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  1. i guess only quickstart does that? There's a possibility to always check for idle units and assign to work automatically so you never go idle at all or maybe its going too far?
    3 points
  2. I'm not a fan of automation that is not included in the standard version or the community mod. Defending automation mods by saying that "it is ok because it is publicly available" doesn't take into account just how few people actually even visit the forums, let alone download anything they read about here. Simply because a mod is posted on the forums doesn't mean that the general playing public have any idea it exists at all. If there were a way to poll users the lobby, I would be surprised if more than say 20% have any idea that there are users employing scripts and heavily modified versions of the game. Moving to GUI enhancements, these begin to stretch my concept of fairness when they strip the whole game down to allow easier sight through trees, increasing the visual size of certain things (wasn't there a mod that did this with berries?), and otherwise making wholesale changes to the way the game is displayed to the user. With regards to this particular mod, the only thing I see as crossing the line is the advanced auto-queue by percentages. If this is a feature people want in the main game, fine, but otherwise it appears to offer a unique advantage over others who don't have this mod.
    3 points
  3. Everything about that game is made so it's easy to make whatever. That's the magic about it and about open source collaborative projects in general. Too much overreaction... Nobody can truly believe you cheat because you have such @#$% script as QuickStart, or stuff in my mod that just saves you 3 clicks you make without any decision making (except if you are DoctorOrgans and want to gather chickens with females, you'll have to customize the code). I can even prove this subject is too fuzzy for anybody to really take a definite position: Example with @guerringuerrin you use boonGUI that actually display datas that the original GUI don't. You set yourself with a advantage. But you are against even displaying (with boonGUI just modified!!) idle barracks. Autociv save you time typing, which free your time for other tasks... I think we can agree that if the GUI makes the game more fun for you, you should use it. Also you can't "play" an AI so don't worry folks, fun is for life!
    2 points
  4. They are slightly different. One is visible garrisoning and one not. Maybe they could be merged. I am not sure about that. @Freagarach
    2 points
  5. with this mod, they do. is it cheating @borg-? But honestly, isn't it boring to have the starting sequence play out by itself?
    2 points
  6. ProGUI Is a fork of @Langbart 's BoonGUI with in mind game-play improvemt. -List idle units and buildings (first two rows on left), fast select. -Visualize productions and army composition (two smaller rows below). Additional useful features/hotkeys to master your boom. https://gitlab.com/4trik/proGUI Quickly install with Pyromod (V0.0.26) proGUI-3f6fdb1bfc90de18af423ba22168fb2f050bbe9e.pyromod Edit: Maintained version with @rossenburg: https://gitlab.com/4trik/proGUI
    1 point
  7. main concern is the meat shield meta now applying to this. Perhaps if melee armor/damage values are rebalanced in the next community mod, then it won’t be as much of a problem.
    1 point
  8. 1 point
  9. Good video! Nice commentary. I kept telling DoctorOrgans to go to the other side, as I was confident that I could hold Cesar + H.Herle alone, given the camel rush which weakened H.Herle more than it did me. I made 12 spear cavalry which terminated his camels eventually. Cesar's turtling tactics would stop my advances on this side but his investments in garrisoning buildings suggests that his attacks would be easy for me to defend against. However, DoctorOrgans refused to go to the other side and instead kept yelling at me "U MAKE RAMS". After the game, his justification was "no point in helping noobs, they will die anyways". Rams would not hurt Cesar because he was turtling with swordsman inside towers and fortresses; the only way to siege him is catapults. On the other hand, Decger and Juarca's wounded army would not have survive DoctorOrgans' 141 prime specimen Spartan infantry, if he had arrived in good position. It was unfortunate that I had absolutely no hunt or extra anything; the back woodline was initially out of sight and out of reach in village phase, which forced me to risk a forward woodline. Sad game but very entertaining video!
