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guerringuerrin

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Everything posted by guerringuerrin

  1. One thing 0 A.D. lacks is a diversity of archer types. I think the current ones resemble longbowmen more, but there are no shortbow units. I like the idea of a short-range ranged unit with higher damage than a longbow. Perhaps, in melee, it could fight with a short sword or dagger. I’m not sure how complex its implementation would be. I think it would make sense not to allow tight formations for slingers if we want to add a touch of realism, but limiting slingers to direct line of sight would make them quite useless. Beyond 0 A.D.’s realistic orientation, let’s not forget this is an RTS, not a combat simulator.
  2. That's cool stuff to add to my bookmarks I'm not really into modding units, but maybe this web can be useful for you too: https://docs.wildfiregames.com/templatesanalyzer/
  3. @Atrik I think my repeated second quote from the second paragraph may have caused some confusion, but if I understood correctly, their response was referring to my suggestion of using “order one unit” when building a house with civilians who are already farming. Yes, it doesn’t work when using Shift. It’s only meant to prioritize a single order. If you want to queue multiple houses for construction, the best approach is still the standard method using Shift. You are right. I was wrong about this
  4. Yes, it doesn’t work when using Shift. It’s only meant to prioritize a single order. If you want to queue multiple houses for construction, the best approach is still the standard method using Shift. You can use this command in multiple ways. For example, if you only need a small amount of food, stone or metal, you can use “Order one unit” so they deposit the resources and then immediately continue farming/mining. It doesn’t work quite as well with wood, since they might end up chopping a tree that’s far away from the dropsite. It’s also useful if you have a production queue and want to prioritize a specific unit or technology. When you queue multiple houses using the traditional method (Shift + click), units won’t go and build any pending farm foundations until they finish their previously assigned tasks. On the other hand, queueing the construction of many houses using Shift + click is not very efficient from a resource utilization standpoint. That said, there are situations where it doesn’t hurt of course, especially if you have plenty of spare wood. IMHO the situation where a farm is left unbuilt and civilians go back to it after finishing all assigned houses/buildings is quite an edge case and easy to handle with a bit of practice. So I wouldn’t treat farms differently from other buildings in this regard. The trick is that this old farm is already occupied. So, the units that just finished building the first farm will try to go and gather there, but since it’s already taken, they’ll get reassigned to the new farm instead. Meanwhile, the remaining five, seeing that all farms are occupied, will move on to build the next one. This way, you avoid having all 10 civilians build both farms before starting to gather. You shouldn’t send them to gather from a distant occupied farm, but rather to the closest one relative to where they’re building to avoid them to walk a long distance for nothing. It works quite well for me. Give it a try. Btw, I’m not saying this to defend the current behavior. It's just a small tip that might help you in the meantime. Ah, got it. I don’t have an opinion on it. It would be a significant change to the game’s dynamics tho. It might work well. I’m not sure. I do know there are some approaches in this direction in the @Emacz mod with the Serf units. Sorry for the long reply.
  5. https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide And also you have the full 0ad Wiki here: https://gitea.wildfiregames.com/0ad/0ad/wiki
  6. There is a "put order in front" command you can use for this. Select your farmers, select the house to build with hotkeys or clicking on the GUI, then hold your "order in front" modifier key while you place the building. The civilians will build the house and as soon as they finish, they will continue with the order they had before (farm in this case) Little trick if you have at least one farm built already. Select your 10 civilians, shift+order to build 1 farm, shift+order to farm (on the old farm you already have), then shift+order to build the 2nd farm. This way, when they finish the first farm, the 10 civilians will continue with the go farm order and only the remaining 5 civilians will go to build that 2nd farm you placed. Do you mean that the ability of citizen-soldiers to gather resources should be removed? Correct me if I misunderstood. Removing this feature seems like a bad idea to me. It’s one of the most original aspects of 0 A.D. as an RTS.
  7. I know some people (myself included) who use it when designing their base to get a better sense of the spacing between buildings. And having the same icon repeated many times—for example on houses or storehouses, which tend to be numerous and small—could become annoying. I really like the idea! However, having the option to toggle it on and off would be ideal to accommodate both preferences.
  8. Yes, but when the GUI scale is increased to fractional (non-integer) values, the issue still occurs due to "subpixel misalignment and texture filtering." Check this comment of #8759
  9. Regarding blurry fonts. I've noticed the same as you and @trompetin17 is already working on this for the next release. Here are some issues and PR related to this: Issue: #8759 PR: #8793 Using the GUI at 100% shouldn’t result in blurry fonts. One idea that comes to mind is that, in the meantime, you could use a lower resolution when playing so you’re not forced to increase the GUI scale. That way, you wouldn’t have the blurry font issue.
