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Showing content with the highest reputation on 2023-10-06 in all areas

  1. @AtrikYour mod can decide which units to make, how many to make, and when to make them. It can also move the units for you. With the exception of only a few players (all of whom use your mod), everyone finds your mod problematic. @BreakfastBurrito_007 I don’t use autociv hot keys, and am not too familiar with their offerings. But based on your description, it sounds like you can accomplish most (all?) of what you want with control groups and a little more work. The control groups in the base game is what I’ve always used. A hot key button for all barracks would be nice but it would only actually save me like 20 clocks over the span of 30 minutes of gameplay (with most of those clicks happening before any real game action). Nice sure. But I’m not upset that it doesn’t exist.
    2 points
  2. Autociv is a great mod for 0ad. It helps make hosting easier and faster, adds chat options like /link /mute and stuff, and provides a multitude of hotkeys so that you can pick and choose which ones are most useful for your gameplay. There are a bunch of hotkeys that are expected for a standard rts game, and none of them allow the player to move multiple actions into one button (this would be a macro and therefore cheating). While progui has some quite egregious macros, there was at least the positive vision of reducing the necessary clicks to play 0ad. The vision fell apart when reducing clicks turned into reducing actions, and then decisions; resulting in a more boring, automated gaming experience. Among the most useful hotkeys for autociv are buttons you can assign to toggle through your buildings of that type. For example you can use a button to select each barracks one at a time and then proceed to tell it to get working even if your screen is not over the barracks. Even with these hotkeys, I still find that the fastest way to train with barracks and stables, or get upgrades with storehouses and blacksmiths is to manually click through them. This necessitates a click on the minimap to go to your base and then a double click to select all. I think these hotkeys that toggle through buildings should have a preference for the buildings that are idle, so that you don't have to search through each building to find the one or two that are idle. I think this would enhance gameplay by improving the possible rate of multitasking. Keep in mind that these hotkeys do not reduce the actions and decisions a player must make, it just reduces the use of the mouse for those same actions. Because the player would then be able to train without looking back at the base, I'd consider it a big enough advantage (as well as an expected feature) that it should be available in the base game without getting autociv. This being said, I know devs are busy with other things at the moment including performance, balance, and content. I'd mainly like to see what other people think about the idle preference for this hotkey including @nani who made autociv. Also, do you guys think it would be cool to have a visual queue that shows when a building is working or idle? For example blacksmith smoke could be only present (or maybe thicker/darker) when upgrades are being worked on, or maybe some action could be visible inside the stable or barracks to show training.
    1 point
  3. Wishing you success! (And glad to hear it's going to be optional...)
    1 point
  4. I can reproduce this on A26: - put units in defensive stance while idle (or not, I suppose) - tell them to garrison something - make sure that the garrisoned unit/building doesn't have a rally point set, and ungarrison it in any way the unit will move towards the previous idle position. this is very broken, needs fix. Possibly just add an instruction to forget this.heldPosition when garrisoning in UnitAI.js. thanks for reporting.
    1 point
  5. You forgot: Autoqueue: Acts individually per production building, must be turned on manually. Trainer: Acts globally on production buildings with no user action required for training.
    1 point
  6. Sometimes ppl have to be accountable for their own emotions, reactions, and the way they handle them. I've had my fair share of drama, but I regroup and evaluate and move forward, apologizing if necessary, standing my ground at other times, or burying the hatchet.
    1 point
  7. I don't think @krt0143 - for example - was received too badly; his questions were answered and (a lot of) his ideas were taken seriously. It appears that "we want to be exclusive" and talking about "all those nasty, annoying, unwelcome noobs!" are over-dramatizations. Ofc not all of their opinions/suggestions/ideas were welcomed with open arms; but that's to be expected, especially when delivered in an undiplomatic way.
    1 point
  8. Of what? Of a mundane task? Well, selecting a large group of units doing something, embarking them on a ship, then disembarking them somewhere else. More often than not many/most of them will start running to return to their ancient start locations, wherever those might be... Here we go again with the personal attacks. Seriously, can you ever have a conversation as an adult? Yes, if you don't like some gear in your car, don't use it. Sure. /facepalm The frightening thing is that you're actually part of the dev team. That both explains some things and promises for the future. I'm out of here. I don't have neither the patience nor the need to endure self-absorbed children. I liked the game and thought I'd invest some time in it, but now I understand why everything here is empty and silent.
    1 point
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