
Atrik
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Everything posted by Atrik
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IIRC you once suggested to make wall towers turret points for sieges like bolts and catas. Maybe that one can give a good purpose to wall turrets and worse thing that can happen is having a bunch of sieges a bit harder to destroy but not as annoying as structures like towers.
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Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
Does this mean no 'relaunch' are planned for a27? -
Since cs melee cavs rushs and melee champ cavs are op the obvious thing to do is to increase counter dps of inf polearms. Melees champs cavs are brokens since they lack any counter now, but themselves counter everything (inf, siege, other cavs...) and have the highest mobility. Mobility can be fun, so the nerf should be on their ability to meatshield/destroy armies of spears => restore x3 counter for example.
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Probably the main challenge is to make an entity that will act as bridge, and it's implications... Is there any total conversion mod who ever tackled this kind of stuff?
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Poll: Thoughts about limited roster in captured buildings?
Atrik replied to Gurken Khan's topic in General Discussion
This is because most civ's barracks inherit from a parent template barrack that train all cs. So again it's not really something done purposefully, more a limitation, but doesn't need to be bad. However Idk where it is defined that barracks can't train champ for Carth. @real_tabasco_sauce or @Emacz probably know as they do play around with templates. -
Update for ModernGUI (1.27.12) Key new features: Custom Colors mod from @Mentula with new options Fixed colors by player slot (option, on by default), with a color preset. Only distinct colors, very good for minimap. Hot vs Cold colors for team games. (To remove the fixed color option, check "Allow all Colors" option) You can pick a color for yourself that will always be assigned to you on game loading. You can change colors, revert to vanilla colors in options. Easy queuing from @guerringuerrin Holding down "Alt" now also works to 'Order One Unit' for production buildings! When selecting multiple buildings, you can queue 1 unit (or 1 batch in combination with "Shift") to the least busy building! When selecting multiple buildings, if some buildings are idle and some not, production will only go to idle buildings, this mitigate highly the "bug" where one building get a big production queue will others are idles when using control groups to queue units. Options (almost-modular mod ) All the options can now be changed in-game without requiring restarting to apply.
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Make the bridges destructible on Dodescanese I want to ram bridges with new ram boats.
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@myliverhatesme It's a Moderngui bug, I though i ported all the new async pages in a27 but I might have overlooked at this. It's only when you open it in game thoughts.
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Poll: Thoughts about limited roster in captured buildings?
Atrik replied to Gurken Khan's topic in General Discussion
I think it's a "bug-feature" aka limitation of current system*, but I like it and it make sens. You can think of it as representing the conquered territory not having the same capacities then your mainland ones. You can imagine that a town you occupy can't straight away produce what your mainland with it's culture and techs do. *Basically trainable units are stored in template and this later doesn't change upon ownership changes. -
lag investigation thread
Atrik replied to maroder's topic in Game Development & Technical Discussion
Do we really need to chope everything off the game to be able to run it? -
I was wondering how geniuses would solve the issue at hand. Tell us more please @Grapjas. The machine learning suggestion from @Seleucids sounds very promising, thoughts? We could also think of a partnership with this very reputable solution : https://www.easy.ac/
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A27: Extreme stuttering and OOS on rejoin
Atrik replied to Seleucids's topic in Game Development & Technical Discussion
I only have a snap install for a26 and seems like it makes using the profiler more complicated. -
One can only agree. Is there a screnario or build that you think the autotrainer feature doesn't allow you to adapt your production too? In my experience you have much better control, and feeling of control of your production and army composition with the suggested autotrainer overlay. You probably make very informed judgement, and you seems to have stake in mp. What's your lobby account name if I might ask? Anyway you might also be one that will start replying with quick claims and insults, I might be guilty of doing it too but better I stop replying to this thread.
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A27: Extreme stuttering and OOS on rejoin
Atrik replied to Seleucids's topic in Game Development & Technical Discussion
I think what @Acero meant is that the performance issue isn't affecting everybody the same, not even at the same moment in the simulation. The best example would be, moving the camera, dezooming etc, can have a lot of impact of your performances, and subsequently very likely slow the game for all players. Making a headless profiling of a multiplayer replay might or might not hint to what performances felt like for this game. -
I've checked and for-now, I think only the Persian palace miss that territory root labeling. So short therm it could be just added. For mods and future alphas it would be ideal to have more infos automatically added to the descriptions. I think a lot of datas could be nice to have into the descriptions, like pack / unpack times for relevant units would be a example... Maybe with a list with bunch of datas that would be nice to have, that could facilitate the work to whoever would tackle this.
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What attracted me in the first place to games of this genre is strategy, macro, teamwork... @Grapjas if you get satisfaction out of making repetitive tasks that's ok. The mechanical skill of clicky stuff for me just gets in the way of game enjoyment, I prefer having time to think when playing rather then just only learning to queue up brain tasks. I don't know exactly what proportion of players would actually prefer game with less clicky UI, but it's surely not 0%. Also once again with remarks on skill and leagues and whatnot, I'm considered the same when balancing a game with me disallowed to use "automation", I let you conclude what you want of that, eventually stooping to make stupid remarks on this being related to """"""""skill"""""""".
