Atrik
Community Members-
Posts
291 -
Joined
-
Days Won
11
Everything posted by Atrik
-
I get your point. But I stand that it is very reasonable to think of a stance or hotkey that would save players from having to click 100 times, to achieve the same as this example of amendment to unit_action.js "attack-move" : else if (Engine.HotkeyIsPressed("session.attackWeakUnits")) targetClasses = { "attack": ["Ranged", "Support"] }; 2 Lines of code => Hotkey to do "Auto-sniping" available in vanilla 0ad to everyone. I guess the idea is setting some people uncomfortable because the current meta is sniping, and we all tend to be attached to our playing habits. But metas evolve as the game does, so I think this is worth talking about.
-
Why? I was recently having discussions with some smart community members. I shared with them my reasoning: Sniping is definitively not, following 0AD vision on Repetition - "If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring." Manual sniping is as today, very clearly on the very repetitive end of the spectrum. Testing if this would be OP A mod in development from a very smart community member, gave me the opportunity to emulate some kind of "auto-sniping". I was surprise to find out it was indeed very effective, and beating by far a top player sniping skills: NoobDude (That I have 0 chances to beat normally). I was very surprise because my expectations was that it would make little difference compared to player manual sniping. So I though about just putting the idea into a hole forever... ... But since my initial reasoning was still holding true, and smart members were agreeing that it was, in theory, undesirable to have to have to spam so much clicks to control a very simple behavior, sniping still feels like a problem needing a solution. How could this be addressed unit_action.js, already have a kind of class filter for "attack-move". Another way I found to get a sens of what would such feature could feel like. "attack-move": { "execute": function(position, action, selection, queued, pushFront) { let targetClasses; if (Engine.HotkeyIsPressed("session.attackmoveUnit")) targetClasses = { "attack": ["Unit"] }; else targetClasses = { "attack": ["Unit", "Structure"] }; Implementing a stance, or hotkey, in main game that would help players "attack weakest unit in range" or another similar feature may change the meta. But this "sniping" meta of is arguably not most rewarding mechanics you can hope for a strategy game. TLDR: No script publicly exist for (practically) sniping in a multiplayer game. I think we should however seek to fix the compulsive clicking required for sniping. This won't end 0AD, but may give way to the implementation of more interesting mechanics, and game-play metas. Also the unfair advantage that this could provide may deter any moders to do it. The best approach could be to have it in native game.
-
More than 8 players in one match
Atrik replied to NitroVicky's topic in Game Development & Technical Discussion
Yes to all. Think this mod is on the wish-list of few people already at this point. I'll download it and probably will be popular mod to be able to play larger games. No ideas on the issues you may face other than that a mod would very probably require all participants to have ofc. If you get this on rails, I'm sure you'll get help if needed. Assuming this is would be a mod and that you have no experience with 0ad mods, this may be useful early in your journey: https://trac.wildfiregames.com/wiki/Modding_Guide https://github.com/0ad/0ad I still don't know if there are other important tools. 0ad is easy to mod, but haven't be able to learn if a process to explore the code, other then reading it, exist. I hope someone will explain to nubs how he do it like a pro. -
mod QuickStart mod - Automate repeated actions at game start
Atrik replied to Mentula's topic in Game Modification
You can always leave some units unassigned in QuickStart, for instance, you could want only cav to go to closest meat, and the rest to await your instructions. In version of QuickStart that's integrated in progui you can have the unassigned units stay in CC (Feature suggested and improved by behundar, where you can still make the placement of a building then the units will be selected upon manual unload). Of course, you won't have a big "edge" using QuickStart, and you could just don't see the point, that's a good thing. For me, I just tend to dislike the stress I go trough when a new game start and the first thing I need to do is to do a sequence of clicks as fast as possible (for me, always the same). I'm glad QuickStart does this for me while I can look around my CC and my allies to see how it looks like. (Still have less then 3secondes to do this before needing to manage, so It feels just right). -
mod QuickStart mod - Automate repeated actions at game start
Atrik replied to Mentula's topic in Game Modification
Wow just found out about this. I wonder what's the idea, you're not very specific in the thread. ProGUI is already a kind of attempt to allow players to customize some macros. I'll be so happy to see something more customizable/modular. The challenges I see is to have the gui adapted to be able to add/remove buttons for controlling the macros. -
It's just default settings, this really depends on your build order as a player, sometimes you want to have a first small batch of females to build or gather, I personally like to make a first cav unit before any females.
