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guerringuerrin

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guerringuerrin last won the day on March 21

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    guerrin
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  1. That's why you should avoid fishing during spawning season
  2. Sometimes I leave only 4 civilians on the starting berries and keep rotating them before the plants run out. It's probably the most useless micromanagement ever seen. But darn, I really enjoy doing it. My two cents on this: two tips in one. Berries slowly regenerate over time. Use the Order One Unit command to easily assign one civilian to each berry and get a small food bonus.
  3. I've been working on a new feature to add to the game. The idea is to provide an easy way to preserve our hotkeys, create templates, and quickly switch between them. Potentially export presets into a plain text file. I currently have a basic implementation that covers the minimum functionality: duplicating and deleting hotkey presets, while always keeping a Default Preset as a baseline. The presets are stored in binaries\data\mods\public\moddata\hotkeypresets.json (in theory, this would be mods/user in a compiled redistributable version). Just like with user.cfg, this .json file only stores hotkeys that differ from the default hotkeys. Initially, I wanted to use an INI-style file structure, but I'm not sure if there is an equivalent function to WriteJSONFile for that. I chose this location because it is already included in the whitelist, so I can avoid making changes to the Engine. I also didn't want to use user.cfg and add dozens of extra lines to it. So basically, the code adds a .json file that stores, reads, and modifies hotkey presets, and then copies/applies the active hotkeys to user.cfg. As for mods that interact with hotkeys, the idea is to change the current workflow as little as possible. So if there are any details I should take into account from a modding perspective, please let me know. Do you think this functionality would be useful to have? And, especially for the devs, does this seem like an appropriate approach, or would you recommend a better alternative?
  4. Ok. Based on the output you provided, my guess is that you haven't run the script yet, so you're probably missing some of the libraries required to build the code. As explained here, before you can build the code, you need to install the required dependencies and run the script I mentioned.
  5. @ManasManushya just in case, did you run 0ad/libraries/build-source-libs.sh script before trying to compile?
  6. IMHO, I think applying it to all units would encourage snowballing. I understand it creates an incentive to use healers, but perhaps they could be improved to create the same incentive. I like it for hunting, and it could be fun with certain special units like heroes or mercenaries.
  7. Hi @Caroby! Thanks for your work on this mod!! This is definitely a great feature to add to the game. I wanted to mention, just in case, that if a player disconnects, you can still save the game and rehost it to resume from where they left off. The player doesn't need to be online at that moment. Aside from that detail, thanks again for this work. I haven't been able to test it yet, but autosave isn't a bad thing for anyone.
  8. Hi, @Caroby. Welcome, and thanks for your contribution! I wanted to mention that cycling through buildings is already a feature available in the Autociv mod (you can get the latest version with some bugfixes here). In addition, this functionality has been incorporated into the next version of the game, along with hotkeys for constructing buildings and selecting units by class. The only difference compared to your mod is that, when cycling through buildings, the camera doesn't automatically focus on the selected building. To do that, you need to use the Focus Selection hotkey (default: F). On another note, I tried your mod, but it only selects the first building of each type that I constructed. It doesn't let me cycle through the other buildings of the same type.
  9. @Blackhydra I think this can be done right now using autociv mod and adding a custom hotkey in the user.cfg file. for elite units it should be something like this: hotkey.autociv.session.entity.by.rank.3 = "hotkey" you can get autociv from here: https://github.com/nanihadesuka/autociv I you find any bugs, you might want to try installing the one in this comment
  10. @Asura, thanks for the mod! We played several matches yesterday, and it ran with no noticeable performance differences. We did notice that River and Random Group Placement weren't working properly. River crash on loading, and Random Group Placement got stuck at 6% loading.
  11. Regarding the design, I think the ModernGUI approach makes the best use of the available space. (thanks for preserving this work from boonGUI @Atrik) IMHO adding a separate panel dedicated to these actions introduces a few complications. For example, if only a few actions are available, the panel would need to resize dynamically. Otherwise, it would leave a lot of empty space. This already happens when selecting buildings, where only three actions are available. On the other hand, if more than ten actions become available in the future, the panel would either have to grow or choose which buttons to display, just as the current vanilla implementation does. In fact, this already happens when selecting units together with buildings. So I think some level of tolerance for certain buttons not being shown under specific conditions is necessary. Otherwise, we'd have to resize the bottom panel dynamically, and I don't think that's a desirable solution.
  12. The button does work, but after clicking on it you need to left-click the terrain to issue the command, just like with the other command buttons in the panel. You can try the same with Patrol, Guard, Repair. When using the hotkey instead, the command is issued with a right-click.
  13. Yes, looks great. I also think that all the civilization-specific ornamentation adds a lot of personality. I can imagine a base template with more generic decorations that act as placeholders until they're replaced with civilization-specific ones. I think that could help the visual development of each civ overview.
  14. Yes, I liked several of your suggestions. They seemed sensible and, more importantly, straightforward to implement and likely to get accepted. Unfortunately, I just haven't had the time to work on them yet. I also agree that this redundancy should be removed. This one is very clean. Love it!
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