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The description isn't generated, it's written so for some buildings it's inaccurate. Example the Persian palace does provide territory root but it's not noted in desc.
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Fortress don't provide territory root and it wasn't the case in a26 neither. Only CC's and Palaces do. In a26 all units regenerated a fixed amount of capture points for the building they were garrisoned in. This amount was dependent on phase. Basically all units regenerated 1, 5, 10 capture points in phase I , II, III respectively IIRC. In a27 units regenerate capture points for the building they are garrisoned the amount of their "capture attack" strength. Which is 0 for females, 2.5 for CS rank 1, 5 for inf champ.... To compare imagine a CC in a26 in phase III: 20 Females garrisoned = 200 capture point regeneration 20 CS garrisoned = 200 capture point regeneration 20 Champ Inf garrisoned = 200 capture point regeneration Now same CC in a27 in any phase: 20 Females garrisoned = 0 capture point regeneration 20 CS garrisoned = 50 capture point regeneration 20 Champ Inf garrisoned = 100 capture point regeneration As you can see, capturing garrisoned buildings is much easier in a27 (at the exception of in phase I where it was very easy in a26, but now it's harder instead).
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I've just discovered that you add ignored user on forum, that's great. I can add @BreakfastBurrito_007 so I don't feel the need to explain/debunk every bs claim he repeat in circles, after I already debunked them multiple times.
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I don't think I am being dishonest... Some of the issues you list, I just don't have them, even when turning off auto-train, because of the passive features of the mod. I often forget that others compare with vanilla UI, but it's true that I made the simplification of comparing with me playing with ModernGUI. The best example is that I never have stacked production in a barrack with none in others because I'll use idle barrack button. As well it notify me of the idle buildings so I'm less likely to forget too. But even then what I say would still hold true, once you have training units as a automatism, which isn't that hard to get if you brain has still a bit of plasticity, exact batch sizes aren't very important on any scale, bigger batch aren't even always optimal because you are freezing more resources for long time, with a more distant return on investment. To avoid situations where overwhelm prevents you from training units, you need to turn on auto-queue. Now, ModernGUI isn't just my work, it's bundling a lot of code and features that were brought by community members for years. Yet, I'm very happy with what I brought to it, a tones of details, options, improvements suggested by players, and it makes it the mod it is. So of course, I can't deny that there would always be something a bit personal when I'll defend this mod, and I have an attachment to it because it also because it sincerely improve the game experience.
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I played a lot of games where @BreakfastBurrito_007 was spec and had it off. That's also why he is obviously blatantly lying to fit his narration. My game-play is exactly the same, early 2 cav scouts, often followed by cav or inf rush, high female count in late game etc, often successfully. He will just recall the fails I have even it's a minority of games and that I fail big time all the time with autotrainer at a similar rate ~35%. Basically I know that I need only very short adaptation time to get my brain to make the very interesting part of training units manually then the difference with or without is imperceptible. The limiting factor of economic development is resource balancing and build order. Units can be autoqueued (vanilla) and the efficiency of batching doesn't matter that much (There was even some posts that argued that smaller batch are more efficient, theses posts are simplifying calculation too much but that's another topic). So in any cases, the important parts of what make you successful in a game will be tactics/micro (and build order) and strategy. The small tasks of having to scroll to optimal batch size and re-click production buildings every once in a while are just unimportant frustrations of a limiting UI. It's just my opinion ofc and I respect others as long as you're not dishonest like @BreakfastBurrito_007.
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A27: Extreme stuttering and OOS on rejoin
Atrik replied to Seleucids's topic in Game Development & Technical Discussion
Y I just had a game with climax lag and 3fps using no hash. Camera and gui were still responsive thoughts. It's clearly bad to play without the oos hash check but i guess most players are desperate for improvements rn -
A27: Extreme stuttering and OOS on rejoin
Atrik replied to Seleucids's topic in Game Development & Technical Discussion
From a few games tested without hash check, both I and @Seleucids seems to have a VERY noticeable difference in performance. I was extremely skeptical that it would but it seems like it does somehow. The stuttering is just... gone. And in late game I don't get insane fps drops like 7 - 3 fps.... Would it be possible to return the other players hash by default every 20 turn but once in a while, maybe every minute, actually calculate the hash? This way we could have fully compatible version with the fix even if it's hacky? How could i do this? -
Alright, well I never saw that for myself. I only already saw wrong accusations about Matias using it while he never did but that doesn't count.
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Sorry @strat0spheric, I guess i confused you someone else. For the "hidding" accusations I just never heard of anyone smurfing using auto-train, maybe someone did? This despite @BreakfastBurrito_007 constantly spectating game and making comments to discredit any users. Anyways, this is one more reason, I, at least don't believe you are right about saying that any users is attempting to hide it.