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badosu

Balancing Advisors
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Everything posted by badosu

  1. Nevertheless. If one makes a mockup that's deemed as an improvement, with assets provided, to most I'd be more than happy to collaborate
  2. I agree, but 'show don't tell'. A more optimized ui could be an option if this is now what wfg desires. That's why I prefer making mods, design by committee without a clear direction or stakeholder only goes so far.
  3. IDK that's my opinion with my biases. A think the ui is like this due to artifacts in development, 'good enough'. Similar to maps and balance. At some point one needs to refine the game with gameplay in mind (as it is being done recently by borg and néscio wrt balance for example)
  4. Imo should be taken off. A player can read history on the civ list, can see what a unit builds by looking at the build panel (which is in serious need of a rework imo)
  5. 0ad ui is woefully inefficient at displaying relevant info, decluttering UI. I'd be interested in collaborating on that
  6. Less is more. We need to prioritize gameplay affecting ui. What a unit builds is irrelevant. Armor/dmg/ups much more so. You will never open a window while taking engagements, using the fixed panel is much better Tooltips clutter the ui and are almost never worth it
  7. That's jc Edit: lil I just noticed you were not referring to stockie
  8. Also. Would be nice to show how techs and auras are modifying stats. I notice most players can't check if enemy units are upgraded or not. Which is crucial information for taking engagements
  9. That's not the most relevant panel, the whole bottom chrome needs to be revamped. Which was something I would address on priority order
  10. Yes. It's pretty straightforward to do so. If someone can export the icons I could do it on one weekend. Just make sure you make a mock-up that covers all stats that can be visualized e.g. poison fire etc
  11. After your first build you don't need to recompile for iterating on changes to GUI. Just editing the public mod folder suffices
  12. You can do it as a mod at first. By just redefining functions and/or gui elements. But if you already have it compiled should be much easier working from source directly You can checkout spec mod on the forum for similar funnctionality
  13. Make spearmen not have pierce dmg but lower dps/still counter cav (for some reason). Make lograms
  14. The rating algorithm is fine. The problem is the lack of season resets, ability to unrate 1v1s and/or lack of depreciating points for inactivity. Also, sample size. Any small community will have inherent unreliable rating numbers.
  15. It's elo and implemented in the lobby not. Search for rating in the lobby bot repo on 0ad github org.
  16. It's not really needed. But you would see improvements in gameplay if they were a bit better. Some players already use them with mixed/decent effectiveness in team games. Unless we implement some kind of supply line/camp mechanic I like that we have healers. It makes it possible, fwiw with the current stats, to make incursions that can be moderately resilient on enemy territory. Might not be the best abstraction but it's one that works visual and gameplay wise imo. For aura buffs would be nice to have standard bearers/battle priests/mini heroes.
  17. Both are possible in the session context. Not sure in map triggers. For camera search for camera on prodmod github.
  18. Yes. Ideally the ram would be "dead" the moment enemy units reached it. Properly it should be guarded with meat shields but for the scale of at most a couple hundred fighting units it's a compromise with gameplay. Ironically it's one of the few siege units s that makes sense to be capturable. I think I didn't understand this comment. Most RTS in the medieval era have rams that can be killed even with arrows. Would be nice to have flaming arrows or a torching mechanic for melee units to kill rams tho
  19. As an abstraction rams are fine as they currently are. The ideal state being to garrison men and killing men inside to disable ram. Rams armor are being nerfed in a24. It would be nice to see log-ram implemented for p2. Similar to xiongnu in terra magna
  20. g_Players, though I'm not sure it's available at triggers level. What is an 'Unassigned' player? Can't rely on documentation, look ay other mods source or directly into the source code.
  21. Same thing, instead of pickrandom: let availablePositions = ["A", "B", "C", "D", "E", "F", "G", "H"]; Trigger.prototype.spawnP1 = function() { availablePositions = shuffleArray(availablePositions); var p1 = TriggerHelper.SpawnUnitsFromTriggerPoints( availablePositions.pop(), this.baseTemplate, 1, 1); }; I never placed structures, units, only gaia stuff. You probably need rmgen for this: new SimpleObject("gaia/geology_metal_mediterranean_slabs", 1, 1, 0, 4).place( new Vector2D(x, y), playerID, false, NullConstraint(), 30 // Retries, never would be necessary for non random maps, should pass on first attempt. Otherwise, learn how to use a placer, like ODiskPlacer on balanced-maps or increase 5th argument on SimpleObject initializer on first line )
  22. I don't understand, I confirmed with @ValihrAntwhich ref we were using beforehand. Unless on SVN there is a chance to have files not updated using the same ref Using Github or SVN should not interfere if the tree is the same for the same revision
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