    1 point
  10. @Atrik My intention was not to state an absolute truth about what is cheating and what is not, but rather to emphasize what kind of gaming experience we want. Of course it's going to be different what I consider should be a standard than what you or any other player considers. And I do not pretend to be out of that contradiction, that's why I have mentioned what mods I use and why I use them. You are right that it is contradictory to use a mod that shows, for example, your team's resource information and at the same time to be against having an idle barracks list. In an AOE II forum there are players who consider that the 0ad auto-queue is absurd because it takes away the fun of the game and yet AOE II has an option for units to explore the map automatically... But I don't think it's about imposing one vision or another here. This is a discussion forum and, like any forum, its topics lead to discussions. For me it is a question of balance between game experience and fairness in the competition and it is thanks to the exchange through this medium that great improvements have been achieved in this regard. In relation to the quick-start I would also like to point out that what for you is only saving you three clicks for me is a small but important step in relation to the development of micro skills that can complicate many new players and that is carried out in a different way. for each player. It is enough to watch an OP match to notice that it is most likely that at least half of the players will execute this task in a different way. You don't have to be a DoctorOrgans. I don't know what you mean by this. But using hotkeys to build buildings seems like a basic feature of any RTS to me. After Command & Conquer, every RTS I've played has hotkeys. Ty, @Yekaterina, I am aware of that option and have it enabled and yet it is more difficult to micro an attack against an army hidden under a forest than it is to do it in the open
    1 point
  11. @guerringuerrin there is an unit silhouette option in the default game which allows you to see the units under the trees. But this just removes everything that can distract you so that you can work out the most efficient position of storehouses and whether a woodline is safe
    1 point
  12. This discussion is very interesting because, as already mentioned, it affects game design and can lead to a better or worse gaming experience. I personally agree with @BreakfastBurrito_007 that an RTS game needs both strategy and skill and at some point the GUI design also affects the skill level needed to optimally execute certain tasks necessary to improve player performance. The ability to carry out multiple tasks at the same time is also an important aspect to take into account and if I have a mod that automatically shares my resources or automatically researches technologies, I get free time to carry out other tasks and that, in principle, is an advantage. The same with quick start: this feature may be better or worse optimized but it prevents the player from developing the necessary micro to carry out this task. Which is not just selecting units to give them orders. It is also to recognize the terrain, identify resources and make the decision to move them towards one woodline or another, etc... Managing and sharing is also an aspect that players need to develop and a mod that does this for us is necessarily removing an important aspect of the game... Ultimately: what gaming experience do we want? One in which the entire economy and "minor and repetitive tasks" are automated, or one in which we must do everything ourselves? Which of these enhancements should become standard in 0ad? I can't agree with a mod that moves my units automatically, or share resources, or let me know wich barrack is idle. Trees can be used to hide an army and protect it from easy attacks and force the adversary to try to get that army out of the forest. This is completely nullified by a mod where the trees turn into skinny purple sticks. I personally use two mods that I consider essential and, at this point, a standard to have a better gaming experience: autociv and boonGUI. autociv mainly because of the hotkeys (a standard in RTS games since AOE I), the hosting tools and the auto-queue (this is my exception to the rule) boonGUI because it greatly improves the GUI and provides important equipment information for resource management. In addition, it removes the color black, which I consider more of a bugfix, since the team that has a player with this color obtains a clear visual advantage over the other team.
    1 point
  13. The reason why we have 2 different garrisons is because they correspond to completely different codes. The garrison inside removes the unit entities and increased the garrison counter of the building by one, so there is no way you can hurt the units inside since they don't physically exist anymore. The jump garrison just fixes the units' position at some given coordinate. It prevents the units from chasing or running away. The units entities themselves are not deleted so they can be hurt. When you just select a group of units, the game can't guess whether you want to jump garrison or garrison inside, so there are 2 buttons for you to choose. Note that in vanilla 0ad buildings either allow just garrison inside or jump ontp a wall, but in some mods there are additional things where you can either jump onto them or garrison inside. One such mod was my naval mod for A24 where you could choose to jump archers onto a ship's deck but garrison spearman inside the ships' cavity.
    1 point
  14. One has to keep in mind that all the changes done to BuildingAI also affect ships. I also want to keep the unit preferences in the templates.
    1 point
  15. This is a bit more than just changing BuildingAI. Even still, that seems like a really expensive to basically function as ~3 towers. I'm skeptical, but interested. It's something that is either going to work or fail.
    1 point
  16. I fixed the format and tried some english commentary
    1 point
  17. Basic Battering Ram -> Covered Ram tech
    1 point
  18. Updated Sentry Tower on the left, aka "Stone Outpost" for Delenda Est.
    1 point
  19. @Obskiuras @Duileoga I think the Siege Arsenal and the Market look too close. Willing to design something new for the Market? Here's what the other markets look like, for inspiration:
    1 point
  20. If moves units automatically, then it's a cheating.
    1 point
  21. For Delenda Est, I'll probably use this for a "German" mercenary camp. For base-game's Cimbri, perhaps it can be like the Spartan/Athenian/Han champion academies.
