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Showing content with the highest reputation on 2021-08-23 in all areas

  1. The suggestions: Observers should be capable of viewing the total quantity of garrisoned units The in-game chat-log window should be resizable When a game ends: Allow for players who are present to remain in the game without a dialog box forcing them to exit Show current bonus modifiers within the individual "units properties" window (EG: +15% (+4 Hack)) Provide a tick-box within the "unit properties" window to allow toggling displaying current stats (modifiers applied) and base stats of the unit (civic bonuses included, but noted) Show potential building influence border radius (before placement) as well as potential line of sight gains; the same could be applied with potential upgrades that affect radius ranges of all types (EG: +20% archery range has no visual representation) Enable specific upload/download speed delimiters (tucked away inside of a "NETWORKING" option); an automated system has flaws compared to a hybrid system of automation and manual overrides When packet loss exceeds a 75% threshhold over 5 consecutive seconds: Notify the local player in the client (EG: "You are experiencing severe out-going network data packet losses") Allow for formatted "/me" text commands to function properly in the pre-game lobby (not only the chat-lobby) Provide a mute/squelch/silence/ignore feature (all aliases included) Updated 'iconified' window to include the unread message count (EG: 0 A.D. (140)) When using the "/clear" command to empty the chat buffer from the chat lobby window while in a pre-game lobby: Allow it to be persistent. Create a "/report" feature for the chat lobby (as not everyone is inclined to register on the forum board). The ability of RIGHT-CLICKING a garrisoned unit to check the units properties The ability of RIGHT-CLICKING a hero icon to query the unit properties The reasons: Observing games is enjoyable and a method that can be used to help instruct other players on how to play better; not knowing how many units a player has garrisoned can cause issues with unit management (as a teacher who is observing) While switching from fullscreen mode to windowed mode: It is difficult to read the tiny chat from the windowed chat log; it is also difficult to observe a game while the chat log window is open and kept in the dead center of the screen A person who was observing only a single player all game might want to review the entire layout of the map, without being forced to watch the replay itself Both while observing and playing: It is difficult to quickly perform math to decide on what unit(s) to create or upgrade(s) to pursue without knowing the exact value of damage being dealt of each type and the resistances of each type for all units in the game (both yourself and your opponent) Self-explanatory; not everyone may wish to have amended text describing the current status modifiers (civic bonuses, hero bonuses, allied bonuses, upgrade bonuses, etc) When deciding on where to place an Outpost or a Great Lighthouse or a Sentry Tower or another building: It is difficult to know exactly where the 'range of effect' will be, without some sort of visual guidance It is not necessary to send 1 MB/s of data to enjoy a two player game of 0 A.D; some players are bound by quotas or wish to limit their data usage for some personal reason (namely: Myself) It is difficult to discern who is lagging and if it is you yourself without using external tools (which most common layman do not know of) There is no reason to enable special text formatting only in the chat lobby and in game, but no the pre-game lobby! Sometimes a player does not wish to see the messages from other players (it also conserves on data bandwith) If I have minimized 0AD for one reason or the other (such as using it strictly to communicate with someone): I would like to be able to quickly identify how many new messages there are (simply by hovering the mouse over the taskbar or using other platform methods such as ALT+TAB) If I am trying to talk to someone in the chat lobby from a pre-game lobby or in-game: It is difficult to read all of the messages without being able to clear the previous buffered set; closing and re-opening the chat-lobby window from within the pre-game lobby or in-game lobby causes the previously cleared messages to reappear Players are more likely to report other players if a quick and universal "/report <player> <brief message>" command were available; aliases such as: "/report <player> <quit>" could be added to rapidly address issues; the player's local client could send a "web forum post" using some client side ID representing 0AD (as to circumvent the need for registering an account on the forum board). This allows an observer to quickly learn more about the game as well as that unit (especially hero units) This allows an observer to quickly learn more about the hero and the hero's perks That is a small list that I have created so far from only a couple of months of having had played 0AD.
