
Atrik
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Everything posted by Atrik
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peaceful solution to moderation disputes
Atrik replied to championcavalry's topic in Introductions & Off-Topic Discussion
@Yekaterina is probably having fun since @Norse_Harold is putting effort into tracking him down. As @alre said it's really hard to enforce a perma-ban so he's picking a fight he can't win anyway. We can just call to Yeka's intelligence to stop doing assh0les things like spamming the lobby. What's the point of doing this anyway? He pretend to not want authority enforcement, but do things that make it more a necessity. -
peaceful solution to moderation disputes
Atrik replied to championcavalry's topic in Introductions & Off-Topic Discussion
It's sounding very smart to me. I especially think this is, sadly, maybe true. Starting with battle mechanics that are very poor right now (because the one thing to do is sniping). Unfortunately the desire to address this is inhibited by biases (because it has been named "sniping" then a feature that help with this is necessarily a "sniping aim-bot" right?, in reality would be just another attack/movement modifier or stance, witch the game has already have good ones like "call to arm"). I agree with all the rest too, but I don't have sufficient EQ to understand how @Norse_Harold and @Yekaterina came down to start playing mouse and cat so seriously. -
Stop calling for bans. The problem to solve is very obvious. A noob playing archers civs won't even understand why even against AI, archers feel very weak. Sniping is making a technical but very repetitive sequence of clicks just to achieve a simple none-strategic task because of a lack of feature. Some unit re-balance could remove the urge of having such feature, agreed, but still the game would be in my opinion more enjoyable if you had one of these example feature: A special Stance where units attack weaker (or another criteria like class) units in there current attack range. A shortcut/Button to order current selection to attack a selectable group of enemy units. A shortcut/Button to order current selection to attack a type of units in range (you could hover one enemy unit and have all nearby units of the same class glowing to indicate which units are in range of your currently selected units, and that will be attacked). I'm sure one could propose better feature with in mind ease of use. The feature could be more or less optimized to account or not for current hp, overkill etc, but in any case, the goal is to shift player focus and battle outcomes on more interesting metrics then cps. Also you can see that all feature described require players engagement, speed, and for the stance one, some technical skills to reposition units in battle. They compress the spamming of 80 clicks down to a few one. Right now, if you play archers civs and forgot to put your hero or another unit on the correct stance of target, the famous "opportunity cost" is to let it suicide else you may lose 2sec of sniping that will seal the outcome of the battle. Leading to easier unrewarding scenarios. Since it seems proGUI is named on 50% of this topic posts, I can once again precise that my attempt with this mod was to remove the unrewarding limitations of the current GUI. It never felt rewarding to me to have to check manually which military building has stopped auto-queuing units for arguably arbitrary reasons. So ProGUI suggest two approach to make it less painful: Idle production buildings have clickable icons that you can use to view and reassign production. This is totally not "auto" and still you can use it to boom much better then if you add all barracks to a control group to queue units regardless of current production queue. I already advocated to think of an equivalent to implement in vanilla UI, because it's very useful. Auto-train (production controllable from a panel), where you control production variable for buildings to output exactly what you want them to, with the ability to task buildings to alternate unit production to make a specific unit composition. The basic usage of it is very easy, and late games are funnier when you have production you can handle easier by a overlay panel. As expected, removing unrewarding tasks (such looking for the barracks where auto-queue broke) from the game made it more enjoyable for me not less. The mod has a reaction time of 0.6 - 1.2sec and can't even make more then one order in that time-span, so it's probably not improving players gameplay because it's doing anything super-fast. The game is subjected to possible improvements and improvements are very often new features. On a open-source game you can kinda expect that mods experiment new features, that may or not inspire changes in main game. There aren't that much stakes at play in a 0ad game, AND the mod is available to all anyway.
