Jump to content

guerringuerrin

Community Members
  • Posts

    570
  • Joined

  • Days Won

    19

Everything posted by guerringuerrin

  1. @king reza the great, regarding the cheats you mentioned I think people don’t feel guilty about using certain mods because they don’t see them as cheats, and I believe very few players actually 'cheat knowingly' using maphacks (which I assume we can all agree are cheating) or actually hacking the game sourcecode to exploit other stuff. But one of the biggest problems is that every time this discussion comes up, it feels like we’re starting from scratch, constantly forced to redefine everything or debate overly relativistic arguments that ultimately go nowhere (difference in hardware settings, fluctuation in player performance due to outside factors?? ). The essence of fair play in any competitive setting isn’t absolute equality — which is impossible — but a shared agreement on which mods/systems/handicaps, etc are accepted in a competitive environment and which aren't. The problem in 0 A.D. is that such an agreement doesn’t exist. And the current stage of development make it impossible for hosts to technically enforce their requirements — they must rely on trust, or manually review replays to detect automation or unfair behavior. That said, those who’ve read my opinions on this topic know I have a somewhat ambiguous position — one that’s unsuccessfully tried to bridge both sides. Given how completely I’ve failed at that, I’ll just say this: I’ve also felt frustrated like you, and only by letting go of certain ambitions — which I think are nearly impossible to resolve in the game’s current state — was I able to enjoy playing again, even with people whose views on 0 A.D. I don’t share. I even feel like the overall toxicity has gone down a bit. I miss your early cav harrass gameplay. There's so much ecobots like me out there I really hope you come back to play and enjoy the game with all of us!
  2. The purpose of this mod is to allow access to options, hotkeys, or the last game summary directly from the lobby without having to exit to the main screen of the game. It’s especially useful if you want to adjust some settings while waiting in a host’s gamesetup without losing your spot. Other, more robust mods like ModernGUI or boonGUI offer the same functionality, but this option is suitable for those who prefer to keep things simple and like the original lobby interface. Version 0.2 compatible with R28 To install it, unzip LobbyMenu.zipcopypaste your mod's folder. (see GameDataPaths for mor info) Or drag LobbyMenu.pyromod into pyogenesis.exe (0ad's executable file, shortcut works too) If you have any suggestions or If you find any bugs, please contact me and I’ll fix them ASAP. Note: The small black lines visible on the buttons are not caused by the mod. On my 4K monitor, the GUI appears very small, so I had to scale it to 200% in the settings, which causes those small black lines to appear. Here are some screenshots:
  3. I'm sure many people would find it fun to challenge themselves with tasks like those in AOE2, where you can improve your times/results while learning the basic mechanics of competitive multiplayer. Another good and fun way is through campaigns—while they might not be as focused on technique improvement, they can create immersion and a lot of engagement. Other people enjoy reading specific build order PDFs, copying them, and refining them. I guess there's no single successful formula. But all of these approaches have proven, in different contexts, to attract different types of players. Anyone willing to work on any of these things is more than welcome
  4. AOE II has some very simple challenge in which the player can learn elemental skills like Early economy basics; reach Fast Castle Age in the shortest possible time; standard booming, rushing the enemy, defending a rush. And the player receives a medal based on their performance level
  5. You are the true 0ad influencer, @JC (naval supremacist). You've made my day. thanks
  6. 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.
  7. 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
  8. 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.
  9. @VanthaThe text It's much more clear now and easy to read. I really like that mockup op
  10. That mockup is awesome. Really like that layout for cinematics. Of course, The idea is to give you something to work with and help you move forward until a volunteer can create them. They can also be useful for presenting proposals to the artists.
  11. 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.
  12. 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.
  13. @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/
  14. This sounds very promising! I'm looking forward to test this mod. Please. Share links =)
  15. 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
  16. I'm almost done with that for place and select hotkeys for buildings and selecting units. I need some time (and help) to do the PR
  17. Pls don't remove citizen-soldiers!! Is one of those original stuff the game has.
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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.
  23. 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 =(
  24. 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
×
×
  • Create New...