    1 point
  22. This is exactly what I do. As long as the ally doesn't resign, they are useful. In a TG yesterday, Acanthis was the border and I was his pocket. DrOrgans and Juarca continuously double raided him and Acanthis' population was maintained at ~40 for the first 12 minutes. I sent him very little resources so that I could max out myself. By 13:00, I was floating much and I sent Acanthis 1000 wood 1000 food and hoped for the best. At ~14:00 I went for a push against DrOrgans; both he and Juarca commited everything to fight me but I still won 1v2 against them because of superior number, more military techs and numerous barracks spamming units. These wouldn't have been possible if I sent my resources away too early. Eventually, I was able to capture DrOrgans' CC in one push, with some help from Acanthis' skirmishers. If Juarca and DrOrgans had been more conservative with their attacks, they would have been able to resist me, at least in a 2v1 situation. The moral of the story is, a seemingly dead ally (especially border) is a good meatshield that wastes the enemies' time. At this point the pocket player should just focus on maxing themselves out and win a 1v2 push at 14:00 instead of sending too much resources to the hopeless border and delaying themselves. It is more important to reach phase 3 and research all techs, so that you can gather extremely quickly and feed all of your allies. 1000 food at 6:00 costs you much more than 1000 food at 13:00. In my case, Acanthis couldn't boom no matter how much resources I send him, because Juarca and DrOrgans just had too many cavalry roaming in his base. @leopard you and NoobDude also did a commentary on a game with me in a similar situation: it was Mr.Dat distracting Vegeta777 and PolarBear meanwhile I boom. Even though the first fight was not successful, being maxed out in techs means I can quickly gather thousands of resources and send them to allies, at the same time regenerating myself quickly. On the other hand, sfxsfx sent his allies resources instead of booming himself, which resulted in him being behind on techs and was destroyed. So chrstgtr has a point, although if the ally just situationally needed some resources to make a few supplementary units or kick start another production centre, he ought to share his floating resources for that.
    1 point
  23. I agree that it is "cheating." I feel the same about "features" like auto-queue. With that said, this mod's "cheat" it is immaterial as it may make him 1s faster and I think @Atrik or @Mentula are acting with only good intentions. The other scenarios that you describe and the scenario I described where I old player used to automate their eco is far more concerning and would truly be problematic.
    1 point
  24. Those look great! @wowgetoffyourcellphone
    1 point
  25. https://code.wildfiregames.com/D1269
    1 point
  26. I would like to have defensive anti-siege units in the fortress. apart from the elites.
    1 point
  27. I think the game plays best at around 150 max pop. different limits change a lot how the game is balanced and plays. not true. I also think fighting could be slower, but if you think about it, this goes in the opposite direction of longer train times that you suggested just before.
    1 point
  28. (I guess I should write a slightly longer answer to this and related questions since this seems to pop up regularly.) TL;DR: SVN works. Why don't you use git, you can do so right now (either one of the clones on github/gitlab, or via git-svn)? Why (still) SVN? It works. More details: Partial checkouts are supported (which some contributors needed due to network limits), it doesn't require users to download the whole history (same reasoning), checkouts can be resumed (helps with unstable network connections). Apart from using shallow clones or incremental shallow clones this isn't possible with git. Keeping autobuilds for windows users (which is needed for artists) in the repo is not an issue (yes, there have been discussions and plans for how to solve this for git; but that is some work nobody has volunteered for yet). Why not git? There's a git clone (github and gitlab) so nothing stops you from using it right now, and we do accept git patches just the same as svn patches. If you don't like that you can use git-svn directly (which works fine). Educating users about git is more work than doing the same for svn, also this question ignores artists and modders and increases the barrier of entry for new contributors. Also most git GUIs are quite bad, which is somewhat important for those users. Programmers should be able to use their tools and can already use git right now. Why not git-lfs or git-annex or git-whatever? Those are third-party extensions and require more administration work. Of course we could move all to some third-party hosting platform, but those might impose arbitrary limits or just cease to exist. Also that seems to counteract one of the main advantages of a DVCS namely being distributed and not being locked to a single central repository. (These approaches tend to have issues with having the full history available locally, which makes bisecting issues harder. Also they do list merge conflicts for binary files as one of the rough edges. (I'm not sure how those would interact with signing commits, which would be one of the things to consider if switching to git.)) But I want to submit pull-requests? No. Diffs work, man git-format-patch might be worth reading. Why not just merge things? A merge-based workflow creates issues with bisecting issues, so one would have to educate users about rebasing their work on top of the main branch. (Not very entertaining in the long run (and that refers to both points).) What could be done instead? Reroll the git clones in a nicer way by excluding all build artifacts (the current clones have a few incremental stages, and are likely not excluding everything). However this should be planned carefully, since this is going to break the "upstream" for a lot of people and I would strongly recommend against doing this more than once.
    1 point
  29. You are right, but a successful GUI could still allow for empowerment and customization. I admit my Quick-start sequence even is customize for myself. As for fairness, as pointed out earlier by @Kampot, you can't make it a too serious goal, you wouldn't force everybody to play with the smallest screen resolution or to set everybody's mouse to the lowest dpi. (I agree to most of what you say, you have good points, but I still don't come with your conclusions) The more powerful the GUI, the less a bot has speed advantages over a player. So I can't agree on your approach on this. Anyway, I wanted to see if it was worth working on my mod just for me, or to work out how to make it good for other players that wished to have something like this. (Hence making the thread title click-bait) I see I was alone wishing for theses features.
    0 points
  30. There are mods that even make it uglier. Like @Yekaterina's. Maybe it also reduces load, she might tell you.
    0 points
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