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  2. For me it's good how it is currently. The advantage is that units will be shown as idle after repairing, instead of doing more repairing. Repairing can be a waste of time.
  3. No, I feel like I remember this too. I think even when you were building something, workers would go repair nearby building once done too. Not so long ago then, I joined in a26.
  4. I'm not really sure about this ... but wasn't it like this in some alpha very long time ago? Or maybe as in you repair something and if that's finished and something is nearby and can be repaired too the unit switches to this one... Or I mix it up with some other game.
  5. Today
  6. Ah, I was wrong indeed, thanks @Mentula, the items margins aren't calculated dynamically relative to the containers size. Unlikely that you want to create proxies to re-overwrite them thoughts, if you changed them or if there is a issue with the icon size, better fix it.
  7. Ok, it seems that talking about battalions has inflamed the debate ahaha but is good! There are so many different visions, but the core game keeps improving this way! Another mentioned aspect was about resources placement on the map and I just wanted to say how I really like the big stone quarries that I've seen in some recent maps (Oases, I think?). Is a very interesting visual detail and maybe a path to go in future maps and releases. Instead of many boulders randomly placed, some big extraction areas in few strategic points of the map. This would "force" a more proactive gameplay towards map exploration and strategic control. Definitely can add "flavour" to the game experience Anyway I'm just returning to play again due to winter holidays and the game is still as fun as ever ahaha
  8. And finally, this one that I wanted to try. Knights of honor. This one did use this mechanic and seemed very solid.
  9. Rise and Fall CaW. He used something similar, I'm not sure, sometimes it seems disorganized, sometimes it doesn't. The game sometimes emulates Bannerlord with its hero mode.
  10. You would have to compromise on some things to reach a consensus. Perhaps leave it as a gameplay variant. I mean one more gameplay style option.
  11. The battalions need a lot of disposable units to work. We currently have meta where all you do is mass cheap, disposable CS units. Ergo, if this meta doesn't change, we can implement unique battalions to make this meta more interesting.
  12. I think Starcraft 2 had something similar where you could set workers to auto-repair.
  13. 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.
  14. 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.
  15. 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() { ...
  16. 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.
  17. 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.
  18. 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?
  19. Yesterday
  20. Similar to the behavior(stances) of military units but focused on civilians. Repair. Gather. Build
  21. The problem with Praetorians is that it gets chaotic in combat; it's very arcade-like.
  22. 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?
  23. I wish we had these before the discussion reg battalions so it can be decided based on how they work...
  24. 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).
  25. 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.
  26. 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!
  27. 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.
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