Leaderboard
Popular Content
Showing content with the highest reputation on 2025-03-22 in all areas
-
After a quick test, I think it wouldn't be hard to create a CHEAT (Controllable Hover Entities Area Targeting) selection box targeting feature. The goal here would be to be able to use box selection while holding a hotkey to order selection to target specified enemy units. This would look like this: Select your army Hold down targeting hotkey Box select hover enemy units Then your selected units would be assigned to target all units found in the box selection. This would nicely mitigate aggressive pathing where for example : Half of your army get baited into splitting instead of attacking enemy army because a single unit happens to be behind your army Your entire army projectiles are thrown to a single enemy (overkill or hero dancing) Allow to assign ranged units to fire at back-line units, easier then with ALT hotkey Overall making micro-management funnier then having to make 300 click to avoid hero dance, yet making hero dancing still very good, but just easier to counter micro it. Micromanagement will obviously still be intensive, just you remove the part of spam clicking ALT, and replace it with a better fitted feature for targeting and spreading fire. I'd like to give one more illustration of how micro-management would look like with this. When playing xbows units, if you are retreating, but at some point, turn back to fire a volley, all units will shoot at the single most closest enemy. You CANNOT be fast enough with ALT clicks to spread shots, resulting in massive overkill. With this box targeting, you could make the volley spread on more enemies units following your units. In my opinion that this would be far greater approach to have a user-controllable feature then having solutions like : randomized targeting by @real_tabasco_sauce Or autonomous re-targeting by @real_tabasco_sauce.6 points
-
I would be more optimistic about the community's opinion on this feature and avoid starting with negative propaganda =).In fact, I would go so far as to remove any special labels that might give it a negative connotation and simply call it Target Area or something like that. I'm in favor of both features you and @Ginnungagap described. Perhaps you should simply go from less to more, starting with the most basic features and gradually incorporating those small improvements.3 points
-
Something has to be done about sniping, and I think something like this should be integrated into vanilla. This seems like a good thing to test in the community mod. There was a thread a while back where we discuss different possible area attack options--what I think you are describing is how I would probably prefer it.2 points
-
Thanks for posting this @Ginnungagap, means a LOT to me, you've been testing it since the nub poc, and your suggestions helped so much to bring it where it is now.2 points
-
I was thinking of something that isn't even optimized, as user can already use the box selection tool to define which and approx how much units would be targeted. So basically making smaller selections if you want to really get the most out of it. I think this would make sens because in a battle, you might also gain value by choosing exactly where your ranged aim at (for example you want to weaken one of the flank for combo a cavalry charge, or because it is the closest to a fort that the enemy might retreat too at some point etc...). As for hero dancing, you would be 'immune' if you already issued a CHEAT and units in the box are still alive, or you could make a quick response with a fresh one. So I do think it mitigate it heavily. I guess AIMBOT would be feasible but indeed, more complicated, and too similar use case as patrol. Also if the main concern is that CHEAT doesn't mitigate hero dancing or any baiting, I think this isn't true. The main goal of CHEAT is to be able to make a single order to respond to baiting instead of being forced to make 300 alt clicks because someone is hero dancing.2 points
-
I would like to express my sincere gratitude. This mod has made 0AD a better and more enjoyable game for me. I'm happy that features from Langbart's BoonGUI and even half forgotten ones from fpre's fgod mod, back from Alpha 23, which were lost over the course of 0AD's successive version changes, are being revived here. Especially the additional buttons on the main lobby page, and being able to see all useful information at a glance in the game from on the top row. I also can't say enough how helpful the GUI tools you created are for me in better supporting my allies in teamgames and in getting my nubbish game more on track. From those the K/D animation, the eco panels and trainer are counting to my favorites.2 points
-
This idea is interesting to me. And I think both randomized targeting and this area targeting can coexist without major problems. The only thing I don't like is the name you chose xD and also you can't vote affirmatively both options are negative =(2 points
-
I'd love to see box targeting as an additional game mechanic. If it also prevents overkill and luring, that would be a welcome improvement for me.2 points
-
I'm happy to announce that I've been porting all features of boonGUI and proGUI into a new UI bundle for A27! Doing it made me realize once again how much work has been put into the development of 0AD but also to all those who contributed to the components of this bundle. So thank you! GitLab link: https://gitlab.com/4trik/ModernGUI DirectDownload link: https://gitlab.com/4trik/ModernGUI/-/archive/master/ModernGUI-master.zip In this mod: Retrieve your favorite A26 GUI style with a Quick Configuration page once you launch the mod. New exclusive features, like kill counts, flare message and more! (the skulls near unit icons indicate for Player unit kills and Gaia entities kills) Explore tones of extra options in your settings to customize your GUI! Hope you'll try it out and enjoy! Please report any bugs and feel free to suggest improvements.1 point
-
