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Atrik

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Everything posted by Atrik

  1. @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.
  2. 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.
  3. 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...
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. 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
  11. Actually there is. But it mostly remove textures. https://github.com/Yekaterina999/EnhancedGUI
  12. 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...
  13. 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.
  14. @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.
  15. Enhancement to freehand formations: units now actually order themselves by distance, and don't cross each other's paths. Nice when microing ranged cavs. Before : After : Committed for integration in R29 too, as part of https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 (use common sorting functions).
  16. It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override
  17. The last sentence is very funny! It's implemented as what's the easiest to do currently. When the unit is on a wall, he has a state of being "turreted", this is what boost his defenses. When not, it doesn't have any bonuses, regardless of if he is behind a wall or whatever. The projectiles make their lives without ever acknowledging walls. For sure would be nice to have this enhanced. You are right that bridges might have similarities with potential bridges (entities, not terrain as currently is) about how we could build them. But there aren't anything supporting walking across them currently. Units don't walk on fields, they just don't get any obstruction from them, so they actually walk on the ground. So yes, not really a simple task to get this into the game.
  18. Git is trolling me again. Wanted to PR this fix for rally points errors. rally.diff @Stan` thanks for the port.
  19. Screencast+from+2026-03-24+01-51-27.webm Would be nice along with some charging mechanics.
  20. You break a good chunk of the hotkeys doing so btw. Very likely you'll also have errors. A safe alternative is to remove : function autociv_showBuildingPlacementTerrainSnap(mousePosX, mousePosY) autociv_patchApplyN("updateBuildingPlacementPreview", function(target, that, args)
  21. I have a feeling steam wants 0AD on their platform, I doubt these recurrent posts are spontaneous gamers registering to make so nicely written comments, explaining the benefits it would have for an open source project.
  22. (I'm not very knowledgeable about this) Those are probably residual changes from when you did git lfs pull. But it got interrupted at the first asset actually in lfs. Just clear them, with git clean -fd should do.
  23. Map Type: Random Map Filter: Default
  24. Ah, you edited the main branch of your repo.... The classical workflow would be to not make any of your edits there but on dedicated branches. Assuming we still want to use your main to rebase all local branches --since @guerringuerrin confirmed this worked for him, I'm guessing this was indeed due to something, probably rights, preventing you to pull lfs assets from 0AD's main repo storage-- here is what you could do: Drop all commits you did on main locally Force push your own main branch Try again to sync your main with 0AD's main using the web UI
  25. @DesertRose I had the same issue. I think I fixed it by doing a git lfs pull as recommended by @Stan`, but it would only work doing so from my own fork. Sync your main branch's fork from the web UI, then use it to re-base any local branches.
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