
Atrik
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Atrik last won the day on May 16
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Why are slingers winning against javs here
Atrik replied to Determina's topic in Gameplay Discussion
From your video, we can see that that javs are wasting time bumping into each others, while slingers continuously attack. If you make the same test with both groups locked in formation, the outcome should be favorable to javs (because formation allow units the almost ignore hitboxs of other units in their formation, therefor no more bumping). -
There is a warning iirc that suggest to new players to start with Petra "sandbox" before "very easy".
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Someone needs to make a PR. Meanwhile: standalone mod to get this tooltip : garrisonedInfoTooltip.zip Already in Moderngui too.
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Interesting work. However you are starting to edit areas already modded in ModernGUI (its lobby page also adds buttons, including 'option') and therefor it is breaking the historical compatibility/complementarity of the two mods.
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It's a powerful tech/unit. But it's hard to adapt eco to it as you are now forced to send any new recruit into battle. Also it's competing with other metal hungry options, even more powerful like champs...
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CS carrying resources while walking around the enemy base
Atrik replied to Deicide4u's topic in General Discussion
Use "call to arm" when bringing CS to fights. -
This wouldn't apply to the case above, knight, that doesn't try to hide quickstart mod. He even often host, so it's not really hidden that he use quickstart. However using this detectors in hosts that doesn't have rule against this mod isn't going to make the game more enjoyable for anyone. Worse case if you didn't know he use this mod, he have a headstart of 7 resources* that's not worth even mentioning. I already had a discussion with @real_tabasco_sauce over why quickstart is such a good mod for game enjoyably however, I could write my points down if ever someone is interested. *from my own testing, without mp lag. Probably with lags it's even less, feel free to try it yourself.
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I'll be glad to explain why I do it, and give some general build order ideas! I. Cheap/fast economy! Females as much for resource efficient woodcutters then CS and they train a little faster. They don't cost resources (wood) that you can invest elsewhere. Theses reasons are obvious, and are why most players will start the game making females for the first minutes. At some point, most players switch producing CS instead of females, because they will have enough/excess wood! And I don't! Won't I get too much wood? My first military buildings are very rarely to produce woodcutters. They are either : Stables that can produce cavs to hunt (hunting gather a very good boost to your eco) and harass. The extra good thing is that cavs consume lot of food so they will eat up their own fast food production, and when it's your 1rst production building, it happens also when food is cheap from berries gathering. Barracks to produce minerals gatherers only. In that case, some civilizations are better then others to consume minerals, but a lot of them can consume metal very fast in p2 (on mercs mostly, like ptol, mace, athen, carth, kushs...). Even for civ that don't have mercs, gathering minerals only with CS can help you advance to phase 3 fast, then consume minerals with upgrades and p3 stuff. In Team Games, you often have to think about which players will be in trouble, and which ones will have to be winning over nearby opponent ASAP in order to win the game. therefor going for some cav harassing, or early mercenaries attack provides a initiative advantage. As well, you can help allies with resources. Because of this, swift/cheap economy feels like so much likely to provides you the opportunities to maximize your game impact. II. Resilience to rush? So now, you probably think that the drawback is that you can be so much more easily rushed. but remember, most players also make females until they have 60, you just keep on producing them a little longer. Consider it that way : this create a growing feminization gap between you and an opponent often from minute 6 to 11. So at minute 6-9, you don't have that much of a gap. minute 9-11, you now have so much females, that even if you opponent come and kills some, it's only him killing workers that you would be replacing/deleting yourself soon! Doomed if you rush, doomed if you don't? Of course rushes might hurt you but they need to make much more kills to be effective. 10-20 deaths is just what you would have replaced anyways. III. Late game economy management with females. Surely in late game, having 100+ females is never useful. Wrong! In late game females, (from fertility festival, or just from CC) can be a key variable to keep your economy at a great level in all circumstance. They only need to be alive a bit more then a minute to gather what they cost you, and if trained from houses, are so great to keep your population (and therefor your economy) maxed out. It's much, much better to have 200 pop with 100 females then 150 pop with only 50 obviously! If the fighting stalls, then you can always replace some females and grow your forces. IV. More interesting meta There are other topics talking about this and indeed (booming=turtling), often rushing is made hard on players that have tones of infantry on multiple woodlines, all around their base. Making any rush very easy to defend. If you have woodlines full of females, then you now have the woodlines having to be defended. I feel like it does make both attacking and defending more interesting. TLDR: Females are the best economic unit.
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Transparency would be a feature to display player's mods, this is something else.
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Mainland Twilight new mod for Team Games
Atrik replied to leopard's topic in Scenario Design/Map making
@leopard you did a great job with this mod. You can't be mad at people for no reasons like this thoughts. -
You could check instead g_IsObserver or GetEntityState(id).visibility if you have some entity id.
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It reveal position of players in FOW. Which is preeeetty odd. Appreciate the efforts thoughts, but clearly we have very diverging opinion on what's acceptable modifications. Maybe an oversight too. I know by doing it for moderngui that making sure no information is revealed that shouldn't, is actually extra thoughts and efforts.
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Engine enhancements for rebuilding A27
Atrik replied to Seleucids's topic in Game Development & Technical Discussion
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If you compare resource efficiency of archer immortals relative to CS archers, they are the single most OP champ of the game. However, they are still archers, so they take a little more time (you need a lot of them) to really be a problem. From my calculations : immortals archers are way OP, but spears are only slightly weak. Now, because they can switch from one mode to the other, this make them extremely op, because they are archers... that can counter archer's counters : cavs. It's a fun mechanic, and I wish they were more dual weapon units. However their balancing is failed, as they should have instead of being strongest archer of the game (in resource efficiency therm, once again) be weaker, to balance dual weapon. Also idk why archer and melee stance have the same hp, probably transform.js bug or lag if you rescale hp too often but pretty sure it's supposed to handle hp rescales. @real_tabasco_sauce