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Hi @seregadushka, It is very understandable that you feel that some features of the game in their current state, prevents you from appreciating the game fully. Repetitive tasks, aren't adding anything to the game-play experience. And it is part of the 0.A.D. vision to limit them as possible. "This interactive/real-time contest should challenge the mind and avoid boring repetitive actions." As such, units autonomously carry on after cutting a tree as one of the example you provided, but this is because we can be confident enough that the player would want this to happen. However, production is complex. It depends on a lot of factors, and influence of lot of other things too. For example, there are already problems often stemming from the current auto-queue : If the user need the resources for another purpose, auto-queue might unconviniently consume them Which building should produce if two of them are competing for the same limited resource? How can the actions that we will be carried be as best controllable by the player? Theses challenges, I did face them when trying to make the trainer feature in ModernGUI. Because I was new to programing, to UX design, and even to 0.A.D. the feature is built with a bit of things that I wish to revisit. Mainly, it adds waaaay too much buttons to the UI, and complex ones too. I have in mind a system that will permit to have the QOL gained by this trainer feature, but without the added complexity. Basically, make it feel like it is very naturally integrated. It might be something that will come sometime in ModernGUI, and that I will poll here on the forum for an integration in vanilla. My beliefs are also that we should enrich some other parts of the game-play such as formations, units abilities... Sort that the game become even more of a strategic contest and less then just a measure of 'mechanical skills'.
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@seregadushka This queue locking feature that you suggest exist in some mods, called Autoqueue or ProGUI or something. You can ask @Atrik for help on this
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Another bug in R28. Elite Actor missing head.
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By DesertRose · Posted
As I threatened here I created a small mod to test some balance changes. Attempt at a git repository: https://codeberg.org/DesertRose/0ad-balance-mod So far it only affect Citizen soldiers that deal Hack and / or Pierce damage. Short Changelog: - (Cavalry) Swordsmen became better against Spearmen, Pikemen and ranged units - (Cavalry) Javelineer became better against melee cavalry, worse against ranged infantry Full Changelog: 0ad-balance-mod.zip -
By Alan Shore · Posted
Hi guys and girls !!! My name is coming from https://en.wikipedia.org/wiki/List_of_Boston_Legal_characters#Alan_Shore I'm writting you from Belgium (near Brussels). Sorry for my english. I'm 71 years old. Benear dead, but that's not really a problem. I had my time I'm playing 0 A.D. about 2 years now, and i love it. I thing that my level is middle. Better than easy. I love also to converse with AI. Voilà, you know me now. My born language is french. So long, perhaps on the network, if I understand how it works.
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