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Atrik

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Everything posted by Atrik

  1. If the farm is full, this is already the case, like for all resource gathering. Gatherers have diminishing efficiency in function of how much they are on a single field, hence the initial suggestion of having them spreading.
  2. https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 In that PR, @phosit suggested that we could use the selection box for spreading gatherers on some selection. I don't know how in feasible it is, or if it would be practical but just noting it as a more general approach. FieldManager is awesome but indeed, the fact it create a panel for fields, is introducing a tiny bit of technicality to the selection panel. Far from being a disqualifier to introduce in vanilla IMO, but together with the icons that aren't that much blending, there is probably some work to get in there.
  3. You are overwriting a player command for something maybe he doesn't want to do thoughts.. Maybe you can check Field Manager from @Mentula that added a command panel for farms with useful buttons.
  4. Yes sorry for the confusion I did somewhat maintain through the thread. The path check (removed in by the mod) is using the path where the mod.json is located, so content doesn't really impact it. But this alone causes frequent issues, there isn't any reasons why it should be a concern of @Emacz/the modder IMO, and again, unless it has a use case, why bother.
  5. I don't see it as a mistake from @Emacz if ever the reason was even because of something he did. The folder name, or anything of the path, as long as it's supported by the game and doesn't change any of the content, should be interpreted the same for compatibility. It's not even uncommon that when I use his mod and work on it, I make raw copies of the folder instead of using git functionalities. In that case, I'm likely to end up with a renamed folder name. You get the point, if it's useless (I think it is but maybe there is actually a valid reason) why make life of modders harder? ( @Emacz also being expert at being excessively bothered by this kind of stuff) Maybe I even pointed this out myself but i would never say that would make the feature "sterile". I'm not interested in waging a war against a made up threat that even if it existed, would be guaranteed to not care too much about measure taken against it. I understand you disagree but you see my point. If it's also at the cost of UX of normal players, then maybe we should also reconsider priorities. The above reasoning is also agnostic of your opinion on any existing mod, as it's just about intent to not disclose a modification.
  6. Perverting compatibility check into a political tool has been discussed for a while from the time I was here in 0AD. Yesterday, while searching the git to see if I could make a useful contribution with this path thing, I found something very cringe on git on this topic. I don't know if it's something that's worth discussing at this point. Maybe we should just let people fulfilling the urge to do something about "cheating", even if I'm unsure if theses people ever log in to the lobby. Sorry if any reader find this offensive because they did believe in the initiative but it's just very very poorly though out, by people actually smart. A while ago, we also discussed with you @guerringuerrin and @Norse_Harold that we should be able to see all player mods from the gamesetup room. This would be a good nice to have feature to add. It will help mitigate a lot of issues with mods, like the one with feldmap versions you are giving as example above. Most importantly, it doesn't engage a war against mods and modders pretexting they could be malicious, therefore nuking the UX for everybody is totally justified.
  7. There is always a solution to still make it work, despite the path checking. But good UX is generally about making things simple, resilient (can adapt to a variety of users with a variety of technical level), and not add unnecessary complexity. Why do you think we should keep the path checking? What is it useful for? Note that in the examples I give, I pretend like files after the folder where is the mod.json matters but actually it doesn't, yet anyways.. Community mod was downloaded probably exclusively on mod.io I think. As for Feldmap, it is marked "compatible" for convenience although it's obviously technically incompatible. Can't agree more.
  8. I've done a mod that change 0AD icon and I'm trying to distribute it. On my machine ModImWorkingOn/ ├─ mod.json ├─ fileIgnoredByGitIgnore.@#$% └─ art/ └─ 0ADIcon A user cloning my git New0ADIcon/ ├─ mod.json └─ art/ └─ 0ADIcon A user downloading from my git New0ADIcon-master/ ├─ mod.json └─ art/ └─ 0ADIcon A user downloading from mod.io New0ADIcon/ ├─ mod.json └─ New0ADIcon.zip Yes, 1000x harder for the modder to fck up and generate false positive then generating false negative thoughts. Being on the responsibility of the modder rather then the user is also obviously desirable. I think that also invalidate your remarks about this being a solution for a problem that doesn't exist. Which you would have a high chance of being wrong about since I don't think you ever use incompatible mods (yes you use and distribute compatible ones but they don't have this problem. For now, anyways). I don't know the original cause of the problem I faced with @Emacz, and others using his mod. But this isn't the first time I'm facing troubles with mods trying to use compatibility check, and this fix would have probably solved past cases.
