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real_tabasco_sauce

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Posts posted by real_tabasco_sauce

  1. 18 hours ago, wowgetoffyourcellphone said:
    22 hours ago, real_tabasco_sauce said:

    interesting, I thought the debate was settled on this.

    In favor of? I thought it was decided to use American English as default, but metric for measurements.

    Oh no, I meant I thought most people nowadays use the comma because its more legible, logical, and sensible. In other words, I thought the comma users triumphed.

  2. figured I would look at this and happened to catch "beveling"

    Sparta, like the rest of Ancient Greece were polytheistic, beveling in all the Greek gods. However, thanks to their materialistic society they had special affinity to warlike gods such as Ares and Apollo, however they were eager to please all gods.

  3. 3 minutes ago, Gurken Khan said:

    While I second your suggestion, your guess wouldn't explain why the dock was constructed so fast or why there suddenly was that ship; even for quick in 'n' out it would have needed to be around.

    Actually, what more likely happened is that the foundation was briefly spotted and then went into fog of war all while being constructed. Then when @krt0143 went back to look at it, the fog of war updated to it being completed and a ship had already trained.

    • Like 1
  4. 1 hour ago, wowgetoffyourcellphone said:

    It was intentional to ensure a different start to the map. Personally, I think it adds variety to make different types of maps have different starts and to make the player adapt. I won't even mention that berries in the middle of a frozen wasteland don't make any sense. Oops! I did mention it. ;) 

    I was sure to use the "Cold" berries.:D

    https://code.wildfiregames.com/D4990

  5. Im currently working on reviving @badosu's maps for a26 and a27

    function getFoodAmount(multiplier = 1, biomeConfig) {
      let initialFoodAmount = Math.floor(1 * biomeConfig.initialFood());
      dWarn("Mutiplier:"+multiplier+" biomeConfig.initialFood():"+biomeConfig.initialFood()+" resulting initialfoodamount:"+initialFoodAmount);
      if (biomeConfig['evenInitialFood']) {
        if (initialFoodAmount % 2 == 1) initialFoodAmount++;
      }
      

    Have we done an update on the js version since a23? multiplier = 1 in the function declaration ends up being:

    <p class="warning">WARNING: Mutiplier:[object Object]

    Thus giving NaN to initialFoodAmount, unless I replace multiplier with 1 in the line defining this variable.

    Not sure why defining multiplier in the declaration doesn't work. Would it be the same do do it within the function with the following?

    multiplier = 1;
    • Like 2
  6. 6 minutes ago, krt0143 said:

    Didn't work for me, and spearmen was all I had... :(

    Of course it depends on what you mean by "good number". The 10-20 I had weren't nearly enough to stop (or even delay) the onslaught.

    Well the rams are designed to be used later in the game when players often have full population. In that case, you would have a lot of melee units to work with, as well as some melee damage upgrades. With some practice in your economy and some familiarity with the units that can beat rams, I am sure you will be able to put a stop to them!

  7. 39 minutes ago, roscany said:
    On 05/09/2023 at 10:14 AM, seeh said:

    AutoCiv Mod (with OP hotkey configuration): The AutoCiv mod, with its powerful hotkey configuration, can provide players with a significant advantage in terms of efficiency and speed in executing in-game actions. This can streamline gameplay and give players an edge in terms of productivity and decision-making. Estimated influence: around 2-8% improvement in performance.

    What are the other functions of the autociv mod? I thought it only had to do with selecting civs before the game starts lol...

    The hotkeys are great. Also, you can set the limit on the number of dead bodies so that the game runs a little faster. I notice it on my computer.

    • Like 1
  8. 5 hours ago, alre said:

    it does not. have you tried playing with the mod? becasuse you really seem to be talking only on the base of assumptions.

    Why do people keep saying I assume everything I am talking about? Of course I have played with the mod. It feels like I am sitting 'above' the game and not actually controlling the structures. I was playing an entirely different game.