  10. Civilization aura joined the chat I love the idea. I would make it optional, with a toggle in the settings, so as not to force a feature that could be negative for some players or in certain contexts.
  11. Then it's probably a temporary issue Thanks, @Lopess!
  12. When trying to open https://gitea.wildfiregames.com/ in my web browser, a " Failed to authenticate user " message appears. Also, when attempting to verify the SSH connection, I get the following error: Are there any known issues related to this? Thanks
  13. In my case, I don’t feel like 0 A.D. causes eye strain or headaches directly. I’ve always associated that more with blue light from screens, which is why I’ve been using anti-glare / blue-light blocking glasses for a few years now, and they’ve worked quite well for me. At night, I also enable night mode to reduce blue light intensity. However, one thing I have noticed in 0 A.D. is that the lack of contrast makes me strain a bit more to distinguish certain units—especially when some player colors are too similar to the environment. I think this mod could help reduce that visual strain. I’ve used it for a while and it makes unit differentiation much easier. It might be worth giving it a try. Regarding FPS, there’s no real benefit in going beyond 60 FPS for this kind of game. Unlocking the frame rate will only make your hardware work harder (especially the GPU) without providing any meaningful gameplay advantage. It just increases power consumption and heat output for no practical gain.
  14. Sometimes when a player disconnects and then reconnects to the lobby, their rating is not assigned immediately. Because of this, when they rejoin the match, the game doesn’t recognize them as the same user who disconnected, so they end up joining as a spectator. The player just needs to wait until their rating (and the ratings of other players) are visible again in the lobby’s connected users list before rejoining the game. There are already some issues in the repository related to this behavior. For more information, see: #7185, #3686, #5320, #5634 A commonly suggested workaround to recover the rating is to host a rated 1v1 match, start it, and then end it. However, this method is not verified. It’s more likely that the rating simply gets restored after some time, independently of any action taken by the affected player.
  15. It’s barely noticeable, so it doesn’t really feel like a big downside compared to the improvements. IMHO, yes.
  16. @willbont Maybe you need to download again the last version of Delenda Est here? And make sure you delete the old folder from your mod folder before installing it.
  17. Would be very nice to list all the things to improve so we can keep working on the AI. There are also some AI mods that seem to have good improvements.
  18. I don’t mean to suggest that your observations aren’t a valid concern, I’ve also experienced connectivity issues after switching ISPs, and I’ve felt some frustration. I’m not the right person to give a definitive answer. However, my limited understanding of the topic leads me to think that moving from a P2P system to a server-based one is not as trivial as it might seem. I hope I'm wrong about this
  19. @BeTe The main difference is that StarCraft relies on Battle.net servers to help players connect and, if needed, even relay the connection, so you usually don’t have to configure anything yourself. In contrast, 0ad uses direct peer to peer connections between players, which means it depends much more on each person’s network setup, router, and ISP. That’s why StarCraft tends to “just work,” while 0ad can require extra configuration in some cases. Now, one might think “why not just build something similar and add a server to handle this” It sounds simple, but in practice it’s quite costly, both in terms of development time to implement it properly and the ongoing resources needed to keep it running reliably over time.
  20. My humble-noob advice is: start playing 1v1s and 1400+ TGs. People will start rating you, and you’ll be in shape sooner than you think
  21. From what I’ve seen about how other players more or less define Elo ranges, I’ll go ahead and share my take on this: 1100–1200: Basic understanding of game mechanics. Basic/slow boom. Weak player, needs a strong carry to guide them. Poor game sense. Weak micro / low combat skill. 1300–1400: Intermediate understanding of game mechanics. Decent boom most of the time. Strong if left to boom, but probably weak against rushes. Limited ability to improvise. Decent game sense. Can rush, but at a high cost to their boom. Can have good micro / combat skills. Needs to be carried most of the times. 1500–1600: Advanced understanding of game mechanics. Consistent boom. Decent defense against rushes. Good ability to improvise and read the game. Can rush, but at the cost of delaying their boom. Good micro / combat skills. Can act as a carry in some matches. 1700+: Advanced understanding of game mechanics. Boom is always effective. Strong defense against rushes. Excellent improvisation and game sense. They can rush without significantly hurting their boom. Excellent micro / combat skills. Can always carry. Capable of deciding the outcome of the match.
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