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Grautvornix

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Posts posted by Grautvornix

  1. On 01/05/2024 at 8:54 PM, Grautvornix said:

    Thanks @Vantha!

    After so many years playing 0AD - I still did not discover this feature myself. Unbelievable! Getting old obviously.

    But - that already implemented, will it be a piece of cake to also add the automatic loading of needed mods?:P

    Actually - while I found the button, I cannot test it for saved games as it triggers a series of Javascript errors (but the same button does works well for mods in the mods selector page).

    Playing on Win 10 this occurs for both SVN latest and 0.26. Guess there is a more fundamental issue with my Javascript install (not that I am aware of any speciality there). Never mind.

  2. Here is a possibly strange idea that increases usability of the game a bit further:

    As someone trying different mods in SP mode, I noticed that of course you cannot resume a game that was previously saved when using mod A, if you are now using mod A and B or another mod environment. In fact the saved game is not even visible for selection at all  (but still existing).

    Would it be complex to implement a functionality that

    1. the "load-saved-game-selector-box" displays actually all saved games  - but with a little indicator if it can be used with the currently active  mods
    2. the indicator also allowing to open a list of mods that were used (including their version) when the game was saved (frankly, I sometimes forget which mods were active whan I last saved a game...)

    Furthermore it would be nice to have the following features:

    1. a button put the game into the state when the game was last saved, i.e. temporarily activate mods needed (if still available in the current game installation alse output an error message) and temporarily deactivate installed mods that cannot be used for that saved game
    2. if mods are not present output a suggestion to acquire that missing mod from mod.io

    I admit that this is not the main game feature lacking, but possibly not so difficult to implement as the list of required mods might be stored within a saved game already.

    Please let me know your thoughts!

    Best regards,

    Grautvornix

    • Like 1
  3. 32 minutes ago, Outis said:

    I think best to have the option to have 2 versions of world population with one distributed per player and to have one distributed per team.

    Great idea! In order not to overcomplicate things this should be initially only a pop cap for predefined teams. 

    Later on, we might extend this so that whatever the team size of an  ad-hoc alliance, the pop cap remains, i.e. if I play without allies then the whole pop is for me, while if I have an ally then we share the same pop cap.

     

    This still has to mature not sure about the consequences ...

  4. Good Idea - just, when I imagine myself in game I rather tend not to check invidual unit's statistics (basically similar to the experience level). Too much micro management for me. But that's  iust me in my relaxed and inefficient playing style (plus only SP).

    So while I like the idea as such it would be not very helpful for me.  Personal opinion of a guy not fond of too much statistics in the game.

  5. 8 hours ago, Tyrannosaurus said:

    I think the Gaia-controlled barbarian units in the pack's Gaia RMS could vary depending on biome. They could be Gallic on temperate maps, Blemmye or Bedouin on desert maps, Noba on savanna maps, etc.

    I do like this idea - but it sounds complicated to implement, unfortunately.

  6. Ok, but how many should be hardcoded? (I'll vote for 12 so that probability of repttition in an 8-party match is largely reduced). I also believe that more than 12 parties of the same civ would not be a very frequent setup. 

    Additionally, the selection algorithm itself may need modification so that it not just picks a random list entry every time (and counting up the roman numerals if that name was already taken) but only use the remaining set of each civ for random selection. With an increase set and a better randomization this issue should be an extremely rare observation.

    Noob opinion :P

    • Like 1
  7. OK, point taken.

    If there are good ideas how to guarantee hosted tournaments/multiplayer games remain fair and there is no cheating or the like (without moderator intervention), we should implement these features first - and all MP games would benefit immediately. We will see much less complaints then.

    Next we can discuss / carefully introduce playing for money features for some games. I believe the entire process would need to be carefully defined. Potentially we can learn from other platfroms that already offer this feature.

    Just, in my view, as long as we cannot avoid people complaining about unfair behaviour in rated MP games, playing for money would only increase tensions.

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