    5 hours ago, alre said:

    BTW,  I know everybody loves autociv, but autociv's active pause should also be banned if progui is. whenever the game is paused it gives a concrete advantage to those players that have it.

    Right, but this is unintended and relatively harmless. And it is also not due to autociv, as far as I understand. There is a separate discussion for it. I do think it should be patched so that directing units while paused is no longer possible. So, this is not a good comparison.

    • Like 1
  9. On 04/09/2023 at 8:25 AM, real_tabasco_sauce said:

    However, if someone comes along down the line and makes an imperial rome civ for vanilla 0ad, all you would have to do is remove the onager from the existing romans, and make sure the imperial romans start with legionaries. So, whats the harm in my patch?

    Its not like we are forever fixed in making decisions like these.

    @wowgetoffyourcellphone Does this sound reasonable?

    I think it is just the onager part that you and @Genava55 are unhappy with, so if a future imperial rome civ uses these onagers, it would be simple to move them to the new civ.

  10. 2 hours ago, seeh said:

    In my opinion, it's unfair to equate the mod to cheats because they are fundamentally motivated. I believe the mod is designed to enhance the game-play experience, while cheats are intended to give unfair advantages.

    The GUI part is for sure. And I am sure @Atrik's intentions were not to create cheats. But the intention does not matter here, since the end product includes cheats.

    7 hours ago, 0 calories said:

    It seems some people are detached from continuous game development and considering new features as cheats because it trully enhance gameplay and equalize some parts - look to  0ad vision 

    There is lots of good game development going on, but this is not it. What this does is effectively remove a large part of the game. I wound not consider it a new feature. It doesn't enhance gameplay and it doesn't equalize parts since the players are already on a level playing field.

  11. It's not so much the faster boom that wins games at the higher level. Its the fact that you need to give much, much less attention to your economy. I haven't seen you do this yet, but the best player I have seen using this mod will just do a full p2 cavalry attack with 100% attention to micro while their economy is growing on its own.

    RTS games have an important factor of multitasking. Where the player divides their attention is extremely important, and the ability to multitask is difficult and only improved by practice. The degree to which proGUI automates the eco loses part of this important aspect of the game.

    1 hour ago, Atrik said:

    User Experience (UI/ UX)is the field of trying increase usability, generally by reducing clicks requited to achieve user will.

    No, user experience is just the user's enjoyment of a product. And making things easier does not always make them better.

    1 hour ago, Atrik said:

    So now when you say "ProGUI inherently degrades the gameplay experience", who does it apply to? It's own users? It seems unlikely anybody would have picked it up, notice no improvements, and suddenly pretend to still like it and to start using it.

    I think players are just enjoying it because it is making it easier for them to win against people without the mod. I really doubt players would have fun if this was standard for everyone, since everyone could execute perfect booms and then balance would come down to civs and micro. The reason I say that is because with this optimization, you are removing part of the game. Sure its not a glamorous or particularly exciting part of the game, but it is an important one and one you have to learn.

    1 hour ago, Atrik said:

    You think only by making assumptions

    No I don't. Thats not very nice.

    1 hour ago, Atrik said:

    If seemingly reasonable people like you or @wowgetoffyourcellphone deem it just a cheat comparable to real cheats then I'll do it.

    Yeah I would say players that use the automatic features of the mod are cheating, but I also think its just an experiment that didn't really work out and that your efforts would be better put elsewhere.

    • Like 3
  12. 5 hours ago, seeh said:

    enhance the overall gameplay experience

    ProGUI inherently degrades the gameplay experience because it removes part of the game from the user experience. The economy is managed 'above' 0ad so you don't actually play the economy part of the game other than build buildings.

    5 hours ago, seeh said:

    maintain a level playing field.

    I am not saying you are here, but going forward, lets not confuse a skill gap and level playing field.

    In a 1v1, if both players take the same civ (and let computer specs be basically the same), it is a level playing field. If both have proGUI it is also a level playing field. If I go up against @ValihrAnt this is also a level playing field.

