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Posts
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Everything posted by guerringuerrin
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ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
@Atrik oh u might want tu change it's label in mod.json to describe what it does -
ResetSeed - A patch for fixed Seed and MapScript bug
guerringuerrin replied to Atrik's topic in Game Modification
6 lines of brilliant code, thanks @Atrik. plz PR for the next release -
Ohh lol ok I went to an art high school, does that sound like a good excuse? I was doing (5+(3)*7) + (8+(3.5)) / 3.5 Why? there is no why
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+1 Yes but, please, get rid of that slash and put the attack interval on a new line. This is heresy against the sacred grid btw: where the 49 DPS comes from? my maths are not working there
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I prefer this version with 1 stat (hack, pierce) per line I think this version is more difficult to read and to identify the different stats Also, the green color greatly improved its legibility, as it allows you to identify different types of values within the same block of text (just like the orange used for the stat name), and I think it helps associate the bonus % with the actual bonus value. I love it, @Atrik! Yeah, I'm not sure about this either @Dunedan
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Yeah that's pretty much what we have been discussed with @Atrikin the previous messages. I do like more a vertical layout design rather than an horizontal you propose (as the vanilla is) because I think it's much more easy to read and identifies the different stats as can be seen here: @Atrikmaybe you could share a screenshot of this same damage tooltip of a melee unit so we can see how is shown? ( I'm at the cellphone rn ) About DPS number shown next to the unit portrait. I rather put the final damage of the unit instead of the DPS calculation as I find it a bit confusing. I guess some would say it's better to compare different units damage per second as different units have different attack intervals.
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This is an example for the opposite point because in aoe2 there are lots of different hidden stats per unit that aren't shown. Its actually a great system to only show the basic stats of the unit, because showing all the stats would take up too much space and cloud out critical basic stats that can change with upgrades. I'd say going from this: To this: Is definitely an improvement in that direction
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Wolf of 0ad Street - Market pump exploit
guerringuerrin replied to Seleucids's topic in Gameplay Discussion
Here: -
Wolf of 0ad Street - Market pump exploit
guerringuerrin replied to Seleucids's topic in Gameplay Discussion
Sure I guess one thing is to use the market another to exploit a vulnerability. I guess the important thing is this has been noticed and could be a fix of its mechanic to avoid this kind of exploits in the future -
Wolf of 0ad Street - Market pump exploit
guerringuerrin replied to Seleucids's topic in Gameplay Discussion
I think it becomes very evident when someone sell one Resource to buy another, incurring clear and significant losses, only to later use the second Resource (which was purchased very inefficiently) to buy back the first one or other assets with exorbitant yield rates. As can be seen in the Cube screenshot from the first message in this thread. And one could say the same kind of technique was used here: So the question is: why would someone make such inefficient trades, only to quickly reverse them with the exact same trade in the opposite direction? So if my math is correct, what Arup did was: First Trade 2800 Food for 1462 Wood Secondly Trade 2000 Wood for 3940 Food So u can do the maths 3940 - 2800 = 1140 FOOD 2000 - 1462 = 538 Wood And in the end is like he trade 538 Wood for 1140 Food. Which is like get 211 Food for every 100 Wood -
My point is the tooltip isn't actually describing the DPS — it's describing the unit's combat stats. 7.2 (+1.1) damage at 1.25 second intervals. At no point does it show the calculation based on the damage dealt in one second (the 6.6 shown the hovering element) BUT... ...I get your point here. Makes sense. Hack Damage Reduction seems a good choice Yeah it's pretty the same way as aoe2 shows it but using brackets. It's not that obvious but I agree with you: let's avoid cluttered ugliness Your hopes has been heard. @vanz sorry for flood your thread with off-topic discussion
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I'd still group the Bonus Damage with the weapon section and remove "per Second" but I guess there are some limitations for that? You could change "bonus" for "Bonus" to match text format But anyways, comparing both versions the new one looks so much cleaner now. Nice work! I guess in the case of Resistance I would do: Pierce Resistance Level 1 (+2) Pierce Resistance Points 27% Bonus Resistance or the other way Pierce Resistance Level 27% Bonus Resistance 1 (+2) Pierce Resistance Points which would match much more the Damage tooltip stats order. And adding "against pierce attacks" seems redundant as it's already specified in the tooltip's title Regarding amount of text, I think that as long as you keep a clear layout of each attribute's values (like in this case), adding descriptions at the end of the tooltip contributes to a more detailed understanding of the different combat stats.