Another similar idea that could give the game more flexibility on certain factions would be to include certain references to specific tribes. I'm thinking in particular of the Gauls: we could take advantage of the assembly building to include technologies linked to various tribes emblematic of their history, and other tribes with interesting characteristics. The Arverni, Aedui and Belgians, for example, are emblematic peoples, with interesting historical figures and different characteristics. But there are also lesser-known tribes who were mentioned by the Romans and Greeks and took part in historic events. It would be conceivable to form coalitions in the assembly building, in order to gain certain attributes specific to certain tribes. Acquire new bonuses or new units. For example, the Treveri were known as the best horsemen in Gaul, or the Veneti had the best fleet of all Gallic tribes. We could move the assembly building (Remogantion) to the second phase. Then make certain units dependent on the choices the player makes in creating his coalition. Adding a tribe to your coalition should have a certain starting cost, but with a doubling of the cost for each additional tribe you add to the coalition. For example, 100F/100W/100M for the first tribe, 200F/200W/200M for the second, 400F/400W/400M for the third, and so on. - Aquitanians would unlock the recruitment of Soliduroi (champion swordsmen) and give a bonus of hit points to heroes (to represent bodyguards). - The Treveri would give several cavalry bonuses to represent their reputation as the best cavalry in Gaul. - The Lemovices would give bonuses in metal extraction to represent the numerous gold mines they exploited. - The Veneti would give bonuses to all ships, including fishing boats and merchant ships. - The Boii would give bonuses to infantry to represent the warriors who fought in Italy and used pilum similar to the Romans. - Alpine peoples would unlock the recruitment of axe-wielding warriors and naked fanatics. etc. This is just a series of examples that I can extend and explain in detail the historical and archaeological points.1 point
-
So here I have a 4v4 game that I had some time ago and it was nice, hope you like it And also a 1v1 that I had some time ago and it was also fun.1 point
-
The mods just need to be updated to work with the new version1 point
-
When we think about introducing such a feature, I see another possible variation of target selection for a aimbox and a problem to talk about. CHEAT for group target selection: While this type of selection, along with optimized targeting, would help minimize countless repetitions of ALT clicks and open up new possibilities for micromanaging, it still wouldn't prevent luring if a unit selected by the CHEAT moves away from the battlefield and is subsequently followed by your own previously selected units. AIMBOT for attack area target selection: Select your army Hold down targeting hotkey Box select hover over attack area Then your selected units would be assigned to target all units found in the box, selecting new targets entering and unselecting when leaving the AIMBOT. I don't know if this approach would be too complex or even possible to realise, but it would also offer a way to protect areas as a supplement to, or instead of patrol move. Luring would no longer be possible, as units would no longer be targeted when they leave the AIMBOT. Preferably, in order to maintain good control over this mechanic, it would be helpful if the selected areas remained slightly highlighted on the map while the AIMBOT is active.1 point
-
1 point
-
You have mischaracterized this second one. It is about preventing units from getting stuck endlessly attacking a building when higher preference targets are nearby. On group target selection, I am 50/50. I prefer a more elegant approach to the problem, but as of now I see no harm in it.1 point
-
I have the impression that Atrik might be a bit annoyed by the discussions in other threads about creating a cheat mod. I suggest calling this feature AIMBOT (AIM Box Optimized Targeting), which might (not really) help avoiding such claims for this feature.1 point
-
I'm just talking about what the user base most likely looks like. When you have hundred of thousands of new installs/downloads and virtually no observable user growth then you have a retention problem. That is obvious. With how many downloads/installs we have, I think it is pretty likely that most new players play the game for an extremely short period of time (because it is too difficult--learning curve that a better tutorial could help with) or never play it at all (because there isn't a campaign mode--more on that later). It's often said that the SP community is larger. But there is virtually no evidence to support that. The inverse is largely true too. It's been said many times, but the SP experience needs to improve if we want the user base to grow. Some of those SPs will then convert to MP, which will cause the MP base to grow too. I think a better AI and campaign mode are the obvious ways to improve the SP experience. A dumb AI means that most players will eventually get bored by the game because it is too easy. I don't think I need to explain why a campaign mode is needed. One thing that is almost certain is that the retention problem will not be fixed by new features. New players are much more likely to be initially overwhelmed than wanting for a new spy functionality (or whatever).1 point
-
We have to take advantage of the fact that AoE is not having a good moment. Companies aren't taking the risk of investing, and the video game industry in general is in a bad spot. Therefore, I believe that Microsoft and World Edge are not going to take any more risks and are receiving criticism from many non-conformist players.1 point
-
I use the same workflow. A problem I found with this is when the farm fields still need to be built: All 30 women would go build each of the 6 fields, and they would go gather by group of 5 only when all fields are built. It would be better if 5 women stay and gather directly on the first field, and so on for each field.1 point
-
1 point
-
There is no "0.a.d" here, it's a community and no one earns anything for developing or creating mods, so as a tip, help the team with your knowledge or something like that ( at least respect or constructive criticism), since the game is not paid.1 point
-
amazing, AMAZING job guys!! Every time I get excited once again about this game And is really incredible the level of maturity that it has reached throughout the years!! Congratulations to everyone!1 point
-
1 point