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Showing content with the highest reputation on 2023-09-24 in Posts
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Not a game that allows some to install cheat mods. Yeah, I'm using the word. The solution is to remove the disable checks feature from the base game. This would ensure that all players in a match have the same mods installed and enabled. @Atrik @seeh et al. If people would like to see macros and other GUI/input features in the base game, then those people should submit patches: https://code.wildfiregames.com/differential/diff/create/3 points
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Both sides can be understood and no crimes are committed. A solution can be to create more checkboxes like [x] Only players with same mods + hashes [x] Include GUI mods Or a "no GUI mods" ranking or a warning "This player has GUI mods"? and so on. You will find a solution. And you will walk in peace Long term the game should be made so that brains decide - no matter what click magic opponents master. Darkness is part of the game and makes you battle harder3 points
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You are completely changing the focus of my intervention. In this and the other thread about proGUI my focus has always been on automation and how all those mods that automate aspects of the game significantly change the gaming experience, as well as being a real advantage against those who don't use it. A totally irrelevant argument. All games have weaknesses and cheating is possible. That has nothing to do with the approach I'm trying to give you. And this weak mechanic that we talked about that leads to the overexploitation of the snipe tactic can be counteracted, as already said 20 times, by modifying the characteristics of the units to improve the combat dynamics. My question was always the same. What kind of game do we want? But all this no longer matters, the discomfort of many users about the use of these mods and the impossibility of doing something about it is real and it is something that I only see as possible to be solved with some feature that is implemented in vanila to truly be able to know the mods that clients use when entering a host. Because whatever we say, the advantages are very clear. I have tried proGUI, no one has told me about it. And the people who use it themselves admit that, used well, it generates a very clear economic and time advantage due to the automations that we all had already mentioned many times. As I said, before accusing anyone, it is important to gather more evidence. But there have already been cases of games where this error has been shown to certain players: "Failed to initiate autoSnipeMod ogg data at: mods/autosnipe/mod.ogg" And one could argue that anyone could have created a mod with this name just to spread these rumors. But it would seem too sophisticated (and sad) to me. Of course. And I don't doubt your intentions at all, but I don't agree with the methods you implement to improve the game and in this I try to be completely honest and constructive in my comments. You will notice, for example, that I never use the word cheat and this is no coincidence. But I think that what you do is individually create a mod to modify aspects of the game that you don't like and although this game is based on mods and anyone can and is allowed to do it, certain aspects that your mod incorporates change and influence it completely. in the gaming experience and in equal conditions in the competitive field. I didn't accuse you. In relation to you, I only mentioned that you yourself say in this thread that you have emulated autosnipe with satisfactory results. Your words, not mine.2 points
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Nah that argument is completely illegible. I don't follow the logic. To clarify what I said before, you have less things to do, less tasks. A smaller game. For all you care, we could remove the entire barracks UI and your gameplay wouldn't change. You hardly ever click the barracks. So yeah, you play a different, easier game because you dislike how difficult the game is, and now you use this advantage to beat up on newer players without the mod. Then you go and claim it is justified because its how you think the game should be in vanilla and that its not cheating. Furthermore, now you call efforts from the community to call out your cheats harassment. Lets just say that since your reputation is literally in the gutter, players are bound to suspect you for other cheat developments.2 points
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0 A.D. is in serious trouble. Full stop, these mods are killing the game. @guerringuerrin is right, in that folks with skills to actually help with developing the core game would rather use that time and effort making what essentially amounts to cheating tools in order to destroy the PvP aspect of 0 A.D. for short term LoLz. Once multiplayer has been turned over to the cheaters and spammers and botters, it's a sure sign of the game's death.2 points
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Yes, I think you are wanting a whole different style game. Have you tried the game called, "Farlands?" Although not nearly fancy as 0ad, it has a gameplay similar to what you want I think. Build a booming economy, explore, cantact the enemy, and finish him. Warfare is not the focus of the game, rather, the economy and expansion are. In fact, war simply consists of building troops, training them, and deploying them. It's simple compared to 0ad, but maybe you could look to it for inspiration. Also, What happened to the rams? I understand that this is kind of like a conversation, but have you come to a conclusion about that? Last I read, ShadowOfHassan mentioned that historically they were vulnerable to melee troops. After that, they left to conversation.1 point
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I hereby promise heartfelt friendly words for whoever makes repairing walls possible.1 point
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yes I can, its actually really obvious when players are using progui's autoboom feature. Choosing batch sizes, autoqueue, what unit to make are all critical repeated decisions, they are not just mouse clicks. It has been harder to investigate how autosnipe is used and by who, but there are some very obvious signs that something is happening with it in-game.1 point
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I don't think changing the stance as such is involved, and I believe aggressive units never go back. But defensive units will, kinda like the point of that stance.1 point
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The solution is obvious, you just don't like it because you use this mod. Yes this is also a macro. Albeit less egregious than yours because its simply multiplying clicks instead of managing decisions. 0ad is a free game and I don't think people are really buying mice specifically to cheat in it. My mouse costs 5 dollars from a local grocery store. Where you see a flawed game design I see a skill issue. A skill issue that you would rather eliminate than learn.1 point
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Yes, I have evidence. But I won't show it until I have collected enough and there are no doubts left. And because I don't want to compromise anyone who is innocent either. On the other hand, the author of the post himself confesses to having done it with satisfactory results in the first message of this thread. So I don't know why you doubt that such a thing exists either. Many solutions have been proposed. Starting with not focusing on continuing to automate aspects of the game but on working better on combat dynamics based on the characteristics of the units. (damage, resistance, hp, units counter dynamcis like AoE, movement speed...). The fact that you don't mention a single one is another demonstration that certain players simply haven't taken any of these inputs. But I do agree with you on one thing: this is an endless and, I might add, pointless debate. Because at the end of the day, and with honorable exceptions, it seems that the "external collaborators" are doing whatever they want depending on their programming skills and are not having a community approach to the development of the game. You may call me naive, but I believed that was the true spirit of a community-developed open source game project.1 point
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Ofc not. And right now there is people using it agains people who are not aware of this. And right now there are people using autosnipe against players who are not notified of this. There are people using auto start and eco automation against people who don't agree with it and can't do anything about it. And the arguments are always the same: "I don't want to repeat the same action 100 times. I don't want to worry about finding the barracks inactive, it is a repetitive and unnecessary action." As if a macro that makes instant decisions, instant auto batch number according resources wasn't a totally clear advantage. What will be the next one? teleportation through buildings with just a few clicks? hehe... And then they say: "then don't use autociv, because it adds hotkeys that the game does not have and that is a great advantage too" comparing what is a standard in any SERIOUS RTS to the same as these macros that completely change the gaming experience. And that's what it's all about after all, isn't it?. What kind of game do we want? People with such valuable knowledge, which could contribute to the development of the core of the game, prefer to individually resolve their own expectations of the gaming experience. I must say, I find it quite disappointing1 point
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Thanks for clarifying. It's better to postpone than a bad release.1 point
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Can't really picture the comparison since that's quite a lot of new buttons in progui for it to feel like a lose of control. And the vanilla game already has an autoqueue feature, I have more and faster control over my production then if I used autoqueue, this is the reason you call it a cheat remember.0 points