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Posts
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Everything posted by guerringuerrin
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@wowgetoffyourcellphone
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Others RTS - Discuss / Analysis
guerringuerrin replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Ahh, right. In the next release, thanks to PR #8447 adding camera configuration options, including the maximum zoom, combined with the current Bird’s Eye option, I think you’ll have that covered. -
Others RTS - Discuss / Analysis
guerringuerrin replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
You mean like top-down/cenital view? There is a hotkey for that already. Called "Toggle Bird's Eye View". Shift+Tab by default -
I've been fairly absent from the lobby lately, but I did get to see Uff's hosts, and I think they're a very interesting development. I'm sorry to read that he left over a disagreement. I can understand the frustration, but I can also understand that it isn't easy for the developers to establish rules and enforce them. If anyone is in contact with him,it would be good to tell him not to burn any bridges. It's not worth throwing everything away over the first disagreement. I'm sure there is common ground to be found that could benefit everyone. Of course everyone needs to be willing to compromise on something and work together on any aspects that require coordination with wfg.
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As long as it’s optional, I don’t see why it would be a bad thing. Although personally, I doubt I’d ever be interested in using it in an MP game.
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Top Panel UI Opinion
guerringuerrin replied to manowar's topic in Game Development & Technical Discussion
Perhaps it could be kept in a shortened form with just the most important information. For example: r-0.28.0, a2cae -
Newbie Questions - I can't beat Easy AI as Romans
guerringuerrin replied to Satevis's topic in Gameplay Discussion
That's why you should avoid fishing during spawning season -
Newbie Questions - I can't beat Easy AI as Romans
guerringuerrin replied to Satevis's topic in Gameplay Discussion
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. -
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?
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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.
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@ManasManushya just in case, did you run 0ad/libraries/build-source-libs.sh script before trying to compile?
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Should the Health of Units influence their Speed?
guerringuerrin replied to Obelix's topic in Gameplay Discussion
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. -
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.
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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.
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Is there a hotkey for selecting units with more experience?
guerringuerrin replied to Blackhydra's topic in Help & Feedback
@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 -
Others RTS - Discuss / Analysis
guerringuerrin replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Look at this minimap, @wowgetoffyourcellphone -
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.
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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.
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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.
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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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CivGrid: A Visual Civilization Selector Mod
guerringuerrin replied to Lopess's topic in Game Modification
Great work, @Lopess! -
This is currently being worked on here #8989. I hope we can have it ready for the next release =)
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Thanks for working on this, @manowar. Those are great features,. Specially game templates
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Newbie Questions - I can't beat Easy AI as Romans
guerringuerrin replied to Satevis's topic in Gameplay Discussion
Surrounding the CC with fields is obviously gameplay inherited from AoE 2. It’s not realistic, but from a gameplay perspective it’s the safest way to protect your farms from enemy raids, especially in the early game, where your defensive capabilities are more limited. Of course, you can adapt the gameplay to your own preferences. Normally, it’s not recommended to advance to Town Phase before minute 8. You can even delay it until minute 9 or 10 depending on your strategy. Advancing to Town Phase requires a huge amount of wood and food that is usually better invested into increasing your population, constructing key buildings (barracks, stables, houses), and researching important economic technologies to gather resources faster. The larger your population, the faster your economy will grow. Ideally, you should aim to have 100 population by minute 7. A fairly common MP build order for civilizations with expensive houses (150 wood): As soon as the match starts: Constantly produce Civilians at the CC. Send the first 4 civilians to berries; the fifth civilian builds the Farmstead and then stays on berries as well (remember: 1 civilian per berry bush). One soldier builds a house near your chosen woodline. The remaining 3 soldiers build a Storehouse and start gathering wood. Every civilian produced from this point onward goes to chop wood at that Storehouse. Minute 2: Research wood gathering level 1. Build a house using 3 workers. Minute 3: Assign 3 woodcutters to build a barracks. Build another house using 3 workers. Start building fields gradually. Don’t place them all at once, expand them as you fill them up until you reach 5 fields. Alternate between building fields and building houses. Never stop building houses with those 3 civilians. As soon as the barracks is completed, start producing soldiers. Minute 6: Second barracks. Aim to have 30 workers on fields and 30 workers on wood. After the second barracks, you should already have those 30 workers on wood, allowing you to establish another woodline in a different forest. At that point, you should also begin assigning workers to gather stone and metal — 6 workers is a good starting number.