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I'm not sure anyone knows what @Langbart is planing about BoonGUI. This project brought a very refreshing UI to 0ad. I decided to introduce in ProGUI the original BoonGUI panel. You can easily choose to switch between ProGUI and BoonGUI, and have one of them preset for Spectating and when Playing. You could already switch between mods automatically using @seeh's autocivP, but I also wanted to add the option here. BoonGUI overlay: ProGUI overlay: I disabled by default the panel to control the features such as the Trainer and Auto-Tribute. Some players were just using the overlay but the features were still draining some performance. Option page, you can define when to use BoonGUI or ProGUI, and you can enable the additional panel with ProFeatures: If you used previous ProGUI versions, and the advanced features, you may enjoy being able to customize the panels even more: I would probably also help maintaining a BoonGUI representation. I'm not as op dev as @Langbart but I'll still do it. I'll try to get this new version published on the mod downloader so that the classical BoonGUI overlay is also downloadable from it. Shame it wasn't already but I know it was a @Langbart choice not to. Since he didn't say anything, I'll assume I can/should do this. Git Repo: https://gitlab.com/4trik/proGUI/ Mod.io: https://mod.io/g/0ad/m/progui (not always updated)
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Registration for a New 0 A.D. Biannual Team Tournament with set teams
Atrik replied to 70H4NN2S's topic in General Discussion
Nubtrik -
The game has enough examples of actions you could divide in more clicks. Auto-gathering after building was one, units are continuously queuing actions that you could divide. If you wanted to be very lame you could want gatherers to not automatically queue an order to gather next resource once he depleted the one he was assigned to. Fair point, you'll lose this. Main misconception, if this stance 'snipe automatically' in unit's range , then instead of letting pathfinder and enemy units define your unit positions, you now have control over it precisely. You have more time to maneuver melee and all units. You would do more interesting micro overall then just being tasked with spamming alt-clicks.
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This is why I think I already admited said that progui's trainer would never make sens in vanilla. ProGUI is off-topic anyway. But "elegance" here is purely subjective, my view is that having to click 80times to sort out some arrays is not elegant. It doesn't empower the user, and it's faster cps win. Just like it's obvious to you that: "it's logical and sometimes helpful that workers automatically go to near resources after building" Why "it's logical and sometimes helpful that soldiers focus weaker unit first." sounds any less reasonable? Nope, anything that would change attack from closest unit, is too "auto" and "will kill the game". Anyway now it's very sure 0ad will never see any better battles where players are just rushing to hit the best cps. There is no room for improvements like some units ability (charges, maybe other abilities...) if 100% of the fights is already taken by players having to sort arrays manually. I hope at least your meta @real_tabasco_sauce would pass and would really make attacking closest unit reasonable in most situations as we are kinda in a dead end with this topic. Can't make a mod, because it would be too op and break unit balance in general, and devs aren't going to do anything especially not if it's controversial. However dumb the controversy is.
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Northgard is a RTS example where units are assigned to gather resources at the beginning. Also this is off-topic. But now I wonder: would you advocate to remove auto-assignment of units when a drop-site building like a colony is built? Very probably not. Any "auto" feature that currently exist doesn't feel weird. If new features where introduced, including "auto-sniping", it would just appear to be a very normal feature to have.
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^ Some players, even JC, don't spend the battle sniping. Don't think the game feels dead to him because he don't. And he does still micro, just not sniping. If you had a way to reduce 80clicks required to order units to focus weaker units in vanilla game, It would just look obvious feature and no one will think about removing it. It could be as simple as the ability to switch between focusing the closest unit <-> weakest unit in current range. Making such feature as a mod would cause balance problems and this is the reason why nobody made/released this mod to this date. FPS games are about aiming, RTS strategy. Sniping in 0ad is about clicking compulsively very very fast. The fact that this game-play meta shouldn't evolve is merely a debate, @real_tabasco_sauce work's accounted for next alpha's unit balancing. ... ProGUI is another topic. I won't be worried about this mod impact on balance, it has been around and fair people don't cry about it. Even the "trainer" feature that is so controversial is just doing vanilla auto-queue's job differently. Much more concerned by the stat: 30% of players revealing enemy chat and stats found by a player's testing.
