Atrik
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Everything posted by Atrik
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Civilians gathering at the same rates as soldiers already makes them very interesting, and there isn't much need to buff them further. It's not that hard to understand so bear with me. When you fight, using the maximum of accumulated economic power is generally the best choice. Therefore, there isn't much incentives to leave any capable fighter chopping wood or whatever behind. Strike with full power. So what would you do : Send all capable soldier Send only some, while others gather resources That's right! Sending all is likely to favor your odds in battle! Obviously you also need resources, to grow your economy meanwhile, and replace dying units. To do so, you also have two option : Use cheap units (50 food) Use expensive units (50 food + 50 wood) Yes! Using cheaper units that gather at the same rates then expensive one is more efficient! When you come out of battle, and both sides lost a large amount of their population, you need to "repop". What would be the best thing to do in that case? Repopulate as fast as you can, using houses, and civic center to make females civilians, to get back at max pop (therefore max eco) Repopulate slower training soldiers and keep having lower impact of the game overall Exactly! To maximize your impact on the game, you should aim at staying as closest to full pop as possible, including late game, after "bomming". Inverted correlation between military score and civilian representation in population (not just me but others too) :
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Already exist to filter current selection: hotkey.autociv.selection.nowoundedonly = "K" autociv being op, you can create or modify the hotkeys and make for example : hotkey.autociv.session.entity.by.health.nowounded.by.class.select.Cavalry = "" hotkey.autociv.session.entity.by.health.wounded.by.class.select.Cavalry = "" This hotkeys system is in/shared with ModernGUI now.
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ModernGUI now have integrated most of @nani and @Seleucids autociv's functionalities. I always wanted to add the following : A command to save and load game presets in gamesetup Now possible. For example : set all your mainland balanced TG settings; do /save mainland TG; /default mainland TG => When you open a host you always have this preset. Reminder the full list of commands (with the one of autociv) always available when you type /help When using selection hotkeys, you sometimes want to NOT select a specific group of units. For example all cavs BUT NOT the ones you are using for corrals, or infs but NOT the ones mining and defending home CC. You now have a setting to define a range of control groups that will be ignored by selection hotkeys.
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I cannot check all zips you distribute. If you clone (or download) your repo, you'll have the correct file structure. On a side note this situation is NOT an isolated instance of troubles caused by compatibility check doing things that seems outside of its scope. The folder name, or the file structure shouldn't be taken into account for compatibility check. The mod.json should contain the only data used to determine compatibility, any other additional rule is likely just going to create pain for modders.
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It never takes too long with jc..
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Excellent demonstration that models are not the problem here.
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@DesertRose You edit templates that impact the simulation. You should mark the mod not ignoring compatibility check, as it's technically not. Compatibility being a good enough reason why hotfixs are rare in between releases as mentioned by @guerringuerrin.
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What @guerringuerrin said, already better, the gendered civilians could be a good addition, but sharing audio with citizen-soldiers creates a small UX regression. Sound feedback matters. This thread isn't intended to be for a rejection the feature, however could be a highlighting for potential refinement. @guerringuerrin tried to orient the discussion on getting the sounds fixed but that didn't help .
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Right, if you copied the mod.json out of the archive, instead of unziping then the zip file then it needs to match. For simplicity you can do the latter.
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It's not like just a change of having to remap some habbits, it's loss of information. Visually I could very well adapt, to new civilians models, no problem. But losing the sounds differentiation between them and CSs is a small regression in UX.
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Normally not, however a common assumption is that mod detection is refreshed when opening the mod selection page, which isn't, so you need to relaunch 0AD.
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Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial. Here is a small mod to make all civilians have the sounds of the previously females citizens. CiviliansFemaleVoices.zip If you would also prefer with the actors changed to all females (for consistency for example) here is one that does that. CiviliansFemaleVoicesAndActor.zip
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Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial.
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ModernGUI R28 Update : The top panel is now resizable and support 4 presets that renders well Snapping walls (and palisades) now support snapping to other buildings better More stats, more tooltips, better panels! Direct Download link mod.io GitLab
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@Seleucids I know you are busy in the weeks, so I decided to take a look into autociv current issues. Below a version build from what you already fixed with : Fixed autoconfig (the couple comment above should be addressed with this) Fixed overlay Some other details, i also added finished adding some options for custom the overlay (make less stats for example) autociv.zip
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You probably haven't ported your config. The auto config probably down in the zip.
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Stunning screenshots !
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@real_tabasco_sauce Well done! Can you update the mod.io? I see you are maintainer of the mod there so you probably can do it.
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Fix for the line spacing bug ChatLinesFix.zip
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It's available : https://gitlab.com/4trik/ModernGUI . Since I've introduced a some of new things, and the mod is pretty fat with so many options, It's in bug discovery phase right now (I don't know of any bugs nor any been reported at this time). I'll make a post when I'll have more confidence. If you do try it and find anything you can report it to me.
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I salvaged some of autociv into ModernGUI, I can help with some of the fixes I covered doing so: Fix for the option page, just return a promise in init autociv_patchApplyN("init", function (target, that, args) { const promise = target.apply(that, args); [...] return promise; Same for lobby autociv_patchApplyN("init", function (target, that, args) { autociv_InitBots(); // Call everything that isn't sensible to the page being fully init here const result = target.apply(that, args); return Promise.resolve(result).then(resolvedValue => { // Call everything that is sensible to the page being fully init here autociv_focus.chatInput(); g_LobbyHandler.lobbyPage.autocivLobbyStats = new AutocivLobbyStats(); initChatFilterInput(); return resolvedValue; });
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