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Everything posted by guerringuerrin
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the way it should be
guerringuerrin replied to JC (naval supremacist)'s topic in Introductions & Off-Topic Discussion
You are the true 0ad influencer, @JC (naval supremacist). You've made my day. thanks -
Move champion units back to Forts / Special Buildings?
guerringuerrin replied to Seleucids's topic in Gameplay Discussion
Maybe an unpopular opinion, but I think all cavalry should get a slight speed nerf — or alternatively, pikes and spearmen should move a bit faster — so that cavalry players can't always choose when and where to engage. Additionally, the damage multiplier of spears and pikes against cavalry should be increased to make them more effective counters. I think cavalry should be a more tactical or support role unit, rather than being the main army core — unless a specific civilization or historical context justifies otherwise. -
It's clear there's a lot of room for balance improvement, but please don't remove CS. It's one of the few most distinctive features of the game. Let's not revert everything to the existing standard. Let's not turn 0ad into yet another RTs
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In the case of AOE2/Starcraft, the parchment overlay is typically shown either before or after the mission starts, not during gameplay—it’s part of a GUI page. Meanwhile, the hero dialogue layout is used in-game, as it often highlights specific areas of the map, such as the player's starting position, key locations to reach, resources, enemies, and so on. That said, there are many other games where the parchment-style overlay is shown during gameplay and they can be combined.
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In terms of design, I also like the use of overlapping. It removes rigidity and allows the figure to connect even more with the text. Also as u say, having different predefined layouts with slight variations in this design could help speed up the process of creating narratives for the campaign. Personally, I like campaigns where a character is developed over time, because it builds a certain empathy with them and I think that creates excitement. In this sense, first-person narration can deepen the player's connection with the character, but it might pose a greater challenge compared to third-person narration, which allows for the inclusion of more general contextual elements. In the case of 0 A.D., it might be interesting to combine this with a certain level of historical accuracy that, without turning it into something purely educational, allows the player to learn verified historical information. I think something in this same style done in charcoal helps integrate the image more easily with the GUI you're creating than if we used color images. I also think it might be easier to produce something of this size that looks nice or aesthetically coherent than if we tried something similar to the current portraits in 0 A.D. But in the end, it all depends on the artist =). These images were created with DALL·E. They might be useful to start working on the GUI. If you think they could be helpful to use in the meantime, feel free to ask me if you need something specific — I still have plenty of prompts available this month.
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What does the FOV value?
- 466 replies
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- hotkeys
- autoassign civ
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Yes and I really like what you did. I just wanted to suggest that it might be helpful to bleach the paper a bit (less orange) and clean up the area where the text will be to make it easier to read. Yeah I think something similar to this could be very cool in terms of layout. Could be much more simplier. Using one side for the text and the other side for the image instead of this example in which there's some overlapping of the image on the text area Yes, it would be great if we could get an artist to illustrate the characters for the campaign.
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@Vantha I think your idea is very good, and while we can say that adding audio/video tracks increases immersion, the most fundamental (and complex) thing is building compelling characters and an interesting narrative that can be supported by simple things. Here are some example from AOE2, some nice-looking portraits of the character, some text to tell the story. The idea of moving forward on a path can be achieved with a few aesthetically well-connected elements. https://gamerant.com/age-of-empires-2-best-campaigns-ranked/
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This sounds very promising! I'm looking forward to test this mod. Please. Share links =)
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After succesfuly compiling on a brand new installed Ubuntu I can run the game but textures looks broken and this messages are shown on the terminal ERROR: Failed to decode texture "art/textures/ui/pregame/icons/map.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/icons/experimental.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/gold-separator.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-right-center.png" Unknown texture format
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In fact I think this will make targeting ranged units much more easy to you if you play with touch pad since you could avoid doing the shift click action repeteadly. And you could still doing that if you want to. Also, if this feature is combined with this other feature randomized target I think we will end up not needing to keep doing the sniping manually in the most cases
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I think it's the same as Force Attack standard hotkey. you can check at hotkeys section which one you have asigned for and remap it if you want to
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Nice work, @Atrik! As @chrstgtr mentioned above, this seems like a good alternative to overcome the sniping problem we've discussed in other threads. Futhermore, I think that combining this feature with the other two features @real_tabasco_sauce is working on can generate a more organic unit attacking behavior while preventing excesive click spam. This is good . Thanks for working on it. I'm looking forward to test this tonight
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Use order one unit instead. (alt by default) Imagine u have 4 farms to be built and you have 20 women. 1. Select your 20 women and right click on the first farm to be built. 2. Alt(order one unit)+click 5 times to the next farm 3. Repeat this to the other two farms yet to be built. This way your women will go 5 by 5 to build the targeted farm instead of go the 20 women build the 4 farms before start gathering food from them
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I would be more optimistic about the community's opinion on this feature and avoid starting with negative propaganda =).In fact, I would go so far as to remove any special labels that might give it a negative connotation and simply call it Target Area or something like that. I'm in favor of both features you and @Ginnungagap described. Perhaps you should simply go from less to more, starting with the most basic features and gradually incorporating those small improvements.
