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Atrik

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Everything posted by Atrik

  1. Disclaimer : Doing this poll on my own initiative. I didn't consult @real_tabasco_sauce about it but I believe that it would be at least interesting to have votes on balancing ideas that are probably going to be introduced in a28; or even maybe, it could be default of how balancing changes are introduced (like it was for the first version of com mod a26). Ideally votes should be only submitted after testing and building a good opinion on the changes through community mod. PR links for more infos: Cheaper Wall Han Ministers rework Carth Techs, Bonus and Unit rework Fort Accuracy Nerf Capture Elephants and Longswords tweak Mauryas Maiden rework
  2. Oh ok, I misunderstood what you meant previously then.. So if this create 0 issues, others techs that would do something similar wouldn't have either, in mods or in future balancing stuff, I guess you already have the proper solution then.
  3. @guerringuerrin your hack is perfectly suited for this. As you said, the likelihood of not having Wicker Baskets researched until you can capture an enemy maury farmstead then research Ahimsa is very very edge case... And wouldn't even break anything. If you really want to hustle it, here two 'long-term' improvements ideas: Support template attribute to mark as 'non-civ specific' techs and structure to be ignored in civ overview Support paired techs to use existing 'normal' techs (Ideal)
  4. Thanks for testing @guerringuerrin! Providing feedback is important to me for this kind of feature. For 1), you guessed right, the option doesn't allow map resizing, and it's not clear. It's noted in the tooltip button but I'll need to improve this... For 2), I think it does display always the correct amount. I've tested it to be sure, but I think it's because of the slight differences with Custom Trainer system. So you see a number doesn't match your expectation but should match the inputs. => In Moderngui it's either you have idle buildings in selection and units are queued there, OR train 'normally' in all buildings. So if you have 2 idle building out of 5 => you see 2; after clicking you now have 0 idle building => you see 5 and all will have queue length of 2 ect.. I'm happy you see the benefits! Before and while doing it I came doubting multiple time if it would make sens. But yes having the extras and ability to compare and see the effects of different options as you browse is a good fit for this mod, and I'm so glad you think it too!
  5. It might make the tech available to other civs, maybe for example if you capture a maury farmstead Should be checked..
  6. I think you got the version 1.27.22 which isn't the last version. If you got it from mod.io, it's because I haven't got it as live release there. I've just uploaded new version there but it's not signed so not "live release". So now get it in "other versions" on it's mod.io page if you want to download it from there (2.27.8).
  7. Requested a few times was to be able to get vanilla top panel. Now the option is here (live setting in GUI builder).
  8. New (gitlab): Queuing techs when selecting multiple buildings will go to least busy building (AOE-like) instead of all to a single one. New GUI Builder/Configuration Assistant. This is supposed to be a great step to be able to call the mod a 'modular GUI': Get guided with a series of small walkthroughs to customize the GUI panels, the GUI updates live so you modify it in real time. Much easier, funnier and digestible then the 50+ options of ModernGUI in normal options page. I'd love to get feedback on this last one ... Give it a try: open it by clicking the gear icon near minimap!
  9. Engine.QuickSave and QuickLoad might make the trick for you if you want to return to a point in game, example : when the overlay is closed, return to the point of when it got opened. It's instantaneous.
  10. Not sure how much players wouldn't.
  11. Never happens in vanilla simulation. If you make a mod, then you can already set whatever default behavior you want. As said, in vanilla, it will just likely be undesired and confusing behavior. Even if buildings were weaker to hack damage, it will still be undesired for ranged units for example, and still perfectly confusing.
  12. Yes I wish it would be possible to have units never interact with enemy buildings unless specified but it's unpractical for a compatible mod to do this. That's what units do with gaia buildings iirc: nothing, they await order or target which is ideal. Units attacking buildings is almost always undesired behavior, and get the player confused as what is happening in fights.
  13. Yes, you could. But if you lookup "Cav" column you expect to see how much Cavs there are for that player... Not just Cavs that aren't Champ. Well, might be more obvious to me who do use it. The counters aren't trying to be breakdown of pop space used. Some units aren't represented at all; some units could cost multiple population space etc etc...
  14. Sorry if that's confusing. Could you tell me if the spacer would have made it less confusing?
  15. Class counters aren't mutually exclusives in ModernGUI. Which indeed makes champion cavalry or infantry represented in both columns. That's not a bug, that's also like this in the autociv panel for example, and it make sens. But it gave me the idea to try to make things clearer by adding an a little spacer between champs and the rest, as it's the only column that a unit can be represented twice.
