. I've listened to your advice about hot buttons. It kind of reminds me of a bicycle with square wheels. I appreciated it, thank you. Therefore, I have only one counter question: "When will there be an Auto-Queue in the main game, without Mods? "
  9. That paragraph you quote refers to something slightly different: it describes how units are assigned when the player orders training using a selected group of barracks. Even when resources are available and auto-queue is enabled, this behavior occurs in the same way if the available resources are not sufficient. As for whether barracks should remain with auto-queue enabled or not, I addressed that earlier above: Now, I think you are referring to something beyond simply keeping auto-queue enabled, and you are advocating for a fully automated training system. That is highly debatable from a game design perspective and can hardly be considered “a bug.” There are plenty of successful RTS games that do not automate this aspect.
  10. You just confirmed my words. Read your text again. So why are the barracks or buildings "unused."? Because the queue ran out for 1 second an hour ago. But this moment was missed. With this quote, you have just joined the Auto-Queue fan club
  11. LOL at that one alpha where CS unit ranks were disabled. Talking about alpha 18, that last alpha where we didn't have capture system. Imagine having 100s of basic CS going into battle, storming Forts with armor as just an afterthought. I change my vote, best alpha for sure.
  12. I know its like a specific building hotkey but what about Control Groups like will it cycle? I tend to juggle my Control groups in 1 to 2 to 3 to 4 and when I become competent will I involve more then Barracks be it Stable, Mercenary building, Siege building such and such and I rather have it in Control Groups because its changeable on the go~
  13. This is already solved here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7806 and will be available in R29
  14. I often start with in-Atlas screenshots or start from the existing unit portraits and iterate from there.
  15. From what I have seen there is neither a "drop resources and go idle" UI element nor a "drop resources and go idle" hotkey. Use case: You want to shift your economy, and instead of having to find the nearest drop-off point yourself you can simply go Hotkey -> SHIFT + New Order.
  16. Is there really a good enough reason to enter into personal accusation of being a liar/poorly informed etc.? Can we please try and keep this discussion on a more sober basis please. Lets not overheat the discussion - there is more important things in life that deserve that level of excitement.
  17. I call this micromanage, feel free to use a mod that can help you play a 'simple' but fun game to you but if you ever incorporate this into a competative match your actual skill is artificial in the end. I can suggest however for you to hotkey that barracks(Control Group). Hmm... I'll go make an issue and suggest that if you hotkey you should cycle through the buildings in github, makes it easy see without having to manually click the building. Edit: Made it
  18. https://youtu.be/KqipAXi38do
  19. That is no argument. The whole game is a artificial problem. If you want to relax, there is no problem in setting the starting resources to high. Your production won't turn of. You can also use proGUI which changes 0a.d. more to your liking, just as DOTA changed Warcraft 3 with a shift of the focus to the heros. The Idea of these "artificial problems" is that the player has tasks in his base even while raiding that may get neglected. The key is for the player to prioritize on the more beneficial: Is the raid good or doing more damage to your economy. In depth also discussed here: The community is heavy divided because players automate their game with mods, don't disclaim it and compete with players that like to compete solving these "artificial problems" better than their enemy. See other threads like: It's also not just that the problems just gets removed, they get removed in a way that no human player can. So besides that they have to deal with less, they have a benefit.
  20. Hi! Since is possible with autociv to set custom map size, it is possible to do it with game speed? Lately I have been finding normal speed a bit slow, but 1.25x maybe too fast and would like to set something in between.
  21. Hi, @seregadushka I agree that the vanilla training system has some issues, and even some behaviors that may feel like bugs, although perhaps for somewhat different reasons than the ones you mentioned. In many RTS games (including some very famous, successful ones that are still widely played today) it is normal for the player to pay attention to unit production. In fact, many of those games do not even have an auto-queue feature like the one that exists in 0 A.D. As for whether the auto-queue should automatically resume once resources become available again, I think that falls more into the area of design decisions. Personally, I find it difficult to consider the current behavior a bug. However, I could imagine having an option in the settings that allows the auto-queue to remain active and automatically resume production once the required resources are available again. What I do consider a real issue in the current system is the way units are assigned to production buildings. At the moment, when you order units from a group of barracks, the system does not prioritize barracks that are idle or less occupied. As a result, it is quite common for new units to be added to barracks that already have long queues, while others remain completely unused. This often leads to unnecessarily long production queues and an inefficient distribution of unit training. And you end up going through your barracks one by one, trying to find which one ended up with a huge production queue and which ones were left idle. In fact, there is currently a PR in progress in the repository that aims to address exactly this problem. The idea is to prioritize the least occupied barracks when assigning newly trained units. I hope to finish it in time for it to be included in the next version of the game. You don't have to rely only on the mouse. You can use control groups to select all your barracks with a single key, and you can also use the keyboard to choose which units to produce and even the batch size. So it is perfectly possible to manage production using only your left hand.
  22. Deicide4u , Doctors usually monitor the concentration of span of their sick patients. Then patients will hear enough of their daily diagnoses, and they go on forums and repeat it where they are not asked. I could call you a liar. But I'll call you a poorly informed employee of the Colosseum. You didn't run a social survey, you don't have statistics on the use of the "Auto-queue" button. Especially when it's not here .
  23. I'm worried about your attention span here. You suspect wrong, many players avoid the auto-queue feature as if it's the plague.
  24. Yesterday
  25. I bet you had to specify the clothing color, else it would be red
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