
Atrik
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Everything posted by Atrik
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0AD clearly lacks campaigns, and Hyrule is one of the rare mod to bring one. That's what i know. But beside this I'm not a huge single player, as I'm mostly caught in multiplayer already, so I don't feel best positioned to say more. If ever since it was my case at some point : building the game on linux is super easy, but reading through the build instructions is confusing. Someone should make something better with tabs or something for each os, instead of the current giant monolith... I made a summary here for building a27 on debian.
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On the campaign, I'm not sure where to find the enemy after destroying the first base (got all the map explored), so I'm unable to finish first mission. Beside this very good job on the mod
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It seems to have been fixed, the newest upload says 5 downloads. Wonder what the bug was. You probably got confused by the counter resetting because I'm reuploading shamefully the mod every time I find some bugs coming from the mod.. 4rd reupload due to poorly handled exceptions ... Also on @Vantha's tip I've tried to see if I could get some of the logic in guiinterface. I couldn't import much logic there but in SetWallPlacementPreview we could control additional visual effects of the previews. I also rewrote some of it to be able to reason from it... Anyways... If the mod/code is working as I think it is now (finely), my guess is that it is still not possible to PR it as long as it is a constant storing tower-like structures, usable as start/end points for wall segments.
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Thanks, I've just realized I've slept an stupid, potentially error-generating mistake so I've just re-uploaded again with tiny fix... There are also small compromises I made as said in the opening comment... And the buildings templates that can be used as end wall sections (towers) are defined arbitrarily in a constant etc... So there are a few things that needs extra work.
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Unlikely to be accepted as a PR. It lengthen the code by a bit; and is probably not how one would go about to implement all of the different features I've added, without the constraint of trying to make it into a compatible mod..
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Wish I could, however this would either be very complicated, or needs to be as a incompatible mod setting some references point in fort templates or something. I wanted this mod to be compatible.
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Updated : Significant performance improvement (First version was bad, this one fix it but also improve wall placement performance impacts in general) Now other towers can be used as a starting or end point for wall placement instead of wall towers. This doesn't prevent you from walling easily around them : you can also snap walls and palisades to their edges! (The threshold distance makes it so easy to choose between the two you won't even be bothered).
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Why don’t more players use “Call to Arms”?
Atrik replied to AlexHerbert's topic in Gameplay Discussion
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Why don’t more players use “Call to Arms”?
Atrik replied to AlexHerbert's topic in Gameplay Discussion
Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies. -
This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) SnappingWalls.zip
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It's a bit more APM overall, you have to make sure formation is toggled only when desired. Which is what I don't really like, you want to get the efficiency gain from it, but you also have to go with the frustrations of having units in formations at random times .
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Atrik replied to wraitii's topic in Gameplay Discussion
The reason Petra doesn't use them is that it consider they have 0 attack therefore it's at the very end of it's priorities. So it would stay true even if you buffed them 100x as long as you don't add default attack. -
./config/0ad/logs Or gather the errors from terminal if you open 0ad from there. I don't see any reasons why editing the population bonus of structures in template would break anything so probably you are right to try to look into how you packaged your mod. A random guess would be that you extracted the mod you're playing with creating a extra folder like 0ad/mods/yourmod/yourmod/simulation/templates/..., and should be 0ad/mods/yourmod/simulation/templates/.... Besides this, mods downloaded from the downloader should create the correct folder structure.
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Under Options > Gameplay > Formation control, one can set orders to unit to not override current formation. With the current workings of formations, this can lead to a non-negligible efficiency gain for orders like gather, build, capture... This because units will waste far less time bumping into each others while in the same formation. I'm posting this because I have for a long time, I not understood it was a setting when witnessing players using it, thinking it was marginal usage of a custom command where the game allowed you to define formation. Recently, much more players starting using it, so I started to try it too. I'm used to using formation at my advantage in fights, so I don't hate the current formation buffs. However for economy, it feels a bit... Weird... To be able to make gains using formations, that should be more like a battle thing. I don't have a defined opinion or improvement ideas for this, but hoping opening a thread on it can gather interesting ones.
