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guerringuerrin

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Everything posted by guerringuerrin

  1. Yeah, sorry. I've found the option. In my next post there is a video with range overlay activated
  2. I share here a video with an attempt to test it https://drive.google.com/file/d/1qGB6c_KsmjwhgiB01P3bxbENO6prCQqI/view?usp=sharing
  3. @real_tabasco_sauceTy. I've been busy these days and couldn't put my hand to work. I've done what you told me. This is how the folder looks right now. I've already patched the .diff and built the game (a27) But I'm not sure how to start testing. I share you also a screenshot of the SVN results
  4. @real_tabasco_sauceI'd be happy to test it, but I'd need some guidance on how to apply the patch.
  5. I think I would put main focus on improving the arrow ship. It feels pretty weird that this one fires only one arrow at a time and does so little damage. I would even try that by default it can have more than one target and that the player can, in any case, attack a single target if he wishes. On the other hand, the lack of animations and foleys for the actions of the ships makes them feel very little "exciting"...
  6. Alright, I've updated the changelog and is ready to be merged! I've also added icons to make it more "aesthetics". I think it also makes the reading more comfortable. I hope you like it! Please check it one more time in case I missed something =) Lastly, we can change the date to the exact release date when the merge is done and ready to be downloaded by the community. Note: I wanted to put the icons in the same line as the titles, but I don't know how to center the text in the center of the images and didn't like the end result. If someone know how or have a better looking alternative, I'd be happy to read abbout it
  7. @real_tabasco_sauce please DM me when you have a release date for the new patch, so I can add all the modifications to the changelog. If possible, a week or more in advance =). As we talk some time ago, I'm planning to move the Latest Changes button from the Settings to the Main Menu as it will be more noticeable for players. We can re-confirm this in case some of you disagree with that. Thanks for the hard work Note: there is a typo on the button which I've already noticed. (It should say "Latest", insted of "Lastest")
  8. @HerlyVery useful feature! I'm working on this using autociv's code as a base. This is what I have achieved so far, it still has some bugs, but it's working. I hope u find this useful screenrecord.mp4
  9. @real_tabasco_sauce I think this feature is ready to be forked+merged in the gitlab. The cool thing is just one text file is needed to be modified for future changelog's updates. In the future, png icons like the Welcome Screen has can be added to get a better look. I'll contact later to make the fork I'll probably need some guidance for that =)
  10. Really interesting. I'm just a newbie coding, but I'd be interested to take a look at that API.
  11. Alright. Shiny mod gets the changelog button disappear but doesnt get any errors. I think this is more related to how shiny mod modified the GUI rather than some issue with this new community-mod modification. I can try figure out why. I would be glad to tweak the text of changelog to be accurate with the changes that have been made Right now, this is the complete text of changelog Community-mod changelog #Version 6 (Jan 28, 2024) #Infantry -Melee units damage increased by +50%, decreased armor -Ranged units damage decreased -25% -Melee infantry base movement speed slighty increased (9.5 ms) -Clubmen get a small hack attack -Buildings and siege adjusted for higher hack damage #Buildings AI attack behavior -Buildings targets closest units by default -Target unit using Right Click -Rally point on unit using Ctrl Click -Accuracy for cc and forts reduced. #Han fixes -Poison arrows tech cost changed to 1200 food 1200 metal -Fields easier to place -Elephants get a splash attack #Mauryans Heroes -Chanakya slightly lower discount. Doesn't need to garrison for tech discount -Chandragupta global elephants bonus for speed and attack rate, local armor bonus for all soldiers -Elephants get a splash attack #Catapults Smaller range Gain a splash attack
  12. Ofc, @real_tabasco_sauce. I'm testing right now with boonGUI, autociv, community-maps, feldfeld and mainland twilight. and I will load shiny mod after I finish this game which I think could show errors as it's modify greatly the main screen GUI
  13. Alright, I think I ended up finding a pretty interesting middle ground solution. As you can see I added a new button inside Settings menu (instead of using the Options window) which opens a separate window with the changelog, a Close button and a Link button which opens the GItlab Repo as the images shows. What do you think of this?
  14. Thanks for your suggestions. I still thinking Options section would be a better place for this. It's a section more suited than credits although still not an "About the mod" which would be more proper for this but would require more work. So I think I will try to add a button on options for this changelog before making any fork on gitlab repo.