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Would not trigger on players with 'custom rating', it should now be patched.
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Few times ago vincel called me all sort of name, and he was trying to be offensive, in lobby chat. I'm glad he wasn't banned for this cause he's still a player you can choose or not to join game with. I could have choose to mute him and that would have been it. I didn't because his insults where just hilarious anyway, he was calling me underdog or alike for not sharing floating resources in a game I sent him 23k. When a noob get insulted, in case he is a kid, I do my duty to indicate how he can mute the offender, so problem can be solved without the need of some kind of Safe Space enforcement.
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I'll never advocate against that. I don't see why it would be opposed to having a Safe Space. I don't see that much abusive language excepted from an handful of known players or spammers. Use /mute, no drama needed.
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I've updated this mod to have a setting where you can make it work for corrals. As it was suggested to me. You can also choose to make it work just on corrals (and vanilla auto-queue on other buildings are unmodified). Auto-queue will restart animals production after interruption if you missed out on resources or reached max count.
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I was in the game and indeed i_am_groot used offensive language. Fact. But beyond this, it's ridiculous to try to bring the safe space to 0AD. I don't think I ever insulted a player by swearing myself but I fear much more abusive moderation then offensive language by some nerds. @1984 please chill.
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I agree, also would be better if you could choose to still make the attack-move by holding the two keys in the same time instead (call to arm and attack-move).
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I found it assigned to "Alt" by default. Didn't knew about it. Thanks.
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Yes, but could be a greater loot for dismantling buildings that would also require you to be owner in the first place.
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Like the sound of it. Maybe something like this would also introduce sacking buildings you've just captured: loot for buildings and a little worker time.
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Look like you currently have "compo mode" setting. UI: In this (not default) mode, the % (on your picture, 5 for females) doesn't reset if you toggle (∞) the unit. Trainer: (on your picture) Will still work like you would expect: Train females, until further input from you. Example of how to use: Say you start the game and want to switch all production to slingers (either to defend a rush or to lead a assault on some woodline). Simply toggle-on slinger. Once done (you have sufficient amount of slingers) you can toggle off and it will resume the composition training. If you reset to the default mode in settings "spam mode" (We need to find better settings name lol): Then you will either see only ∞ or the %, And the value will be forgotten when you toggle-on a unit. Default settings, you will only see XX% or ∞ But more clicks if you like to change trainer inputs often. Maximum batch size can be found in the trainer context menu along the reserves. Here 12. Can change value with mouse-wheel.
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Can you explain this ? Uses and name please?
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What do you mean?
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I was wondering why so little players use theses hotkeys in vanilla game. I find them very useful. "Call to arms" Type: Movement modifier hotkey => All selected military units individually find the nearest drop-site to deposit resources then will make a attack-move on clicked location. "Attack Move (Unit Only)" Type: Movement modifier hotkey => Will ignore capturing buildings on path to clicked location. I use this as default attack-move (Ctrl) instead. Underrated?
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Enhanced GUI mod bundles for A26, A27 and later!
Atrik replied to Yekaterina's topic in Game Modification
Definitively picking up on rangedoverlay. Very cool. Thanks @Yekaterina. -
Enhanced GUI mod bundles for A26, A27 and later!
Atrik replied to Yekaterina's topic in Game Modification
Are you looking to open a debate about making mandatory to throttle fps? Ok now this no-mod spirit look very alike a kind of religious thing. -
Interesting. And you had only 2 productions buildings to manage. The edge it probably provides is expected to noticeably grows with the number of buildings. Your sample looks serious enough for this kind of experiment but very surprised from the results. Since you don't have much edge cases in your boom in these experiments (and that you train only 1 type of unit and you don't actively manage production variables), you could have exactly the same performances if you used the resize queue mod I cited earlier. (Will do the exact same thing: training batch using same forumla and at the same moment).