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Showing content with the highest reputation on 2024-04-21 in all areas

  1. @SKAcz The opinion of myself and plenty of other players is that while economy management tasks can be repetitive, they are an important part of the game. Namely that a player must decide where to allocate their attention when they are under pressure or applying pressure. The autoqueue we currently have is simple so that you still have to manage economy. Learning how to multitask well is a (probably the) key skillset in RTS games, and overly automating the economy would ruin that part. Also just be aware that its widely considered cheating to use progui in multiplayer.
    3 points
  2. *sigh* Enough. Both of you. I'm locking this thread for a few hours, in order to force a time out. Kindly get some sleep, fresh air, (or whatever) and come back tomorrow. Please do not continue this via Private Messages or elsewhere, or you may face temporary bans. @SKAcz: I hope the responses you received in good faith proved helpful, and Welcome to the 0 A.D. Community.
    2 points
  3. It wasn't factored into the original math that training a batch allows the next group of units to be trained sooner than 1x1.
    2 points
  4. Probably that come from over-simplified calculations. There are enough variables in this game that no formula could define the optimal number of units to train at a given time. But what's for sure is that in a lot of cases, if your goal is to get fastest population grow, consuming a maximum of available resources into training units is extremely often the best. Because of this, you can assume that a better autoqueue would try to always train with the biggest batch possible. I use this assumption in ResizeQueue mod. @Baelish @SKAcz If you want autoqueue to be able to adapt to resources and housing, well, I did a mod that do exactly that. I've just added some default configuration to ResizeQueue, so you don't need to checks options to make it work. Resize Queue repo : https://gitlab.com/4trik/resizequeue With this mod, autoqueue should: Resize the training batchs. (will not consume last 100wood, this is a setting you can change) Stop production when housed, or out of resources, and resume it when possible. Prevent autoqueue to consume resources for a building while player is placing it. (I hated when autoqueue made you fail to place a building, and sometimes you don't even realize it) I'll summit this mod for review for mod.io today. The mod progui also has a feature that does exactly the same with added graphical panels to: Control production settings (change for example how much wood not to consume (for advanced players in some cases you want to change it briefly to 0, or 200..) In addition of picking units to produce from a specific building panel, you have a global panel where you can select what units to train, it also make mixed production accurate so you can get the army composition you plan for.
    2 points
  5. You act like this is all me. It isn't. Literally every time you post your mod in people call you out and then you pretend you've never done anything wrong when nearly everyone you play with wishes you would delete the mod. Like here, you just want a different standard for yourself.
    1 point
  6. Wow. You go far into the made up stuff. I remember well enough that after you banned me from your host, I asked 1-2 question to understand, then other one when banned from spec. So 2-3 questions to understand what are you up to is "playing the victim". Seriously you just want me to reply to your bs so that the topic become as tribal as possible right?
    1 point
  7. I think the text of the information screen for the Chaoting ("Build in...") should be replaced with the text from the mouse-over ("Enable..."). Edit: The cost also.
    1 point
  8. Some people actually try to master challenging skills instead of just making the game easier. There's a lot of fun and re-playability in games where you can build skills to beat other players. I'm not against automated features, I just think that ANY automated feature should remain un-optimized so that direct management and application of skill can outperform the automated features. For example, people laugh at how inefficient autoscout is in aoe2. The devs would have an easy time making autoscout highly effective. The reason they don't is so that players can build multitasking and prioritization skills that come with manual scouting.
    1 point
  9. Ok, maybe you two consider these things trivial, but I would expect the majority of multiplayer users would consider them not trivial. Sure the game would be "easier" if many economy tasks are done for you, but I guarantee the game would be less fun. If you take away unit production from the user, like in atrik's mod, what is next? You could also automate deciding where your gatherers go to have perfectly balanced resources, and automatically build houses when needed. At some point, you may as well not simulate economy and just place buildings on resources to get a trickle of food, wood, metal and stone. That way there is no clicks needed for economy and you can focus on strategy. For single player though, it doesn't really matter, you can mod it however you like. And like @0 calories said, multiplayer is fine as long as others are playing on the same level.
