Jump to content

Atrik

Community Members
  • Posts

    205
  • Joined

  • Days Won

    9

Atrik last won the day on August 18 2023

Atrik had the most liked content!

4 Followers

Recent Profile Visitors

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

Atrik's Achievements

Duplicarius

Duplicarius (4/14)

157

Reputation

  1. I don't understand this. To what change does it refers to? Also the poll should include all the building changes.
  2. @real_tabasco_sauce Good thing you tried to make rams more maneuverable and durable. For the defense building debuff of -50% it seems to me a ridiculous overshot. Defenses were a good way to prepare for asymmetrical battles and the only thing that was needed was to better options to break through them. Increasing the cost and build time of sentry towers also feels sad, as often, building some early was already a sized investment. I would wish for a total revert of those changes. I rarely play defensive, but, it seems to me to decrease the 'viable' strategies and this is bad.
  3. Nice! @BreakfastBurrito_007 Ok I was just loading wrong version to play.
  4. Atrik

    Shortcuts

    Yes, here are some solutions i know of: With autociv: I don't use it but I've just tested, and you can very well create a autociv hotkey. (With autociv mod) Add to your config: hotkey.autociv.session.entity.select.barracks.by.state.idle ="YOUR HOTKEY" This seems to select only 1 building at a time, for reasons, maybe ask @nani if there is a solution to select all the idle barracks instead of just 1. With proGUI: 1. (graphical solution) With the proGUI overlay you have the lists of idle production. (The idle building row display 1 idle barrack, you can click on icon to select it. 2. (hotkey solution) Since your idea is to have a hotkey that you can link with a double click, a solution could be to use this hotkey: hotkey.progui.stockfish.filterIdleBuildings = "YOUR HOTKEY" It work by selecting all desired buildings, (ex: with control groups) then pressing the hokey to filter out idles only from selection.
  5. @Feldfeld Chickens won't spawn anymore?
  6. You CAN play on windows! You just need to use Linux. EASY.
  7. Atrik

    ProGUI

    Thanks @guerringuerrin! You were right about the smudging, and that the text should be more spaced, I couldn't move the content too much down as it's supposed to be able to fit 8 players (when ffa, all are team 0) so I moved to title and brass axes, up, but It seems to look better in the end.
  8. Atrik

    ProGUI

    One thing you may do when starting a game is to lookup other team players civs in the diplomacy tab. For a better and faster read of team compositions I've added a new "team recap" option, to display a quick summary of the teams when the game starts. If ever someone read this and can think of a better picture or background texture then the red banners, I'll be thanks-full. Edit : @guerringuerrin re-design with diplomacy cues as decorations. Colors wouldn't work on these stone/marble cadres.
  9. Hi! I was feeling the same as you a year ago. I created a mod that allow building production queues to be easy to manage. ProGUI It does stretch a bit the idea as it implements new panel(s) to control the production. It also allow for queuing blacksmith techs and basic economic techs. You can get it here: https://gitlab.com/4trik/proGUI This mod is based on boonGUI on top of witch I built appreciable features for players. ResizeQueue If you want to keep the vanilla UI, I made another mod that solve the problem more simply: It changes the auto-queue to adapt to resources availability and restart the queue if ever it had to stop for a while. https://gitlab.com/4trik/resizequeue With this last mod please make sure to enter values in all settings as it doesn't have any default values (and won't work if you don't set them). If you ever runned proGUI, the settings are common and therefore proGUI will provide set for you some reasonable defaults settings that works as nice for ResizeQueue. It's much more fun to play without the annoyances, also, one may progress faster into the game then if his goal is to train himself to restart production every time the "Insufficient resources, de-activating auto-queue" message pops. New Variables However It also introduce a few new variables that you may wish to control. Example: You'll could want the production queue to never consume the last 100wood, because else you'll won't have enough wood to build an economic building, when you'll need to. So new concepts like "Reserves" are introduced in those mods. ProGUI has the advantage of allowing you to changes theses new variable on the dedicated panel. ResizeQueue (mod where the UI has no graphical components added) allow you to set these reserves in the settings. Controlling the production variables aren't mandatory for casual usage so If this is the usage you want to have, I'll recommend to set 'Wood Reserve' to 100 or 150, and enjoy.
  10. Yes, you can with latest version of autociv. https://github.com/nanihadesuka/autociv
  11. + Steel Working tech. Make sens to address locally the things that definitively op. Not even sure everybody would agree with all the points above. Strong combos aren't necessarily too op.
  12. It's getting confusing as what the re-balance was about. Right now cavs die fast into melees with spears but they have to be rewarded when striking ranged units. The effects of losing units very fast when facing counters goes both ways and the use of ranged unit seems to not have been put apart with the mod.
  13. This re-balance seems to changes a lot how you have to plan for army composition. Since melees are now a source of dps rather then meatshields for ranged units, the counters are significantly more pronounced. The paper-rock-scissor is much more pronounced, and it does put less importance on numbers (army size... techs..). Inf Swords slaughter Spears, Spears decimate Cavs, Cavs beat inf Swords... For inf, 60% ranged 40% melee seems to not be the cookie cutter composition that will be good in all cases now, with this mod I saw more games where players tried successfully both full ranged or full melee. It really depends on what you plan to fight against and how. For cav, melee surely die a bit faster under defense buildings (less resistance) but also inflict damage faster so rush with melee cav are still possible. It feels more balanced then when hans sword cav for example could stay under cc for very long. Massive cavalry are easier to counter with spears, as they move a bit faster in this mod and deal greater damage (as a % of total army dps). The changes can feel frustrating because cavalry is harder to play with now, and aren't always the best unit. You can lose cavalry units much faster, but it's also rewarded by greater dps (For ranged cav too, as they kill melee inf faster, but die faster too if they get caught). This mod did address a lot of players feedback about balance, and did it better then ideas like increasing the resources or population cost of cavs etc... It was a bit of a bold move to push theses significant changes (even if I personally think they did great to make balances more interesting) onto the community mod without much polling and teasing. Because of this the community suffer new divides. It was well known that the community mod is a default for a lot of players and therefore isn't the "experimentation mod" for any member of the balancing team.
  14. Yes... they are definitively stronger/more useful. I'm not totally sure we can call it OP if players manage to find enough counters against armies of ~100% swords. For now I felt like this re-balance open up for more varied army composition then the previous 60% ranged/ 40% melee that was typical without this mod. For sure now "Steel Working" for Iberians and Mauryas are feeling a bit op, it probably should have been reduced to only 10% bonus for swords now that swordsman armies seems viable in more games.
×
×
  • Create New...