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Atrik

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Everything posted by Atrik

  1. It's a vanilla bug, happens very very rarely though. Probably 1 out of 1000 games or even less. Happened 2 times to me but I think was in a26. It's something that has to do with selecting a very large group of units, you can mitigate this by selecting smaller group for a while. @Arup if you have the replay where it happens would be op.
  2. The order flow will be very similar to what you have for foundations when you already have the resources : You select a bunch of units : the builders. Select the building from construction panel and place it. Once you'll have enough resources, the preview will become normal foundation and builders will be called in to build it. Since they're called with pushorderfront, they will actually also go back to previous task (e.g. farming) once done building. So it's almost the same to how it's done with vanilla construction Still need to refine some details, but I make this kind of features trying to introduce neither technicalities nor arbitrary behaviors that's not user-defined... Although it's sometimes unavoidable to make some design choices.
  3. Cute little update : I. Handicap setting Now possible to set a handicap just like petra has, for player. Type : /handicap PlayerName Difficulty Example : /handicap Atrik Easy For SP or MP where others have ModernGUI too (will OOS if not). II. New leaderboard section You can now read kills scored by classes of units in this leaderboard section. Very useful as observer. Reminder the kill counter only initialize when actively in the game. Rejoining game will only display kills from when you joined. III. New queue system It is now supported to queue units globally directly in the selection panel. You can queue the units before having the resources, and the production will begin as soon as it can, across owned production buildings. Works also with techs. You also have a hotkey massproduce (same default as vanilla masstribtue; massbarter etc, being Ctrl), for techs, it will research all techs of the chain. You can also queue constructions. Units have this new construction queue and will start building as soon as you can afford the building. Items in queues can be promoted to priority item (Gold color in queue panel). This will have as effect that other items in global queue will not consume resources that the priority item is awaiting. This global queue system is enabled by activating EcoPanels setting. Otherwise the panel is unchanged. Hoping to get feedback on this proposed new system! I personally enjoyed it a lot this past few days while testing it and I think it's amazing, It gives the feeling of serene control I like most when playing. Have fun!
  4. Thanks I was looking for this a while ago.
  5. Hi @Jayanne.Sung, This is a symptom of https://gitea.wildfiregames.com/0ad/0ad/issues/8611 TLDR : Most likely you have the bug where the cursor is not pointing where it should be. Try to restart the game until the black margin doesn't appear. Maybe someone else know a way to open the game that will increase the chances to not have this bug (without disabling full screen that is) ? For me the bug happens 1 time out of 20 or so, therefore I usually just restart the game.
  6. Because upgrades are susceptible to change the proprieties of the production queue etc. So it is only supported to upgrade an entity that has an empty queue be right now, else bad things could happen. I project to make a mitigation for this and allow for upgrades to be queued regardless but not sure how this will go.
  7. Sounds nice! But just side note nobody disagreed here we could make improvements , the issues has more to do with priorities, time limitations, and the fact everybody has own view on what would be best. This option exist but not sure to what extend it's used/customized by players. Maybe ideally we would have support for expanding tooltips to help make it easy to have both summarizing and exhaustive tooltips at once.
  8. My absolute focus on Gitea is to get what I would think of features for the game to feel great. We should get formations actually useful, add some effects like knockbacks, charges, and other discrete unit abilities. It's almost sad to have a game with elephants that anything can get in it's way, when it actually should be the battle line breaker for example. I have my own preferences about how tooltips should be, I like them to be here for you to get any piece of info about how the game works a player would want to know. Each element can provide important insights for decision making. For example here is a tooltip I like for building capture bar: I don't count neither how many tooltips (there are literally hundreds) that I reworked over... multiple times... I don't want to exhaust scarce reviewer time and own on it at the moment, because it's often very subjective as for what's best, so easily a time sink. And the UI can anyway be modded anyway, like you do in DE too. So for the time being that would be a pass for me.
  9. That's already the case but you might have it disabled, check option or it's also a hotkey still "Atl+C". Thanks to @guerringuerrin this hotkey will be unassigned next release as it tends to troll people. Also in the PR i made all range overlay are forced enabled for the placement previews.
  10. Works for all buildings Will do for the PR. Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request
  11. Screencast from 2026-04-05 01-44-43.webm Yey!
  12. @Thalatta, some players, and I'm part of them, think some aspect of the game-play like formations should have a greater role in this game. And I'm fairly dedicated to make it happen, as much as the development process allows it. My thoughts are really to try getting the game a bit away from this cheap filling of clicky gameplay toward funnier and mentally rewarding mechanics. But it is the hard path from what I've experienced. Much more work for sure. As you can see, there is also a lot of controversy when it comes to vision on the gameplay, which add up to make the triple combo : more work, slow development, resistance to change. But there are a lot of awesome people in the staff, and in this community so there is no reason to give up on making the game better, whatever the path might be. Now about ModernGUI, the mod itself is bundling the work of plenty of awesome modders, and I did a lot of work too to get it where it is, I don't think it's no longer a small project as the incremental enhancement added to the UI are starting to make it something reasonably cool imho. There are so many things you can explore through the various overlays, hundreds of added stylized tooltips, and added pages. Generally the mod is named only for the "autotrain" who, even if I do like a lot for playing, is a bit clumsy in the way it is currently. I'm currently undertaking a total rethinking of it, that will resemble more to a feature that fit more naturally into the game.