-
If you have QuickStart enabled :tThe first batch trained may be defined by QuickStart instead of the Trainer when both are active. You can simply set the desired units to train and first batch size in QuickStart settings. The default settings when enabling QuickStart is a to produce a batch of 3 females while doing the starting sequence.
-
The difference is that you have "barter panel" setting enabled and me not. But the menu for trainer is the same so I don't understand why you get confused by it. It was probably for another reason, maybe it started training this batch before you change the setting or because you had limited housing.
-
You should see a small menu/panel popping when right clicking the trainer button. https://youtu.be/ob87oBd57Is?t=150 @seeh
-
This icons appear if you activate "barter panel" setting, and will display the current market prices of each resources. So the number isn't a setting, but are displaying current resource worth on the market. (Price are always at 90 until you or another player start buying resources). => In short lower number just means this resource is worth less on the market. I did this because I find it useful to have a compact overview of the market on screen, at all time. Additionally, for an advanced use, if you press/toggle this icon, it can be used to buy this resource while some price conditions are met (and if you have a market ofc). The conditions can be explored/changed in the settings. It has a few edge cases, but doesn't replace the normal market panel by any means.
-
Also did this one for the trainer feature:
-
Thanks @seeh for your tutorial (or game-play walk-through ). By default, every features like the "trainer" are disabled, some players could be interested by just the overlay. So I though I could also make a short one to introduce the overlay. proGUI overlay overview:
-
The "Alpha" label is scaring off new users from trying the game
Atrik replied to Thunderforge's topic in Help & Feedback
So the idea is to have a new button in main menu "Find a multiplayer game" ? @Stan` is this a feature you for-see as a mod? Or thoughts on a implementation in later alpha? Maybe taking the matchmaking way have a lot of cons, but I believe too that the pros will overweight the cons, in the long run. A player probably don't want to join any kind of games anyway. Sometimes in lobby some games are just some peeps meeting up, chatting or testing sniping technics. There are multiple ways of addressing that last point, ofc. One could be (but is pushing the idea) further: If its possible to have some volunteers to host some games when not playing, we could just make rooms hosted by them, dedicated to "Team Games" and "Duels". So maybe it's possible to get in same time, the availability of hosted games 24/7. Hosts could then be "vetted" by the community somehow. It could help draw more players in 0ad, idk. We could have a lot of pieces to make this happens, @rossenburg has plenty of experiences with lobby with his bots. @seeh was working on some autocivs presets so he can maybe make a automatic/vote system in rooms to pick settings and map without host being here. A first mvp seems indeed very doable. -
Neat stuff!
-
Housing places in the barracks and fortresses.
Atrik replied to Sun Wukong's topic in Gameplay Discussion
It's funny I couldn't find anything about storage capacity for resource that would have been discussed. Not thinking it's a good idea thoughts. -
Housing places in the barracks and fortresses.
Atrik replied to Sun Wukong's topic in Gameplay Discussion
Agree, housing is sound as it is now. -
Housing places in the barracks and fortresses.
Atrik replied to Sun Wukong's topic in Gameplay Discussion
But should they? -
What's the point of siege walls converting to enemy?
Atrik replied to causative's topic in Gameplay Discussion
Romans can build walls inside your base, and since you can't captured them, you need to ram it all, even if it isn't defended by any garrison then? As romans you could build walls anywhere and keep control over gates until they're ramed down? How OP would that be? I'll say this looks annoying but... -
Depends how laggy is the game at this moment? I could be mislead, and the bug occurs only on foundations entities. But I think I remember it also happens to me on other entities (resource etc.).
- 158 replies
-
- @stan
- @hannibal_barca @andybeauty
- (and 9 more)
-
I think this happens when you change rally point, same or previous tick of units spawning?
- 158 replies
-
- @stan
- @hannibal_barca @andybeauty
- (and 9 more)
-
It's true melee re-balance would decrease the problem by making the default attack on closest enemy more reasonable in more situations. And your proposed changes are exciting. But fix sniping? Really don't a stance that allow for sorting units by resistance or anything is neat? darn, cool. Would be so much fun to have a kickback thing too when charging. Definitively, funnier stuff then sniping (aka click on all enemy units to emulate sortUnitsByResitance(); ) would be good for the game.