  16. There are some but for sure, some could be added. I'd love for towers to have a tech for LoS. I think one game that balance fast units correctly is Total War series. Their games are very much mostly SP, yet, cavalry units (and any fast units in general) aren't nub-friendly. They are high risk, high reward units: In Pharaoh for example, chariots are super expensive but still EASILY one shoted by any cheap spear, jav, and even to lesser extend other missiles units. You can't just rely on having bough a expensive unit to throw into the fray and win fights that way. You need to have the right timing, micro, and combo with other units to make the most out of them. But when you do, the rampage is real. That's what makes a game interesting in my humble opinion. In 0AD Pers and Sele have these champ cav that have for example 2x the HP of a Spartan champ hoplite, with more base armor; and to be a "counter" the infantry has x2.5 bonus damage against them... And that's the best counter there is to them... If ever the spartans can ever reach the cav. You see, it's just obviously bad balance.
  17. I think you don't like the calls to "nerf" units , but that doesn't mean making the game more boring, to the contrary : what MPs players don't really like are too anchored 'metas' that make all games a bit too similar... Because one build or tactic is too hard to counter, and that therefor a players can repeat it regardless of the opponent being aware of what you he'll do. Ideally strategy, improvisation, adaptation would be rewarded over mechanically applying a cookie cutter build. You get a better experience from a game where you have to use your brain, teamwork, rather then just trying to be fast fast at spamming broken champ cav for example. Idk how exactly that translates for SP, probably just not being incentivize to make an army of 1 unit type, because it's stronger and isn't at risk to be countered, is already kinda giving the game an extra dept. Pretty sure that it's universal that players play RTS for the Strategy part (Even if I've been told that "Real Time" means it should be about being fast clicker or what not).
  18. This was a symptom of A27.0, check if you downloaded the latest version of the game that address this bug : A27.1
  19. That was the case in previous alphas. It forced on the 'get sieges and attack' build. This alpha we see a wider variety of builds and team strategies in TGs. It also introduce a interesting balance between optimizing fields, and having to protect your CC with a bit with other buildings (A cc surrounded by fields, have no reasons to be hard to capture). Your base is not protected by default against an army if you have no defenders. You can still build defenses (palisades a few towers are rather cheap and can help tones) that will give much more time to get allied defenders to your base. There is a wider skill gap now (and that isn't some clicky boring mechanic) about defending tactics. You need to put best units in buildings, you need to know how to play with the greed of your enemy who'll try to capture your buildings... I love turteling this alpha, because buildings are very strong, but it stays dynamic and interesting, due to not having every single building having to be rammed down. Overall when capturing was impossible, game stalled much more often and that wasn't so fun. Sieges are useful in many situation, but are just no longer mandatory to take out a CC if you have much more superior forces in enemy base.
  20. Only the right panel is a tiny bit larger (+35px or so). It's mostly icons being larger, maybe giving the impression it has be scaled up. However it's reasonable to not find it to your tastes still. I don't understand why would you do this if you have a small screen.
  21. Hi @diagonalo! Thanks for your work on this mod. Since I recently worked on these panels for ModernGUI, I though I could try to see if they would be fit for your mod. @guerringuerrin also maybe wish to use or/and play around with these panels so this might help with a more minimalist mod to check out. In my version bellow there are a bunch more files modded there compared to the original mod for a26, however... You can see the changes bellow: BetterUIA27.zip
  22. CallToArms unit action was meant to be usable in combination with the 'unit only' hotkey modifier. However it doesn't work anymore / never worked. I find CallToArms to be extremely useful, but when your units start attacking buildings, that can be very annoying. Most players I know remap the most hotkeys possible to avoid units attacking buildings in any circumstances. Here Is a mod I use to make CallToArms to by default attack units only. CallToArmsUnitsOnly.zip Note: This doesn't really fix the action, as it overwrite the default behavior entirely rather then fixing the original bug, however I'm sure no players ever want to use the normal attack-move that also make units attack buildings, so it's intended to simplify the hotkey usage.
  23. Don't understand why would this be the case in light of what @hyperion and @ffm2 said.
  24. With autociv you can create any hotkey you can dream of almost, and most buildings have default ones. For buildings just check hotkeys after installing. If you search for a hokey for house, you'll need to search "house" because it won't be translated.
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