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Yeah I'm aware of that! Still feels off in the context of the tooltip. If you want to keep the indentation, I feel like only two indents would be better than three
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Haha Keep in mind that I'm barely familiar with 0 A.D.'s numbers. I've always found them very hard to read, and in general, I'm pretty lazy when it comes to numbers. If you don’t mind, I’ll get a bit picky and suggest the following changes. Damage Bow: 7.2 (+1.1) Pierce Bonus: 15% Interval: 1.25 seconds “Damage per Second” doesn’t really make sense in the context of the tooltip. I’d also remove the indentation or just use a single level. In the case of the damage tooltip, double indentation only adds confusion. I’d also try this alternative layout which I find better than the first : Bow Damage 7.2 (+1.1) Pierce 15% Bonus 1.25s Interval Or: Damage Bow 7.2 (+1.1) Pierce 15% Bonus 1.25s Interval I think these layouts improve readability and allow the player to quickly understand the structure of the tooltip. And the third one is my favourite
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Let me describe it to see if I understood it correctly: The Bow of this archer has 7.2 of base Damage + 1.1 Damage from the first Ranged Attack damage (15%). I asume if you research the second Pierce damage, the % bonus will be higher It also has a base Pierce Resistance of 1 + 2 from two Pierce Resistance upgrades researched. EDIT: also the 6.6 we see in the sword next to the portrait is the real DPS of the Bow, as it has an interval of 1.25 second. That's a boonGUI legacy feature
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0 A.D grand crossword puzzle !
guerringuerrin replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion
Trying to check enemy’s military tech -
Thanks. So in the end is 41% damage reduction. I mean, player doesn't even need to see the Points
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I didn't got me. I meant when I hover on the shield, get rid of some stats u can see on the popup windows, gather rates, loots. And leave only combat stats. @ffm2but the resistance stats have also a number. Like: "5.0 Have (41%). So, what the 5.0 means then?
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Oh you are right, I missed that. I knew there was one more way to check stats but wasnt sure if it was vanila or some mod. I'd get rid of some stats that can be checked in the other window and lay out the combat stats a bit better to improve readability. btw, can someone explain me how to read the resistances stats? I don't understand what the percentajes in hack pierce and crush means
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Yeah i mean, only way i know to see units stats is right click on the unit portrait and u got a fixed position window which covers the whole center of the screen with every stats of the unit. Also If you want to know the military upgrades of your enemy you need to check their damage and do the maths to know how many upgrades they have ( yeah, I know you can memorize this stuff for every unit......) It's OK to have all this info here but we might want to have the Combat stats in a more accesible and direct way. boonGUI had something like that (which I think you ported to ModernGUI) on the bottom bar. Very useful. I share two other examples from SC2 and AOE2 boonGUI version got some combat stats here. aoe2 example. U got Damage + Damage Upgrades Melee Armor+Upgrades/Range Armor+Upgrades SC2 U got those stats portraits which are for Armor, Ground Damage, Air Damage, and the three 0s tells you the upagrades it have. Then If you want more detailed info you can hover your mouse and that green square displays Damage, Attack Types (2 in this case), Range, and so on. The "Armored - Mechanical - Massives"are for the unit classes, as some classes are more resistant against other classes and so on
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We really need a more direct and clear way to display unit stats.
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Why some Civs has their heroes at Fortress?
guerringuerrin replied to guerringuerrin's topic in Gameplay Discussion
yeah maybe thats the main reason. never liked WTF as it rewards ecoboting race and, as it's placed on fortress, somehow forcing defensive strat again Yeah might not need universal but feels like forcing a civ to build fortress for get the heroe feels somehow like just delaying full offensive strats. -
Wouldn't it be better if all civilizations had their own building (or if some had it at the Civic Center and others had a dedicated building) instead of placing it in the Fortress? This forces you to construct a purely defensive building, except in rare cases.
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0 A.D grand crossword puzzle !
guerringuerrin replied to MarcusAureliu#s's topic in Introductions & Off-Topic Discussion