  15. Hey, what do you think of something like this to show community-mod changes in-game? Not the best place to have them since it's the credits section but at least they are reachable in-game. I think it would be better to add them in a subsection inside Options like other mods has. I still figuring out how to do that without adding too much code. I probably missed some important changes or wrote down them wrong. Feel free to improve this. Although this is only a proposal
  16. @Atrik Alright, that looks so much better. The design of the squares is beautiful! I notice some smudging in the headers (Team #). I would try without bold/stroke to avoid the letter's wholes being filled and letters not being touched each other. Also, I would change civ name's colors for another more dark to make more contrast with the background. I wonder if it's not too hard to use the player's colors in the player's names instead of using diplomatic colors. Or maybe this can change according to player's preferences using the respective toggle button. Finally, I would move the content a little down. Right now is too much close to the header. The spear can be smaller, so it's not too close to the contents if you move the contents down.
  17. @Gurken Khan You probably have some building of the defeated enemy under your control and some ally unit is trying to capture it
  18. Yeah this happens also when some unit try to conquers a building in dispute between 2 allies
  19. I would say that it is most likely that any mod that automates aspects of the game or changes its graphics in such a way that whoever uses it obtains a significant advantage over those who do not use it will be considered unsuitable for use in a competitive environment. That does not necessarily mean not allowing it to be used, but it does mean that its use is confined to "friendly matches", without rating/points or any other type of competition. We could again use as an example the small trees of age of empires 2 that have become a standard and are available to everyone even in competitive environments and, on the contrary, mods that automate aspects of the game in some way have been prohibited, with some exceptions like the cavalry's Auto-explore.
  20. In fact forests with trees with voluminous crowns can be used to hide outposts beneath them. And this at some point is something that one can use to their advantage in certain biomes and not in others. So having the possibility of turning trees into purple sticks or eliminating them with a variable in a configuration file is something that influences the game (or helps to have better woodlines or see enemy armies better). In any case, I brought this example, not with the intention of eliminating that mod or criticizing it, but as another example of how some modifications that may seem simply aesthetic can influence the game.
  21. You have perfectly described one of the advantages it provides. Is it good or bad? It's not the point. The point is that if one user uses it and another doesn't, the user who uses it has an advantage over the other. Are we for or against that? That is the underlying discussion. All I'm saying is: in a competitive environment those criteria have to be clear and there have to be ways to enforce those criteria. And that is why every serious multiplayer game defines what modifications are allowed or not in the competitive environment. I rarely use the word cheater to refer to these advantages and disadvantages problems that certain mods have. But there is something that is very clear: your mod uses macros to automate tasks, moving units automatically at the start of the game without the player having to do nothing more than setting some options before the game. It produces units according to available resources and housekeep and does so automatically. Shares resources automatically and even in numbers that the vanilla version does not allow. There is a very big difference between a player who has a macro that makes those calculations and executes the orders instantly and another player who has to use his head and hands to do it. It is not so difficult to understand and accept. When we move from a GUI modification to automating game commands and functions, then we can no longer simply call that a "GUI modification". proGU: It also has some modifications to the GUI to show inactive units and buildings. Or calculate a K/D ratio to see how you're doing in battle (not sure if you implemented this feature in the end) or be able to share resources by clicking on the player in the boonGUI-based resource table. Features that I particularly find very interesting and valuable for the game. I don't consider myself someone who only seeks to ban features. This is a debate in which everyone has their opinion. But if that's your opinion, there's nothing I can do. I agree. There is no point in carrying out an effort like this. I think it's a matter of working on balance and improving AI. I don't think it's necessary to create a mod to auto-snipe neither In my opinion, this type of thing is important to develop in the vanilla game because otherwise the same thing happens again, those who have and those who do not have the mod. And judging by the events of the last year that will only lead to more divisions.
  22. Sounds fair. Then I guess that we agree that without some criteria and mechanisms that limit the use of some types of mod in a competitive environment it's really difficult to create a sense of fairness. Are we? Exactly. It is a standard and is an allowed mod, but not using macros that move units automatically or auto-produce units according to available resources or auto-share resources. And the base game has mechanisms to prevent that. Here, I can't do anything to prevent an opponent from using that kind of mods, which generates an obvious competitive advantage. And since it is possible to see the mods that a host uses, allowing a host to see the mods that players who connect to their game use is a feature that could contribute in this sense compared to something more complex like detecting code injected in Public or some allowed mod. And thank goodness it is not exposed, since it clearly provides a visual advantage. I agree that it is something to keep in mind. At least in the games I've played, colorblind modes usually change the colors of textures or remove certain details from them, but they don't eliminate or modify them completely. Maybe I'm wrong.
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