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This idea is interesting to me. And I think both randomized targeting and this area targeting can coexist without major problems. The only thing I don't like is the name you chose xD and also you can't vote affirmatively both options are negative =(
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Poll: Merging Autociv features into vanilla
guerringuerrin replied to guerringuerrin's topic in Game Modification
I'm excited to share with you my progress on one of these features. Hotkeys for buildings could finally become a reality in vanila a28! BuildingHotkey.mp4 -
No, i'm not saying that. I'm making my point against automations and smarttrain feature. Here you are defining typical characteristics of a real-time strategy game. Are you really explaining how to use control groups? I invite you to play a competitive multiplayer game and see if you still believe that 2 or 3 seconds isn't a long time. Also, in the fast-paced nature of a competitive game (not exactly Medium Petra Bot, not even Very Hard Petra Bot) you may forget to check your barracks for several seconds due to the number of things you have to pay attention to. Additionally, it may be necessary at some point to check which barracks are IDLE and which are overcrowded. This has to be done manually in the vanilla version of the game, and this takes valuable seconds of time. Talking about something you don't know it's not wise at all. Indeed, generally, the definition of what is cheating and what isn't is ultimately determined by the general opinion of the game's community. In this case, for you, there's no such thing as a mod that cheats (unless it breaks a core mechanic), even if you haven't tried it and don't have the slightest idea how it works. Here we return to subjectivity and irrelevant arguments such as "I can still beat you even if you use ProGUI" and this same sentence is enough: "I can still beat you even if you use revealed map". Ok done whit this. Good luck!
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If this is referencing the mentioned feature of ProGUI that automatically restarts the auto-queue when you once again have enough resources, then I think it's a stretch to describe that as "self-managing the barracks". Self-managing the barracks would mean more like the game automatically making decisions about what to train based on external game factors. Even with something like that on someone's computer, they do not become a formidable force just because they have those scripts installed, and they still have to pay attention to where all of their units are, and if unit production has stopped or is slowing down, why is that so? And that's not to say that the script always makes the "right" choice; as I said, you become more predictable of a player when you over-rely on these tools, and this actually makes you a worse player even if your score in the summary seems to be improving. I think you are confusing several issues here: 1. This is not how the ProGUI/ModernGUI a.k.a. Atrik's Mod smarttrain works. The mod's GUI allows you to define your army's composition as a percentage or infinitely produce certain units of your choice. Then it automatically assigns all available Barracks(and other military units) to produce the most efficient amount of units based on your available resources. It does this instantly, and as long as you are not haused and have enough resources, it will continue to produce units infinitely as long as you have the resources available and will produce always on idle barracks rather than the vanila system which sometimes triggers a bug in where you end up with some barracks stacked of units and many barracks idles. It never stops production unless: you have no resources, no houses available, you have reached the unit ratio assigned in the GUI, or you make a mistake in this assignment. This means you can continue maneuvering your units on the attack and not have to alternate between selecting your barracks to monitor their production status, allowing you to focus your attention in the right place at crucial moments. Another, more irrelevant but more graphic example is autostart: you configure your preference in the options, and as soon as the game starts, it automatically moves your units to the resource you've chosen and simultaneously produces units from the CC. That is, you can literally have your hands off the computer and your eyes closed for the first ten seconds (more or less depending on the batch size you chose and whether or not you decide to build a storehouse/farmstead) of the game while the other players execute the orders manually. 2. This is somewhat irrelevant if we discuss the root of the disagreement as has already been discussed in many threads, which is the automation of orders. Using automation won't inevitably lead you to victory, and it's not the only variable that defines your skill as a player, just as using a revealed map won't necessarily lead you to victory. So I could use your argument to say that using a revealed map doesn't necessarily give you an advantage. Do you agree with using a revealed map? I imagine not. But I don't mean to confuse things. Ultimately, some aspects of the multiplayer environment are defined by consensus. 3. This isn't necessarily the case either. Automation significantly improves the average player's production, but it doesn't define their style. You can play in very different ways using it. I wanted to limit myself to responding only to the short paragraph of mine that you quoted (which, by the way, I believe does not fully reflect the substantial part of my argument when I have intervened on this topic), but I will add a few short quotes to try to convey my point of view to you more fully. 4. Returning to the topic of consensus: a similar case can be seen in AoE2, where unit production is entirely manual. The community reached a consensus that using self-produced mods in a competitive multiplayer environment was cheating. On the other hand, some mods that visually modify the game, such as making trees smaller or showing fish icons in the water, ended up becoming almost a standard, and top players can be seen using them. Here, we have not yet reached the necessary consensus on what constitutes a fair multiplayer environment and what does not. This was one of the reasons I stopped participating in these discussions, which ultimately became aggressive and circular arguments. I felt frustrated when I realized neither side was budging on their position, and while I'm against using automation, I have a greater interest in bringing positions closer and reaching a certain consensus. But this is impossible if the parties don't budge on some aspect and if there's no attempt to reduce the discussion to more basic issues instead of prioritizing personal tastes or totally subjective and anecdotal opinions like "I produce the same with or without automation," or "I'm still better than you even if you use ProGUI," or "I'm bored of repeating the same task over and over," or "without that mod you wouldn't be as good." At the end of the day, I believe that the most important thing in an RTS game is to build a sense of fairness in a competitive multiplayer environment. I think the contrast between a system as limiting and buggy as the vanilla version of 0ad and the improved ProGUI system is so great that many players have felt unequal, and there's nothing we can do about it other than hope that whoever uses it doesn't use it, and hope that those we don't know if they use is don't use it, or watch replays to detect who uses it (wtf??). So, it's also understandable that without easy and secure mechanisms to detect mods, so that hosts can choose whether or not to allow mods in the game, the feeling of powerlessness grows and sometimes the responses of those who use the mod are arrogant and this generates even more animosity. I'm currently working on a mod that I plan to PR for the next version of the game that eliminates (or at least considerably mitigates) the bug in vanilla that causes units to be assigned to already occupied barracks when producing from multiple barracks, leaving other barracks free when the necessary resources are insufficient, while respecting the essence of the system, which is automation-free. I have received help from @Atrikto do this and I believe it has now been incorporated into ModernGUI. Even with the major disagreements I have with him on these aspects of the mod, we have been able to work together.