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Atrik

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Everything posted by Atrik

  1. Yes to all. Think this mod is on the wish-list of few people already at this point. I'll download it and probably will be popular mod to be able to play larger games. No ideas on the issues you may face other than that a mod would very probably require all participants to have ofc. If you get this on rails, I'm sure you'll get help if needed. Assuming this is would be a mod and that you have no experience with 0ad mods, this may be useful early in your journey: https://trac.wildfiregames.com/wiki/Modding_Guide https://github.com/0ad/0ad I still don't know if there are other important tools. 0ad is easy to mod, but haven't be able to learn if a process to explore the code, other then reading it, exist. I hope someone will explain to nubs how he do it like a pro.
  2. You can always leave some units unassigned in QuickStart, for instance, you could want only cav to go to closest meat, and the rest to await your instructions. In version of QuickStart that's integrated in progui you can have the unassigned units stay in CC (Feature suggested and improved by behundar, where you can still make the placement of a building then the units will be selected upon manual unload). Of course, you won't have a big "edge" using QuickStart, and you could just don't see the point, that's a good thing. For me, I just tend to dislike the stress I go trough when a new game start and the first thing I need to do is to do a sequence of clicks as fast as possible (for me, always the same). I'm glad QuickStart does this for me while I can look around my CC and my allies to see how it looks like. (Still have less then 3secondes to do this before needing to manage, so It feels just right).
  3. Wow just found out about this. I wonder what's the idea, you're not very specific in the thread. ProGUI is already a kind of attempt to allow players to customize some macros. I'll be so happy to see something more customizable/modular. The challenges I see is to have the gui adapted to be able to add/remove buttons for controlling the macros.
  4. Atrik

    proGUI

    It's just default settings, this really depends on your build order as a player, sometimes you want to have a first small batch of females to build or gather, I personally like to make a first cav unit before any females.
  5. Atrik

    proGUI

    If you have QuickStart enabled :tThe first batch trained may be defined by QuickStart instead of the Trainer when both are active. You can simply set the desired units to train and first batch size in QuickStart settings. The default settings when enabling QuickStart is a to produce a batch of 3 females while doing the starting sequence.
  6. Any resurgence of @Yekaterina in any shape of smurf detected yet? Few players said they'll leave 0ad recently but of all, the biggest loss for the community is you Yeka.
  7. Atrik

    proGUI

    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.
  8. Atrik

    proGUI

    You should see a small menu/panel popping when right clicking the trainer button. https://youtu.be/ob87oBd57Is?t=150 @seeh
  9. Atrik

    proGUI

    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.
  10. Atrik

    proGUI

    Also did this one for the trainer feature:
  11. Atrik

    proGUI

    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:
  12. 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.
  13. 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.
  14. Maybe displaying the sum of the ratings of a team would be good for this then. Not sure, though, that 1400 average out a 1000 and a 1800. For example we all know a 1800 can take off 4 or more 1000, so how you calculate team ratings?
  15. 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...
  16. 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.).
  17. Atrik

    proGUI

    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.
  18. Atrik

    proGUI

    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.
  19. Atrik

    proGUI

    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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