Atrik
Community Members-
Posts
641 -
Joined
-
Days Won
33
Everything posted by Atrik
-
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.
-
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.
-
^ 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.
-
Would not trigger on players with 'custom rating', it should now be patched.
-
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.
-
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.
-
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.
-
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.
-
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).
-
I found it assigned to "Alt" by default. Didn't knew about it. Thanks.
-
Yes, but could be a greater loot for dismantling buildings that would also require you to be owner in the first place.
-
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.
-
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.
-
Can you explain this ? Uses and name please?
-
What do you mean?
-
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?
-
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).
-
I think we were discussing gui features, for example I don't think you consider formations macros, but it's running much more code then something that will resize batch size. My guess is that you'd want the gui to features to be alike the "Age Of" and stay as is. This would be a very reasonable opinion tbh. Still the gui could have some better feature for managing production. I used to play with just a modified boongui overlay. I had nothing auto, but I could see and select idle buildings very fast, and set the batches manually, it was also already solving my issue with having to find the building for which auto-queue broke. I'm sure for example implementing in vanilla idle building icon like the idle units could still look useful for players with your UI preferences.
-
You can already do that in progui by enabling vanilla auto-queue in a barrack. It will still resize the batch if the trainer is on, and remember to train that unit while it can. If you do this in 2 barracks and have 5, the 3 without auto-queue enable will probably be enough balance to your compo. Also misquoted, I didn't say anything sounding with "an artificial intelligent trainer", I was going to express that at the contrary progui solve this: by being not intelligent and use user inputs on the panel. How would you solve this otherwise anyway? This is why I repeated a few times that, in my experience, it's harder then one can think to do a resizable auto-queue in vanilla version, because if you don't control it, it's a unplayable nightmare. The experiment with the mod I did to resize auto-queue proves the point, where barracks that consume all wood or even too much of your stone can be frustrating. You want to be able to put on hold everything or define the amount of resource not to consume, hence progui panel. This is what I mean by limitations that Mentula's proposal would bring. You could always do an algorithm to define batch size accounting for what the player will need for other means but then it's actually "more auto" then progui.
-
I'll support any proposals enhancing vanilla training or production management. Already did a mod that resize auto-queue. This tiny mod face limitations and they would be same with your proposal. These limitations are addressed in proGUI to actually have MORE control, and is THE idea of proGUI. You don't understand proGUI, what makes it fun is that you have production controllable by dedicated panel. Very obviously you indeed never run it once .
-
(my) TLDR: you can choose to use or not use the mod. Anybody is also free to forbid using the mod from their game (very lame, but whatever). In this topic, a few players and myself have expressed that this queuing system can improve their game experience, and objections seems to always come from players that observed but didn't gave any try to the mod. It's very reasonable to have playing habits, I myself can't get used to some mods. I always appreciated the availability of all mods, including yours @Mentula and it felt good to be able to pick the ones working for me, dropping the ones that wasn't... Never felt any urge to forbid the ones I don't use even if they could provide an edge if used correctly. They are all reasonable because they are clearly not intended cheats, but expression of a players creativity to have a better game. I can only conclude that the availability of the mod to players, is positive.
-
-
Was trying to make the same point, but then isn't that a desirable thing? I understand the competitive thing, players can always say they don't play with a opponent with this mod. So nobody offense nobody. It would just be nearly as lame as banning autociv because one don't use the hotkeys and don't want to assume the relative deteriorated game-play. Of course there are pitfalls, but proGUI is kinda tested now and nobody has been worst off, I guess if you found a opponent that challenge your skills with his skills (even if it's with another GUI then yours) you probably yourself got less bored of your supremacy? I agree that autociv hotkeys are more obvious then proGUI features, but it's hard to delimit categories. I would argue native auto-queue should at least put itself on hold instead of breaking, or ceil batch size accounting pop limit. Less, but still very obvious to me. Even with theses features, I'll still want to use proGUI because the composition thing is cool. But it might make this mod look less fancy to players that built habits.