  13. That's often what is brought up but it might be overstated, as you can already have very low clicks per minutes assigned to managing production if you use vanilla autoqueue. From 0 to 5 apm? 5 being if it reset every 10 sec.
  14. Possible. You haven't provided a replay so we're only working with hypothesis. What I described could have mislead you into thinking the units chopping wood were initially farmers. The maximum distance units travel to garrison seems a bit normal. You don't want units to travel half the map if they don't find any hides close enough. Maybe there is way to optimize the behavior however, with better sorting by distance for example. Also the input to ring the alarm is rather limiting...
  15. Didn't recheck but my experience debugging UnitAI tells me that what probably happened was: Your units were actually chopping wood on a woodline further from garrisonable buildings You call alarm so they move all the way into the buildings The exacts trees they were chopping disappeared (chopped by other units : your soldiers) You ring end of alarm so they try to go back to chopping wood, but since the trees they initially were chopping are no longer there, they search new trees, but relative to their own position. Making your civilians start chopping trees at a different place as they were supposed to. Just a likely hypothesis and note for myself (or anyone) when I'll work UnitAI, since that would be fixable.
  16. Since R28, the Mauryas Maidens champions longbows have shorter range. Maybe the logic there is that they are females so weak draw strength? Anyways they do make up for their champion title with better speed and high damage. They also have less hp too thoughts, but overall still a good unit.
  17. https://docs.wildfiregames.com/entity-docs/r28/components/ @Vantha gave me this link a while ago, but no idea where I was supposed to find it.
  18. When you queue multiple houses using the traditional method (Shift + click), units won’t go and build any pending farm foundations until they finish their previously assigned tasks. Civilians don't actually farm on fields unless building the farm was part of their order queue so I don't know what this discussion is about. They might build the unfinished field, but they won't farm it. They will look for another thing to build OR go idle.
  19. I was analyzing the commit from @Freagarach for regeneration to make some tooltips on it. Since there was an issue opened by @wowgetoffyourcellphone, and other modders might find it interesting, never know. @Emacz @Lopess It's possible now to give some arbitrary timer to resources for regeneration or decay, given certain states. For example, if you want dead animals to have some kind of decay you can do this: <ResourceSupply> [...] <Change> <Rotting> <!-- Add your new effect, name it however you want --> <Value>-1</Value> <Interval>2000</Interval> <State>dead</State> <!-- Add a state, "dead" or "alive" --> </Rotting> </Change> </ResourceSupply> The other interesting state supported is if the resource is currently being gathered or not (notGathered or gathered). <Spawn> <Value>1</Value> <Interval>2000</Interval> <State>notGathered</State> </Spawn> Above a current implementation in vanilla for Fishs. Below the results : Tooltips I added to ModernGUI for now.
  20. Currently, when you want to queue a item but you are missing some of the resources for it, the button is simply disabled. I'd like to propose a new system that allow you to queue items in the production queue, that will be added to the queue as soon as you get the resources. This remove some of the time-sensitivity of certain actions. ModernGUI now has this -experimental- feature for techs, and I'm hoping get feedback on it!
  21. Yes. The look is literally what this mod is about. It removes almost all the textures and replaces some entities with some simplified shapes. It does look futuristic but could be not to the taste of everyone. If you still like it, it's also awesome for performances. Pretty sure that's only because the repo isn't updated or I gave you the wrong one. @Seleucids
  22. Actually there is. But it mostly remove textures. https://github.com/Yekaterina999/EnhancedGUI
  23. That's very frustrating By simply disabling pathfinder on turn 0. Best performance gain, while keeping perfect responsiveness of units Intuitive behavior when spamming clicks : units head for the direction where you clicked In MP, a player spamming clicks don't slow the game for all We could make it also even smoother maybe: Turn 0 : Pathfinder disabled Turn 1 : Raw A* pathfinder Turn > 1 : Make some pull the string passes I was planning on making a PR for something like the above but I need to make some more research and also gather stats on real game replays to have an average of the "life time" of a walk order. If a good enough portion of the walk orders are only live for a few turns, then would maybe be worth to implement progressive path refining. I hate that currently units make this hokey cross shape paths...
  24. In any games, but especially RTSs, you can expect a huge level disparity, even between newbies. It's not always obvious what actions are important to win a game. @Seleucids you already did try to help a lot with tutorials etc. We could always use more of these, or increase their quality. The game itself should also rework some of its design to make technicalities easier to overcome for players, or more obvious how to handle them. These points would make the game much more attractive and accessible. The AI difficulty right now is actually very low, your PRs didn't fix the main issues with it. But for players who don't know the basics it's easy to get overwhelmed, but that's not because of the bot difficulty, who is probably max 1250 in "very hard" mode. So don't worry, if your changes did improve petra, it's certainly a good thing.
  25. @Perzival12 @Stan`, The packaging of this mod, currently available from R28 downloader has issues. First the mod.json still has a dependency to 0AD 0.27.0. "dependencies": ["0ad=0.27.0"] After changing that and reloading the game, the game just crash. Didn't investigate further, but it's important to note that this could be a problem for users that don't know how to disable mods outside of the mod setting menu, as they will feel the game is now rendered useless. They might even uninstall-reinstall, and I think in that case the mod folder persist, which would make them think the game itself is crashing.
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