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Atrik
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Everything posted by Atrik
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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.
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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.
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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:
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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.
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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.
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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...
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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
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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.
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I know the scripts in ProGUI, are seen by some as a way to get an edge in game, and they are in some way. But just like @Helicity described, it is also a way to enjoy the game more, focus on fun stuff and "not feeling like a click slave". As @panda demonstrated, you can use the mod, and selectively use the script you want or not (Very good deal of efforts where put in so it's customizable at will). The overlay (modified from boonGUI) displaying idles units or building could actually be seen as the main feature. And will save you a lot clicks and save you resources. Clicking to get "all idle barracks" and so on, are enjoyable features. My view on this is that it doesn't feel like cheating, and players I played with never felt I was. After all, It's just a different UI. And.... It make games more much more enjoyable .
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Yes! Maybe some changes have to be brought into the "Queue Next Phase" feature. I had a few feedback for this one but I'll have to do something simple and intuitive. ProGUI has already 3 pages of settings . So for this, I'll recommend you modify it on your end since it's very simple: In /ProGUI/gui/session/EcoHelp.js: Line 308, Replace Engine.PostNetworkCommand({ "type": "tribute", "player": playerID, "amounts": { [resType]: Math.round(((userRes - value - resReserve) * shareratio) / 3 + userGatherers) } }); by something like: warn(state.name + " may need some " + resType + "."); You should probably actually want to use "Engine.PostMessage" but I've never used it. And haven't figure out (took the time to) understand it. Maybe someone that read this can be of better help. Done! And all the buttons and settings you can use for how to tribute allies, will now be buttons settings for how often to spam this warning . Including the filter of players you don't want it to check for, ofc, so it would be neat:
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Thanks @panda! If you don't use auto-research, you may still have your forges showing up as idle buildings when no techs are queued, on the idle building tab. How exactly do you imagine the reminder to look like instead? It's not just you forgetting stuff btw, I started this mod because I was always forgetting to tribute allies, or having idle buildings like forge or barracks. Indeed I tried to put in as much settings and options for players to be able to choose what they wanted the mod to do, and how. I'm glad it's useful!
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Hey @seeh! From your video, I guess you are probably using a very old version, that had some bugs (or more then latest at least lol). The maintained version can be found on gitlab: https://gitlab.com/4trik/proGUI If you make a tutorial video on it, it could be soo cool! But I think you may have missed on some of the features, I'd love to show you when you have a minute.
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I've fixed a few issues found in initial release thanks to Lary's feedback.
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If you know how to do this, I'll do it I've tried few syntax's like "Step: 1" "Increment: 1" ... But didn't work. Also the value are rounded in the script anyway.
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Hi Helicity, I wasn't able to reproduce the bug you had. I forget to mention that there isn't any pre-set default settings, the most likely reason the trainer won't do anything is that you have "MaxBatchSize" and "Batch Multiple" set to 0. Other reasons that could make the queue not resume itself are : - Pop limit reached (But will resume if units die or more houses are built) - Resource are under the "reserve" threshold (also a setting) Please, if you test it again, tell me if you still have the problem.
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Understandably, a queue resizing itself can't be in native game tho, since either you have settings like in this mod to "not consume resource under a limit" either the auto-queue become a nightmare, always taking out all resource and leaving nothing for buildings and stuff.
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A few players asked me to make a mod that would allow for the auto-queue (native) feature to be able to resize itself. And I now I've done it. https://gitlab.com/4trik/resizequeue It's a light mod, for players that can't play with heavier mods. But you still have a bunch of settings to customize its behavior. Features: - Resize batch training every time to adapt to resource and pop available. - Stop / Resume auto-queue after no resource or pop-limit reached. - Prevent autoqueue from using the resources you'll need when placing a building. If anything doesn't work as expected, please tell me. Enjoy!
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But then can the horses be killed? The garrisoned cavalry would become it's infantry equivalent? (trolling)
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https://gitlab.com/4trik/proGUI/ for stuff like queuing research, I made it very customizable to automate or not what you want. (no OSS online) https://gitlab.com/mentula0ad/FieldManager from @Mentula mod for managing farms (no OSS online) https://0ad.old.mod.io/better-scouting-mod from "Justus_Avramenko" (sorry I don't know his forum name) mod for some scouting perks (may OSS online)
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I think like you @BreakfastBurrito_007, I like to get more free time to manage units for: Building stuff; Micro units for Battle; Plan Eco. The feature you describe for queuing techs I wanted it too I have something resembling that in proGUI: the added forge menu let you select what techs to queue automatically when the resources and a forge are available. You have the same for eco techs. This menu comes as an overlay, not in the native's game forge building menu. The benefit of it, is that is doesn't change any of your game reflexes, but adds new possibilities. Also if queuing of higher tier techs in the native GUI would be exactly like @BreakfastBurrito_007 described, you'll (very probably) still have to lock resource in order to queue it. So all of these design choices are actually more tricky then it seems.
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Maybe rams should have some hack resistance with this. Otherwise they'll have no more roles as they'll be too brittle against melees AND melees would now be decently effective against buildings.
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Hey guys! ProGUI is now stable and well-featured. My git was reported by a clown so it has been "hidden to public". I'm posting new links to the mod here. You can finely customize this mod's behavior to fit it to your game-style. Fair version: https://0ad.old.mod.io/progui?preview=d6c030099ea38bca44e9d36d6d6fd30f With BetterQuickStart: https://gitlab.com/4trik/proGUI/-/blob/main/proGUI.zip Some players may consider the version with QuickStart cheating as it can move units for you the first 3 secs of a game. Please make sure players you play with, are OK with you using this mod. ProGUI offers a new way to train units: you can select the army composition you want and units will start training in buildings when the resources are available. It also includes a set of features for you to save you clicks and focus more on your game. Enjoy!
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I wonder if this would make ranged units useless or sniping of melees really important.
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"Script component Player of entity 3 failed to serialize"
Atrik replied to Atrik's topic in Game Modification
It seems I need to have boonGUI active and some code trying to do "g_UnitActions["set-rallypoint"].execute()" on a resource that will disappear. The bug occurs when units finish producing and the rally point has been set by a script with the "execute" method. So I know what's causing it and how to reproduce it, but my digging wasn't too successful to understand why this occurs when using boonGUI only. Anyway, don't worry @Freagarach a patch sanitizing AddResourceGatherer works just fine, and the triggering of this bug seems niche enough to just go for this easy fix. Nothing breaks, the gatherers still go for instance to the next closest tree, but something tries to add a "undefined" gatherer.