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Everything posted by hyperion
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Diminishing returns are a thing since forever. The question here is about to drop and not about adding them. As for why and what, it's complex and not something I could write up in a couple sentences and neither the ultimate truth. To give a hint, currently building a couple farms around the CC is basically all that is needed. This has implications on city layout, defense, expansion pressure and many other things. This in turn gives relatively little room of how certain game mechanics are to be designed, which leads to questionable proposals to solve problems which are at it's core mostly down to the very compact farming. Anyway strengthening the S in RTS sounds like a good idea to me and as I can tell was also an original goal of 0ad. Edit: Btw, if you reduce size of fields a bit and have only one farmer per field, it becomes easier to place farms while still taking more space overall, just saying.
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If you can come up with a solution to present it in the UI would be nice Anyway, farming takes to little space right now IMHO.
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Introducing the Official community mod for Alpha 26
hyperion replied to wraitii's topic in Gameplay Discussion
And auto loading the mods required to play a particular match would also be a major help in making this work. -
According to https://german.stackexchange.com/questions/211/is-it-still-good-form-to-use-a-capital-d-for-du-or-dir-in-a-letter "du" is lower case since 1996, in 2006 it was allowed again to write it upper case for the sake of formal speech. That said, a formal "du" while there is "Sie" sounds very strange and begs the question if there is a sensible use case in the first place. Also formal speech in games probably isn't the norm. Either way as @Obelix said, consistency is a must.
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4310: the tech still doesn't look stellar but no longer outright useless -> +1 4704: removing p2 champs (a24) from some civs to add later to others -> I'd prefer deciding this for all civs instead of a case to case basis. There is a certain risk otherwise that over time all civs have the same special or worse the special wandering from civ to civ.
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I remember there were some history tags in the templates but I don't remember them having been exposed in the UI ever. Anyway some text would be nice, support for illustrations even better.
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For a game that want's to bring history closer to users 0ad doesn't do great. I'd love to be able to click an entity an read up a bit about it. I see that doing it in game is sort of challenging and without a dev being fully behind it probably not possible to realize. Maybe a website dedicated to bringing historic facts closer for the civs portrayed would be easier to find a maintainer for and would go great lengths. Besides incredible freedom in presentation such a site can easy reference sources, beeing viewed using a translator software and more.
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Train is usually used to denote spawn units while you seem to use it for grant experience. So guess this is where some confusion arises. The hero can be used to study spawning (well train units) while the unit_actions.js is what I think is a good starting point for digging into a grant experience feature, hope this helps out a bit.
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File bug reports in the bugs forum or even better yet on trac, thanks.
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suggestions Thread for posting suggestions for Alpha 27.
hyperion replied to Lion.Kanzen's topic in General Discussion
Oh, and as @vladislavbelov certainly will be bored I suggest openxr support -
suggestions Thread for posting suggestions for Alpha 27.
hyperion replied to Lion.Kanzen's topic in General Discussion
As walls aren't that useful in 4v4 on medium mainland I suggest removing mainland to boost usage of walls -
Today it's more of get something usable/marketable and continue improving it while you still can make money with or in case of oss often while people still enjoy working on it. 0ad has seen major improvements the last 2-3 years, so being appreciative is important to keep development going. Personally, I'm quite impressed. Ideas are least valuable commodity. If they are decent file a bug and stop nagging or even accuse devs not understanding your genius (not directed towards you, Crynux).
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Resistance calculations
hyperion replied to maroder's topic in Game Development & Technical Discussion
Well, if one doesn't want to inherit the values for whatever unfathomable reason one specifies them oneself ... This is sort of to obvious so I think I miss your point. As for switching from invulnerable to vulnerable and back you'd need basically the same code independent of how it's encoded. About the default per se, invulnerable or no resistance doesn't matter much in my opinion and might depend on the mod as well. What I object is that this is cleaner easier more intuitive for modders. I see how it makes perfect sense if you are familiar with the implementation tho. In my eyes the best would be to make it required, have a file list all damage types supported in this mod and populate the base template with sane defaults (might also be 20 for high resistance). If a modder wants 0 he writes 0, if he wants INF he writes INF. If he misses one, the parser will spit out no resistance defined for damage type. If there is a typo, the parser spits out no such damage type configured. So no ambiguity, full flexibility plus a safety net. No longer broken but surely disruptive. Might or might not be a blessing tho. One thing to consider here is that adding extra rules might just offset any gain from "simplifying" resistance values. -
Resistance calculations
hyperion replied to maroder's topic in Game Development & Technical Discussion
@bb_ has a valid point, and if we talk about modders expectation, undefined == infinity sounds simply backwards. "No resistance (defined) is zero resistance" is true for all natural langues I know. Javascript having them both falsey is telling as well. Adding INF for all to the default/base template is certainly more natural. So we break healing rate and repair rate to prettify some numbers? I suspect people like @chrstgtr are only bothered with those numbers because they have to look at them regularly for checking the opponents upgrades. If they weren't reflected or only accessible via other means, like entity model changes or let's say changes to the spy interface they couldn't be bothered. If you want to go ahead with this please also state how you intend to handle healing/repair. Well, I admit that some people want to know how it exactly works and there is no reason to prevent them to figure it out. I also checked the code when I started playing. The point is beside satisfying our curiosity it's mostly useless information. If you know the formula you need maybe 10 games and without maybe 50 games to figure out the impact. After that the value of this info is pretty much exhausted. Anyway, the table posted by Nescio in the linked thread is much better for this purpose than the gui could ever be. So if you don't want people to have to check the code, a wiki page seems the right choice. -
Resistance calculations
hyperion replied to maroder's topic in Game Development & Technical Discussion
For a new player it doesn't matter at all what those value mean. Knowing bigger is better is all that counts. Looking at the linked thread, not even top player need to understand it to reach the top. I could be wrong but I feel dropping the percentage figures completely might be for the best. You don't need need a master degree in math to enjoy the game or to be good at it. Those who care can check the code, the wiki or the forums. -
StarGUI 0A.D optimisation mod, compatible with multiplayer lobby.
hyperion replied to Yekaterina's topic in Game Modification
Some thoughts for this type of mod: exactly one tree variant per amount of wood exactly one berry variant per amount of food all hunt the same colorization remove tall grass like the one in Nubia -
Hard to attach the sound to a source not in world. Pseudo source center screen? Not quite right either.
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Without communicating it to peers you'd get OOS. Surly possible but not as easy as exposing it in the UI. So I'd have a hotkey "attack hero"?
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==[TASK]== Handheld Battering Ram
hyperion replied to wowgetoffyourcellphone's topic in Art Development
This goes to show the usefulness of P2 siege unit, you don't seem to even beware they already exist for a long time in the form of club man. -
==[TASK]== Handheld Battering Ram
hyperion replied to wowgetoffyourcellphone's topic in Art Development
While there is capturing is probably hard to make this unit really useful and would be mostly obsolete if there was the arsonist attack. Still the only real reason which might really block this is the lack of quality models. So finding an capable artist is the hard part here. If you want to make them anything but stronger club man with higher cost and change half the game alongside their introduction the lower the chance it will be accepted.