  9. This mod allow ignoring the file structure in determining if a mod is compatible or not. I'm making this after desperately not understanding what is going wrong with @Emacz mod classical-warefare-aea-main. With this mod I'm finely able to join his hosts easily. Anyone making a incompatible mod could use this to make players joining each other easier without having to skip compatibility check. compatibilitycheckfix.zip
  10. Civilians gathering at the same rates as soldiers already makes them very interesting, and there isn't much need to buff them further. It's not that hard to understand so bear with me. When you fight, using the maximum of accumulated economic power is generally the best choice. Therefore, there isn't much incentives to leave any capable fighter chopping wood or whatever behind. Strike with full power. So what would you do : Send all capable soldier Send only some, while others gather resources That's right! Sending all is likely to favor your odds in battle! Obviously you also need resources, to grow your economy meanwhile, and replace dying units. To do so, you also have two option : Use cheap units (50 food) Use expensive units (50 food + 50 wood) Yes! Using cheaper units that gather at the same rates then expensive one is more efficient! When you come out of battle, and both sides lost a large amount of their population, you need to "repop". What would be the best thing to do in that case? Repopulate as fast as you can, using houses, and civic center to make females civilians, to get back at max pop (therefore max eco) Repopulate slower training soldiers and keep having lower impact of the game overall Exactly! To maximize your impact on the game, you should aim at staying as closest to full pop as possible, including late game, after "bomming". Inverted correlation between military score and civilian representation in population (not just me but others too) :
  11. Already exist to filter current selection: hotkey.autociv.selection.nowoundedonly = "K" autociv being op, you can create or modify the hotkeys and make for example : hotkey.autociv.session.entity.by.health.nowounded.by.class.select.Cavalry = "" hotkey.autociv.session.entity.by.health.wounded.by.class.select.Cavalry = "" This hotkeys system is in/shared with ModernGUI now.
  12. The simplest workflow is to create a branch per PR. So that when you start working on a new fix or feature; just create a new branch.
  13. ModernGUI now have integrated most of @nani and @Seleucids autociv's functionalities. I always wanted to add the following : A command to save and load game presets in gamesetup Now possible. For example : set all your mainland balanced TG settings; do /save mainland TG; /default mainland TG => When you open a host you always have this preset. Reminder the full list of commands (with the one of autociv) always available when you type /help When using selection hotkeys, you sometimes want to NOT select a specific group of units. For example all cavs BUT NOT the ones you are using for corrals, or infs but NOT the ones mining and defending home CC. You now have a setting to define a range of control groups that will be ignored by selection hotkeys.
  14. I cannot check all zips you distribute. If you clone (or download) your repo, you'll have the correct file structure. On a side note this situation is NOT an isolated instance of troubles caused by compatibility check doing things that seems outside of its scope. The folder name, or the file structure shouldn't be taken into account for compatibility check. The mod.json should contain the only data used to determine compatibility, any other additional rule is likely just going to create pain for modders.
  15. It never takes too long with jc..
  16. Excellent demonstration that models are not the problem here.
  17. @DesertRose You edit templates that impact the simulation. You should mark the mod not ignoring compatibility check, as it's technically not. Compatibility being a good enough reason why hotfixs are rare in between releases as mentioned by @guerringuerrin.
  18. What @guerringuerrin said, already better, the gendered civilians could be a good addition, but sharing audio with citizen-soldiers creates a small UX regression. Sound feedback matters. This thread isn't intended to be for a rejection the feature, however could be a highlighting for potential refinement. @guerringuerrin tried to orient the discussion on getting the sounds fixed but that didn't help .
  19. Right, if you copied the mod.json out of the archive, instead of unziping then the zip file then it needs to match. For simplicity you can do the latter.
  20. It's not like just a change of having to remap some habbits, it's loss of information. Visually I could very well adapt, to new civilians models, no problem. But losing the sounds differentiation between them and CSs is a small regression in UX.
  21. Normally not, however a common assumption is that mod detection is refreshed when opening the mod selection page, which isn't, so you need to relaunch 0AD.
  22. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial. Here is a small mod to make all civilians have the sounds of the previously females citizens. CiviliansFemaleVoices.zip If you would also prefer with the actors changed to all females (for consistency for example) here is one that does that. CiviliansFemaleVoicesAndActor.zip
  23. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial.
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