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Showing content with the highest reputation on 2023-12-03 in all areas

  1. Why? I was recently having discussions with some smart community members. I shared with them my reasoning: Sniping is definitively not, following 0AD vision on Repetition - "If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring." Manual sniping is as today, very clearly on the very repetitive end of the spectrum. Testing if this would be OP A mod in development from a very smart community member, gave me the opportunity to emulate some kind of "auto-sniping". I was surprise to find out it was indeed very effective, and beating by far a top player sniping skills: NoobDude (That I have 0 chances to beat normally). I was very surprise because my expectations was that it would make little difference compared to player manual sniping. So I though about just putting the idea into a hole forever... ... But since my initial reasoning was still holding true, and smart members were agreeing that it was, in theory, undesirable to have to have to spam so much clicks to control a very simple behavior, sniping still feels like a problem needing a solution. How could this be addressed unit_action.js, already have a kind of class filter for "attack-move". Another way I found to get a sens of what would such feature could feel like. "attack-move": { "execute": function(position, action, selection, queued, pushFront) { let targetClasses; if (Engine.HotkeyIsPressed("session.attackmoveUnit")) targetClasses = { "attack": ["Unit"] }; else targetClasses = { "attack": ["Unit", "Structure"] }; Implementing a stance, or hotkey, in main game that would help players "attack weakest unit in range" or another similar feature may change the meta. But this "sniping" meta of is arguably not most rewarding mechanics you can hope for a strategy game. TLDR: No script publicly exist for (practically) sniping in a multiplayer game. I think we should however seek to fix the compulsive clicking required for sniping. This won't end 0AD, but may give way to the implementation of more interesting mechanics, and game-play metas. Also the unfair advantage that this could provide may deter any moders to do it. The best approach could be to have it in native game.
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  2. Controlling provinces or cities with different effects (Wonders, Shrines, Culture, Economic) would be another thing, yeah. Provinces with wonders in them could be "Capture the Wonder" matches, for example.
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  3. Just in case make sure you're using OpenGL or Vulkan backend and Shader effects set at least to 3.
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  4. That is one of the correct materials to use. Can you post the normal map here?
    1 point
  5. https://trac.wildfiregames.com/changeset/27968 Thank you for the bug report
    1 point
  6. I fixed it locally. Committing the fix soon.
    1 point
  7. Actually, I am all for it. My buildingAI update is made primarily with true buildings in mind. Right now its not going great. I know I need to make a new order in unit_actions.js, and commands.js, but I can't quite get it to do anything. I will next try to use the set-rally command as an example of something that works on buildings.
    1 point
  8. How is this coming @real_tabasco_sauce? I made a patch here for Ships to use Unit AI: https://code.wildfiregames.com/D5213 Description: It doesn't have to be the "winning" patch if your AI changes can be made fruitful.
    1 point
  9. 4v4, the Great Charge of Borg's Brigade Saves a Nearly-Lost Game!
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  10. I am Think that this is this year jjjj
    0 points
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