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I got confused by the template name "cataphract mixin", thinking it was applying only to cataphract. No I don't think they need additional nerf, the speed debuff might already remove too much of there utility and still have them as strong as frontliner. I guess we'll see, if the counter damage increase for spears have been dismissed already. Yes but actually 'normal' champ cav only get HP debuff, so net nerf, against all including against inf there (If I'm not mistaken again).
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Bactrians Chavs are have the same stats as Cataphract in a27, they are used more often for champ cav because of the Persian pop bonus. So they'll be nerfed more then Catapharct, intentionally? Your armor and HP changes barely change cav HP equivalent, but lowered it's speed, so they'll be worse at chasing other cavs but as good against infantry. A bit less map control too.
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Yes, there are more frequently capture attempts failing this alpha then when it was so much harder. That's the point, it makes it more dynamic then always going for rams just to take out a undefended civic building.
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The best change with melee re-balance since I play this game, in my view. Again, in my view, CC should be a building to be defended, and not a defensive building. If you play greedy and recklessly, then you possibly get punished. It's not hard to garrison your best units in it or to plan some defenses either troops or minimum some palisades. But yes you have to do it. It's not longer enough to farm, ring the bell, then having your CC hold all by itself.
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On theses changes I only know about the changes to structures (The rest I haven't tested enough or have enough elements to form an strong opinion): Cheap Walls, Palisades especially spammed*, are very annoying for the game-play in current context. They just make pathfinder bug (I know it's not a bug, but a feature of the gates, but it feels like a pathfinder bug); when they are a lot of them, even breached, they kinda take too much visual space; most players don't like stalled games... Basically more walls = more frustrations. I'll rather have them actually strong, and hope for a feature to make them easier to snap with other buildings or even terrain. *In your PR you say that since they are weaker, they will be spammed less, but that's unlikely to be the case, cheaper but weaker incentivize spam, not the opposite. Fort Accuracy; defenses are already super strong this alpha, especially forts, increasing their ability to kill single units like hero doesn't make sens to me. Capture Regeneration Rate of Structures; again, defenses are already very strong currently. But if you really think some famous structures players strategically surround with defensive wheat fields needs be harder to capture, then I would rather increase capture points rather then capture regeneration. This would make capturing and defending easier to learn, because evaluating the effects of regeneration is kinda tricky. A lot of players complain that enemies always capture their structure so easily but themself can't, because they have not yet the experience of the trickiness (exponential effects) of capture regeneration.
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Likely to be much more time managing the discussions. The goal isn't to make it easier to write changes (tweaking templates isn't really hard-work to begin with, and require minimal technical skills too, anyone could do it), more like to try to leverage the wisdom of the masses/the community to validate or not balancing ideas. Having theses polls would open discussions framed around existing PRs (and available in com mod possibly to be tested); avoid oversights, or validate changes you suggests. If all these changes just go from com mod to next release what's the point of calling them "tested". At time of writing, all changes seems to be approved, so if ever some would complain later, you would at least be able to point to the poll and say they were voted in, and players complaining should have contributed to the debate then.
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My bad, I need to link the git PR. Also remember changes are in com mod.
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Disclaimer : Doing this poll on my own initiative. I didn't consult @real_tabasco_sauce about it but I believe that it would be at least interesting to have votes on balancing ideas that are probably going to be introduced in a28; or even maybe, it could be default of how balancing changes are introduced (like it was for the first version of com mod a26). Ideally votes should be only submitted after testing and building a good opinion on the changes through community mod. PR links for more infos: Cheaper Wall Han Ministers rework Carth Techs, Bonus and Unit rework Fort Accuracy Nerf Capture Elephants and Longswords tweak Mauryas Maiden rework
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Oh ok, I misunderstood what you meant previously then.. So if this create 0 issues, others techs that would do something similar wouldn't have either, in mods or in future balancing stuff, I guess you already have the proper solution then.
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@guerringuerrin your hack is perfectly suited for this. As you said, the likelihood of not having Wicker Baskets researched until you can capture an enemy maury farmstead then research Ahimsa is very very edge case... And wouldn't even break anything. If you really want to hustle it, here two 'long-term' improvements ideas: Support template attribute to mark as 'non-civ specific' techs and structure to be ignored in civ overview Support paired techs to use existing 'normal' techs (Ideal)