    3 points
  2. This is a small feature I think players who use the shortcut SHIFT + Z,X,C,V... could benefit from. I find that when I use this shortcuts and I have not enough time to see how many resources I have happens what is showed in the video. (The video is obviously taken to the extreme thanks to the cheat "gift from the gods") The barrack automatically divides the number of soldiers I would like to train (but I can't because of resources lack) into the number of barracks I am training them with (in this case divides 1914/3=637), which becomes 637+637=1274, but one barracks ultimately doesn't train soldiers at all. Being 1860 the limit number of units to train whith my resources, I would like it to become automatically 620+620+620. I think that this feature would help all that players who use shortcuts in all that stresfull situations in which you cannot select precisely the number of soldiers to train from multiple barracks. Project 1 0ad.mp4
    2 points
  3. FYI You can basically already do this by setting the rally point on the res itself. Setting it to a storehouse would be more inexact(I.e. should the unit go to the stone, metal or wood that is close to the storehouse)
    2 points
  4. Also if a worker builds a field and if there is no space for him he should go to another field and then go to other fields which he can build
    2 points
  5. i believe in you @KerlMarx ! if you can ride a horse in water while wearing no shirt im sure you can be best 0ad player this is just basic maths.
    2 points
  6. Farms around cc and house around farms is the safest and most efficient layout. In a cavalry rush you can get your women to safety the fastest and enemies would like to stay away from the cc because it shoots arrows. Ancient Greeks didn't do this but they didn't get cav rushed so often neither
    2 points
  7. boonGUI User interface mod for the RTS game 0 A.D. Everyone can follow the development, contribute to discussions, report bugs, suggest features or even make pull requests. Install Choose your preferred method GitHub git clone https://github.com/LangLangBart/boonGUI.git Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ Pyromod Drag and drop the file over the 0ad start icon or double click it. The mod will be unpacked and placed in your 0ad mods folder ZIP Unpack it it in your /0ad/mods/ folder Launch 0 A.D., click Settings and Mod Selection. Double-click boonGUI, click Save Configuration and Start Mods. Troubleshooting If you get errors/warnings after upgrading, delete the existing boonGUI folder and install the mod again. If that doesn't help, just post a message here or on GitHub.
    1 point
  8. I suggest something like MegaGlest has: press 'x' and click on the map (or mini-map). A sound alert is issued to your teammates, and the area that was clicked pulses/flashes briefly on the mini-map.
    1 point
  9. It happens a lot (at least to me) when you batch increment is 5 units for each click and you can't get the exact amount to match the resources needed, what I would expect expect from an UI standpoint is to get the production units capped to the max resources you have (an evenly distributed as @Jofursloft said). This also happens when you try to send resources to another player, if you surpass the max amount of resources you have then it doesn't send anything instead of just sending the maximum possible you have. See: https://en.wikipedia.org/wiki/Principle_of_least_astonishment
    1 point
  10. happy to recognized that if workers behave as if the moment they were finished build of a storehouse/farm, workers starts working immediately getting resources . if i set Rally point onto a already build storehouse they don't do like so => nice feature to let workers start working immediately getting resources?
    1 point
  11. Yeah, seems the tree on the other side is always the hottest, even if they have to squeeze by other trees to get there.
    1 point
  12. If only Athens had planted wheat in the agora they could have won the Peloponnesian War.
    1 point
  13. Yeah I know the reasons and I do it myself because it is so beneficial, but why not change that
    1 point
  14. This is true, unfortunately. I hope it can be fixed in the next alpha.
    1 point
  15. Nah we don't need it, we need to decrease ranged unit supremacy.
    1 point
  16. sometime i don't field on my cc and it ok x)
    1 point
  17. To show pretty water/ugly water.
    1 point
  18. Well, I think the fish are just supposed to be generic fish, except the tuna variant, which could just be generic too for purposes.
    1 point
  19. the ancients built their cities in no way similar to how it's done in the game. they would have fields before the agorà, for instance. it's not about how the ancients would actually build cities.
    1 point
  20. Taking the opportunity to publicly thank @Langbartfor this mod, and the tremendous work he did for me in creating the NROC mod for my commentary videos. Dude, I'd have been in big trouble in A24 without your efforts
    1 point
  21. 1 point
  22. #urban gardening This is such a immersion breaking thing, still hard for me to understand why people would not want to change it.
    0 points
  23. Yeah, the territory pushing dynamic just so you can place a storehouse next to a clump of trees feels pretty odd. I saw Vali do it in one of his videos, using a string of houses at the edge of his territory to get a storehouse to some trees. Strange gameplay dynamic.
    0 points
  24. What is more peculiar to me is that we build markets and blacksmiths at the edge of our territory to make it bigger.
    0 points
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