    1 point
  10. If I remember correctly this is true with some caveats. His conclusion was that 1 by 1 is most efficient by resources spent and earned by the units trained. However he didn't factor in that accumulating unspent resources is another cost of 1 by 1, at some point in real games (as opposed to a math scenario) it becomes considerably better to make batches of 2-10 so that you can spend resources faster. If you do this your bigger population will cause your eco score curve to be faster than someone doing 1 by 1 even if the 1 by 1 player is getting a better return on investment for each unit he makes. This is what makes progui so op because it makes sure all your resources are spent on the maximum AND most efficient production method (aside from the fact that you can completely avoid having idle time on your production buildings, which even the best players of 0ad can't eliminate).
    1 point
  11. Also you can play with players who accept these features, so in other words you can ignore chrstgtr and not let him join your games or viceversa. All issue resolved. Uusally when soemone forward your focus to another way of playing like death-match is trying just to get rid of complicated communication .-) You are tottaly free to play any setup. Let him/them play dead matches or gifts from gods as they wish, honestly it is not what you want to really play in team games, most preffered is just basic 300 starting resources.
    1 point
  12. Just in case I would precise: constraints are the same with the features I described. @chrstgtr meant to do a metaphor. Also, in my opinion, removing meaningless repetitive tasks doesn't take anything away from the game. @SKAcz started this thread expressing that vanilla production system could lead to frustrations. When I have to disable autotraining that's the only thing I feel different about the game. Just little more frustration about having to restart autoqueue when notified "Insufficient resources...". Making production more beginner friendly (and user-friendly in general) is probably a good idea for this game if the goal is to get more players. Maybe having visibility over witch building is idle or not would be a good start to improve vanilla UI.
    1 point
  13. Update on the encyclopedia GUI page: I was not happy with the code at all, it was written in a very "unconventional" (bad) way and not really integrated into 0ad's codebase. That's why I decided to basically rewrite everything. The various panels are now different classes (and have their own XML and JS files). Values are now (as usual with JavaScript) stored in properties and passed between them. The CivDropdown (as well as the related civData) is created and used from already implemented classes and functions. And countless more smaller improvements. All in all, I guess the code will be around 30% more efficient than before. But most importantly: the code is now much much more readable and usable, and no longer embarrassing to show. It might not seem like a big step to some, because essentially all I did was lift it to the expected standard, but it certainly is for me. Because I only had little experience I programmed the project in the wrong direction. Yes, everything worked just fine on the surface, but I eventually had to take my time to "fix" it. And that being done now means I can actually start designing and cleaning up the UI. Plus, because the code is now much better integrated into 0ad, I'm able to "intertwine" it with 0ad and make it feel less like a seperate entity. I, for example, already added a button to the structure tree, civilisation overview and the small unit/building/technology viewer page to open the respective encyclopaedia article. If you want to take a look at the code, I put it on a GitHub repo: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia
    1 point
  14. What I would like is that autoqueue is not stopped if I run out of resources, it would be nice if it were just paused until resources are available. Same as with population limit, it just pauses production until population cap is available.
    1 point
  15. I think that most of the users listed in the staff directory have moderation capability on the forum. Some of them, typically the most senior members, have administration capability on the forum. A user may have multiple roles, and only the primary role is visible when viewing a user's profile. So, there are some things that are not completely obvious about who is a moderator and who is an administrator. Active forum administrators as far as I know right now: vladislavbelov, Itms, feneur, Stan. Active forum moderators as far as I know right now: Norse_Harold, s0600204, rossenburg, Dunedan, wraitii, kizito, fabio, Freagarach, smiley. Based on quantity of recently handled reports, it looks like s0600204 is one of the most active moderators right now regarding spam, followed by rossenburg and me. vladislavbelov should be mentioned, as well, for handling most of the reports in late 2023.
    1 point
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