    If a player beats another because they are better at 0ad, this is not unfair. Automation to the degree of progui decreases the skill gap aka decreases the amount of learnable skills it takes to be better than someone else. Decreasing the skill gap generally makes for less enjoyable gameplay.

    • Like 1
  13. 1 hour ago, krt0143 said:

    Anyway, I managed to make it go away. Don't ask, I don't know...

    But it's probably related to my new question: The specific hero file points to a template, which points to a template, which points to a template! I understand this is the famous "include" principle, but I noticed there is some duplicate information in those files, like cost and resistance for instance. Do those values stack or did I misunderstand?

    The 'child' template inherits the values from the 'parent' and may update that information and/or add new qualities. So template_unit_champion_infantry_spearman.xml has a cost defined but units/gaul/champion_fanatic.xml, which inherits the champion infantry spearman template has a section giving a new cost profile to the unit.

    So they don't stack, they are just the new values.

    1 hour ago, krt0143 said:

    I copied the 3 relevant hero templates, renamed them, and it worked indeed. Unfortunately I'll have to play a little to see if the other heroes have been affected or not.

    Sounds like it worked.

    Another way to do this would be to add this to the <identity> section of hero_boudicca.xml:

        <Requirements>
          <Techs datatype="tokens">-phase_city</Techs>
        </Requirements>

    Since heroes inherit the requirement to be in phase city, the - sign means it is removed for boudicca.

    Then to train her from the CC, add a line to <Trainer> in structures/brit/civil_center:

          units/brit/hero_boudicca

     

    • Like 1
  14. 56 minutes ago, Atrik said:

    The version on mod.io has compatibility check witch is the best tool we have to do what you said (Even if I think this is just a way to reduce the mod's availability).

    And the version on gitlab has compatibility check disabled? That's pretty disingenuous since that allows players to use the mod when their opponents don't have it.

    I am not asking you to remove it from mod io, since players can get it elsewhere and the cat is already out of the bag so to speak. Also, it is ultimately your work, so its up to you. I do think this is a mistake of your doing and that if you go on to make a version for a27, it should be a GUI mod only (as advertised), not a cheat mod.

  15. 57 minutes ago, Atrik said:

    Now if the goal is to divide people in distinct group "us vs them" as you said, I don't think this is a good thing to do.

    The goal, surely, is to maintain integrity in the tournament organized by @70H4NN2S, and for that matter in the 0ad multiplayer lobby. If players are openly cheating using a mod that is supported by the in game mod downloader, I think that's an issue. Don't bring up less available and less abused means of cheating as a way to excuse proGUI.

    Since there are so many other upsides to the proGUI mod, why don't you either remove the automated eco or disable it for multiplayer. Maybe another option would be to add a setting to allow a host with progui disable the automatic eco function for all players in that host. It seems like that would be quite difficult to set up tho.

    53 minutes ago, 70H4NN2S said:

    I started the tournament without any rules related to mods, how do you want to do it? Like, you will have to check each game from all the players to see if somebody activated proGui and co in some moment. They can activate it just in the later stage. That's to much work for me to do. I have already enough by trying to get the teams playing and to get as many players as possible, so that the game can consist at least of a 3vs3.
    I would really need some help, because i can't spend so much time on the Tournament. 

    I would just suggest making the word official on what mods are permitted. I think the respectful players will oblige and anyone that doesn't will get called out eventually.

  16. I am not in this tournament, but I suggested to @70H4NN2S to come up with a list of allowed mods for the tournament. proGUI should not be in this list as it gives the user abilities that are not possible in normal 0ad, aka cheats.

    I am fine with people using it in casual games, but i'm noticing the 'If you can't beat em, join em' trend, and its troubling. In addition to the unfair part, it is doing so much eco for the player which normally requires lots of attention because its an important part of the game. So it goes against a key principle of RTS games: multitasking.

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