Jump to content

Atrik

Community Members
  • Posts

    807
  • Joined

  • Days Won

    43

Atrik last won the day on July 21

Atrik had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Atrik's Achievements

Primus Pilus

Primus Pilus (7/14)

781

Reputation

  1. Fishes have the specificity (unlike berries) to stop regenerating if they have any gatherer on them. So it doesn't matter much if you have 1 or 4 boats assigned they will not regenerate much anyway.
  2. I said this because I think smalls things like that doesn't add any "uniqueness" but add some kind of inconsistency. Each civ should have a list of things that make them unique but it should be easy to describe on the civ summary, and everything else should follow a pattern.
  3. Probably because bots posted here before getting deleted...
  4. Sheeps are in "passive" stance, while gazelles and all fleeing fauna have "skittish" stance.
  5. Should be in for next release where (mostly useful for corrals) gathering from animals continue if other animals of the same stance are nearby. https://gitea.wildfiregames.com/0ad/0ad/pulls/9083
  6. You post so many ideas that I'm getting the reflex to skip your posts, just so you know you might want to be more concise. What you are describing here will be implemented next release : https://gitea.wildfiregames.com/0ad/0ad/pulls/8525
  7. @Vrayer, congratulation on making your first mod! I have to warn you however that changes like theses will cause oos if you play with players that wouldn't have the mod. For the mod you posted, you should keep the compatibility check enabled in the mod.json to avoid problems. If you really want to create a compatible mod that does this without compatibility issues (that will not oos), you would need a different approach where the UnitAI behavior stay unmodified but triggers re-issuing a command, for other clients to serialize the same behavior as you want. That's tiny slightly more complicated to do but very feasible.
  8. @Vrayer If you want to could add a poll to this thread (maybe also change the title) and if people think units should continue to hunt other animals it could be done for next release. It could also be possible to do it depending on animal "stance" for example units would keep hunting any other non-aggressive animals or any animals basically in the same stance that your initial order was.
  9. To do this, you would just need to remove this line: https://gitea.wildfiregames.com/0ad/0ad/src/commit/9598c6c2e1f4cc58f92d4fd6a54fda39ad195bf9/binaries/data/mods/public/simulation/components/UnitAI.js#L2755 But beware this line was obviously here for a reason. For example, if you are slaughtering a bunch of sheeps but an elephant comes by, then your units will attack this elephant.
  10. https://gitea.wildfiregames.com/0ad/0ad/issues?labels=-24 Here you go
  11. Exactly. For a game overlay, they are the worse thing possible.
  12. If you are referring the @Thalatta's last mock, then the dead space would always be less then current ModernGUI layout (10 slots vs current 12) but it's a bit closer to screen center which might look worse as said above. Your other points I acknowledged them in the last comment, so agreed but you always have to make compromises, goal is to make the best ones. We're back to first exchange : too much clutter, too much space used. The second option is just slightly better enough to make it interesting.
  13. I think I'll consider this proposed layout, I see a some benefits. One of them might be an option to hide it as some players like myself already know each unit command hotkey. I also like that you get 10 slots for unit commands which is the exact number to not have any overflow for single-type selection even including new capture button (the 10th is "back to work") but doesn't have much dead space. The overflow in multi-type selection (worker + building) will overflow but that's somewhat fine, not worth adding space for this. About the construction panel layout, it's not worth pursuing your attempt to order building, in my opinion. Due to the fact that the list of construction is very variable : across civs, mods easily add some, and in a multi-type selection (if any of the selection is a trainer, a researcher or can be upgraded) then you cannot keep the ordering. Also on your mock the order isn't even done by any entity classes that would make it possible.
  14. I like the gain in clarity and the attempt to normalize panel's heights. There are a couple reasons why I still couldn't go for this. Lateral space is already scarce in ModernGUI if you don't have a big screen Although your suggestion takes as much total space as what's implemented in the mod, it adds the clutter a bit more to the center of the screen. For users that use hotkeys for unit action anyways, or at least for myself, this is not desirable (maybe it's just something you could get used too idk) Contrary to what you say, the placement is logical. All possible actions are on the right side, all attribute-like options on the left (formation stance..) Currently the single selection detail panel wouldn't be able to shrink down height without losing something. You are basically saying the wording "turret point" is confusing but you aren't suggesting anything.
  15. Have to say you are right. Hardly a bug. But it's confusing game-play choice (in fact, just a left-over from old wall towers being able to shoot). I have a pending patch were I replace garrison for turret points on wall towers.
×
×
  • Create New...