Atrik
Community Members-
Posts
284 -
Joined
-
Days Won
11
Everything posted by Atrik
-
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.
-
Making a free-resource mod without OSS would probably mean you hacked the game. And be obvious cheat. As for the "sniping mod", still no description of what it does from @alre but: NOT "auto-aim", it's possible you may think that this sniping thing could be as broken as an auto-aim in FPSs. However your army isn't going to be wiped out just when someone press the button. It will JUST replace for players the need to click on all enemies units, by good positioning and a single click. More interesting micro: now instead of having to spam the sniping clicks, you can allocate your attention to path units takes to flank, reach ranged with cav etc... My view is that the game would be fun if it evolves to introduce new fun mechanics like charges and kickbacks effects (like when cav engage infantry, they get a little kick back also preventing any actions for 0.5sec). Few stupid ideas for formation perks: In wedge formation, +20% charge bonus, all units benefits from the head units charge speed bonus. In any close formations, +20% charge resistance. Open formations, +15% chance to avoid projectiles (smaller hitbox or anything). But hey, maybe instead we should do everything to freeze to current meta where the most important thing is to select ranged and click ON EVER SINGLE ENEMY UNIT. The more I think about it, the more I want to beg @alre to push his idea lol.
-
This added to melee charging when engaging more predictably, this would maybe lead to more interesting micro-management and strategies that we all wish to see more:
-
You convinced me already at least, beside the legend of the "auto-sniping bot that will end 0ad", actually this feature would in my opinion: Not be even that much impactful. That will just replace the time used from sniping to more melee micro like moving small groups. So probably skill gap would just be diverged to some more interesting mechanics then sniping. You haven't provided much details on expected features but if it just allow ranged units to focus weakest (lower resistance and health) units within range, you'll still have to place units correctly. Nothing changes about mechanics, you can't move skims pass a line of pikes to kill archers, unless you play well with movements. It's not going to be the button you'll press and it wins the fight. This is probably a thought that come up because fights right now are about not forgetting any unit when spamming clicks. More like, just a (could be) basic feature. Replace the 50x clicks by just placing the units in range of weak units. This counter the bait and flee (dancing) or the passive mod bait in big battles. So you fix one abuses possible that a script could do, that clearly, would be annoying. I see only pros and maybe it would be great to have it in main game.
-
Sorry, This was due to a bug with "hide trainer panel when not used" setting, I patched this this morning. You can prevent this glitch by disabling this setting in "trainer". Or you can use last patched version.
-
New Stances : Focus weakest unit in range / Focus closest unit? Well.... this would make sens as a feature in native game. No? I feel like you're a going to get some pushbacks on that one anyway. Still I'm curious to know how you'll plan to do this as mod, it doesn't seems that obvious to me. In case you have a average (or even little above average) computer anyway...
-
You can hide a mod inside another, you can hide a cheat too... Mods are kinda declarative. To paraphrase what@real_tabasco_sauce said. How would you do then? A statistical model to define if 'clicks' are 'natural'? A GUI usage signature of some sort? Elsewise I was thinking maybe I'll make a "cheap" cheat-detector for players that obviously cheat like clicking on supposedly invisible entities. But even that, I'll probably give up after giving it 1 min of thoughts... In reality nobody cares. To be a little provocative (and in same time it's really fun if you aren't too sensible and didn't saw it yet) you must see @seeh setup. For example this game I was in too and he used AbstractGUI + ProGUI. Not breathtakingly cool? Do any of the players he plays against would be offended by this? No, why? Also a cheat to reveal hidden stats/map etc. would take < 1-2 hour to make; his combination of mod for sure took > 500 cumulative hours to various peeps to make. And all of this isn't serious, it's a game, we should remember. As for the category "automation" or "mod optimizing game-play", well, my opinion is that 80%+ can fall within it anyway, including autociv providing shortcuts that would be a pain in the ass to do the same otherwise. Same for any mod displaying any kind of stats... And the goal is never to cheat, the goal is to optimize game experience. => If instead you love to click you can make a mod preventing you from selecting more then 1 unit at a time. Or solve a catpcha every time you phase up. Call it MoreClicksGUI. (hey wait isn't that Clash of Clans or something actual game experience concept?) Anyway I hope few people will get a little smile or ideas, if they ever missed @seeh videos showing his setup. lulz
-
Tiny update and tutorial that I guess I'll post here, since I got a couple of feedbacks on this one: To accommodate players that don't use trainer composition (% you can set for the trainer with the mouse-wheel), new settings, and default settings have been changed in last version. In short, if you just want units to be spammed: The intuitive settings are abstracted as "Spam Mode". So the best is probably to toggle the two highlighted above, together, and are even now default settings, else some player find the trainer manager confusing, and don't get the result they expect. New default settings (trainer): Play without using composition. (No Mouse-Wheel) For me, the best settings for managing army composition, that I think is the intuitive one, is to uncheck those two same settings. My (trainer) settings: (old default equivalents) Just wanted to address this common annoyance for some players, confused because the default compo (%) preset. And to post somewhere this little complementary explanation about it, since for an advanced use of ProGUI, I feel default settings will now be a little limiting. https://gitlab.com/4trik/proGUI/-/issues/1 Edit: I made a few tweaks to that new "Spam Mode" for it to be intuitive, this just change how you can set units to train on the panel.