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  2. I think Starcraft 2 had something similar where you could set workers to auto-repair.
  3. Hi @Adriano0ad, Here is a solution if you want to control the margin between buttons dynamically. No file replacement needed. If you want to change the margin for all panels: setPanelObjectPosition = new Proxy(setPanelObjectPosition, {apply: function(target, thisArg, args) { const vMargin = 3; // Vertical margin between buttons const hMargin = 3; // Horizontal margin between buttons target(args[0], args[1], args[2], vMargin, hMargin); }}); and place this code in a new file gui/session/unit_commands~MyMod.js. If instead, you want to change the margin for one/some panel(s) only (f.e. "Construction" panel): g_SelectionPanels.Construction.setupButton = new Proxy(g_SelectionPanels.Construction.setupButton, {apply: function(target, thisArg, args) { const ret = target(...args); // Run original function const vMargin = 3; // Vertical margin between buttons const hMargin = 3; // Horizontal margin between buttons const data = args[0]; setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength, vMargin, hMargin); return ret; }}); and place this code in a new file gui/session/selection_panels~MyMod.js.
  4. Today
  5. I don't quite understand what you mean here. Restate? Oh, I have a complete vision for how the game would look with hard battalions. The problem is, there are about a dozen contributors to the codebase of the game all with their own vision so that the current meta of the game just moves forward with its own limp inertia.
  6. Hi @Adriano0ad, I'm guessing what you mean is that you resized the panel and now you want icons to fit better in the panel. The spacing is calculated dynamically so you should only have to increase the number of items per row. In the selection_panels.js for example : g_SelectionPanels.Construction = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, // <<<< INCREASE THIS NUMBER to 12 for example "getItems": function() { ...
  7. I don't know what I did wrong, but I can't find where to reduce the spacing between the icons. I've even replaced the folders, but the error persists.
  8. I think a must have that would make the game a lot better is being able to build bridges over water to connect land. It would make lots of things like the movement of land troops so versatile, and if you added the ability to build walls atop bridges to make a sort of tunnel without a roof, you'd be able to make very strong fortresses on island naval maps. I think a bridge variation for not every class could work as well, but most should have. Thats all.
  9. Thanks, that seems to do it. For the sake of completeness, by the way, running from terminal by just "0ad" also seems to work, but not the Plasma launcher link, for some reason. So then, where to look for the executable file - is it the one I see in usr/bin, or another?
  10. Yesterday
  11. Similar to the behavior(stances) of military units but focused on civilians. Repair. Gather. Build
  12. The problem with Praetorians is that it gets chaotic in combat; it's very arcade-like.
  13. This would be very cool to have for the (eventual) campaign. A separate screen where you get to customize your elite troops from a battalion and choose several for a mission. Obviously, the inspiration would be how Warhammer 40k: Dawn of War did these (called squads in that game). We have a primitive version of that with the "Battalion formations" checkbox. The issue with that option (and why it's always ticked off in my game) is that you can't easily micro-manage the troops in a formation. You have some that are heavily wounded and you want to send them into a Temple? Well, you first need to disband the formation, otherwise all of your units are selected by default. In principle, I agree. If we double-down on spam economics where all you have to do is make more units that are at the same time your workers, then there is an advantage to forcing them into battalions. However, if we want to scale back on the spamming, the battalions are useless. So, in essence, it depends on what the main vision for the game is. What meta are we striving to? Also, because we have CS ranks, we'd need to figure out how experience gain affects the battalions. Is it individual, or will units in a battalion share experience and rank up at the same time?
  14. I wish we had these before the discussion reg battalions so it can be decided based on how they work...
  15. That would be a completely different game mode. You'd have to create entire battalions. Like in Battle for the middle earth. It would also resemble praetorians in that sense. That's understandable. You would also need an AI that emulates the movement of an RTT. And that the formations maintain and fight in formation(single formation).
  16. Mmm. We debated this stuff years ago. I'd rather battalions be permanent. Why? Because of the APM loss from the management required to band and disband the battalions. Battalions are supposed to free up APM to allow for deeper, yet higher level, tactical things like formation bonuses, flanking attacks, charging, etc.
  17. Maybe because that was 4 years ago and my views and understanding have evolved. The way you approach things is very off-putting. What an idiot I was 4 years ago to not realize the two versions of the pantheon looked different!
  18. Let's see... Battalions need to be flexible. The battalion could be disbanded. That would be an advanced feature. The difference between formation and battalion would be a cohesion bonus. The formation would be that a battalion is formed by a single unit type. For cohesion to work, there should be no more differences than experience.Champions and mercenaries cannot belong to the same battalion.Except for certain factions. There should be an AI battalion AI like there is an AI for units. As you can see, it's not something easy to implement. It should be optional in the rules of the game.
  19. Yes. I'm talking about battalions between. 15 and 30 units (max). @Radiotraining: And then you get that personal "immersion" or "attachment" in how you can upgrade each battalion individually and make them unique. Add an officer, a noise maker, upgrade their armor and weapons, etc. Maybe even have a meta where there's a screen outside the match where you can customize battalions and they show up in-game available to train in the UI.
  20. I agree that it make things a bit weird. For capture also I don't like that currently, if for example you surround a building with walls/palisades, a tiny breach is enough for the enemy to fit 80 units capturing. However that would hold true if capture stay at is, which won't be the case. Next release you just ring the bell and females will be enough to prevent enemy from capturing. Back to the meta where nothing happens before min 15....
  21. Would be op. I would rly much would like to give a try to introduce this, along with other formation improvements like 'flexible' formations. If this PR get in (kindof a prerequisite), one of the two above would be the next thing I'll try to do.
  22. It would work differently than Praetorians.
  23. On the Formation control "No override" setting: Is this now actively decided that it shall be in r28? I noticed it's still in there. I'd vote against it if there would be a vote. The highest effect of formations are currently at the mining and capturing. And it makes no sense. It doesn't require much skill. The player only needs to know there's a weird setting and then set the units at the mines on a formation. Like you just need to set "fast mining".
  24. At minimum we should have units assigned to repair a building then automatically repair other nearby buildings once they finish, like builder do build other buildings once they finish the one that they are assigned to. Or a stance that makes units repair automatically any damaged building nearby. Repairing palisades is a real chore right now because of the lack of such mechanisms.
  25. I wrote "with their own root" so that they don't decay. If they have a small amount of territory outside their own space, then it's possible to build towers or whatever else that gives more territory, and then you don't need a Civic Center/Kleroukia. So way overpowered imho (except maybe in rare balanced maps : trying to build something there could be a strategic objective, while the opponents have the strategic objective of preventing other players from building it). edit : oh, maybe you meant the P2 garrisonned tower or whatever that I proposed ? For that too the balance towards resource gathering is hard to find, as I wrote in my original post.
  26. By Augustus, I assume you mean Gaius Octavius the first emperor? Then why asking for a later version of the pantheon when it has been reconstructed by Hadrian ?
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