Atrik
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Everything posted by Atrik
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They are used. They are just high risk high reward units. Easy to lose, but if you manage to get them on a good safe spot, they are extremely effective. And they are indeed effective against compact enemy formations. If they didn't have pack-unpack time, they will just be broken, and a too easy replacement for ranged units. I guess this is why hans don't have access to their wheeled bolt shooters, they are just too op.
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Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
@real_tabasco_sauce Most agree that A26 was reasonably balanced, units, buildings, even civs... If your changes introduces new game-play opportunities, I think you should consider making sure your suggested changes are consistent. First let me remind you that I don't try to just be negative as I already said I liked the melee re-balance, and in 26.8, I like the cc arrow cap that open up for more rushing opportunities in 'mid game', (min 7-12). My own 100females squadrons are a bit more threaten then before which is fair. However I do regret how 26.8 wasn't though out much and clearly was pushed to fix the unbalances introduced by non-random arrows. If for reasons non-random arrows will not be reverted despite the pushbacks, I would still like to suggest give back a role to towers. After thoughts, nerfing them was maybe good to avoid stalling turtle game. But now they are just always a bad investment. Here is my line of reasoning: if the maximum power dps of a tower is nerfed by that much (reminder garrison contribute to -50% dps in 26.8), the associated cost of building the towers or upgrading them should have been scaled in consequences. Here some ideas: Sentry towers build cost reverted back to 100wood, or even lowered to 80wood. Share Carrier Pigeon tech for towers. Sentries, Crenellations techs cost at least cost -50% since they provide -50% dps from before. Han great tower and even Iberian tower need adjusted default arrow count as they are a big investments for half the max dps now. Thanks for reading. -
Thanks @SKAcz. It was my bad again, sorry. I've just fixed that for nomad.
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Thanks for the screenshot I've discovered the problem. That was a oversight from me... For testing it again in some more context, you should never get the "Could not auto-queue unit, deactivating." message with this mod, excepted if something is wrong like in your case. If you patch the mod (https://gitlab.com/4trik/resizequeue/-/archive/master/resizequeue-master.zip) your issue should be fixed. Just delete/replace the old ResizeQueue folder to patch and it should work.
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Please check if 1) you have enough housing space 2) you have more then 150 wood (if you are training a unit that require 50 wood, then with default settings, 100wood will always be spared so will only start production at 100 + 50 wood. For females i would still be 0 wood needed. This is to prevent production to take some wood you could need for other buildings. You change it to lower or higher value in settings. 3) Auto-queue is effectively turned on for this building. You should see the icon below WITH the red cross blinking or on. 4) Double check settings for resize queue. The defaults setting should work like this:
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I don't care if you want to make me or any mods a bad reputation nubs. Now even when I talk about it only to reply to a player who actually describe the features in it the same 3 people feel the urge to intervene and make sure to anchor in all minds "imagine if you automate the entire game" or other silly and unrelated things. The topic you quote also start with masterclass of describing some features that have implementations in progui, while the few same people take the very same progui as a counter example. Add to it that the author admit never tried it, just like @chrstgtr, yet are the most vocal guys advocating against for reasons. I'm am guilty of [Whatever you want] idc f u. Autoqueue with the ability to resize the batch also will just kill the game, I agree with all your impressive logic. CheatedyCheat Atrik = cheat Here is your win flag, you'll sleep a bit happier now I hope.
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Wow. You go far into the made up stuff. I remember well enough that after you banned me from your host, I asked 1-2 question to understand, then other one when banned from spec. So 2-3 questions to understand what are you up to is "playing the victim". Seriously you just want me to reply to your bs so that the topic become as tribal as possible right?
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ResizeQueue isn't on mod.io, so you need to install it from git. Download the archive from git : https://gitlab.com/4trik/resizequeue/-/archive/master/resizequeue-master.zip Locate your Mod folder: Linux: ~/.local/share/0ad/mods/ macOS: ~/Library/Application\ Support/0ad/mods/ Windows: ~\Documents\My Games\0ad\mods\ snap : snap/0ad/592/.local/share/0ad/mods Unzip the zip your downloaded into the mods folder. Restart 0ad and enable it in mod selection Done!
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Just in case I would precise: constraints are the same with the features I described. @chrstgtr meant to do a metaphor. Also, in my opinion, removing meaningless repetitive tasks doesn't take anything away from the game. @SKAcz started this thread expressing that vanilla production system could lead to frustrations. When I have to disable autotraining that's the only thing I feel different about the game. Just little more frustration about having to restart autoqueue when notified "Insufficient resources...". Making production more beginner friendly (and user-friendly in general) is probably a good idea for this game if the goal is to get more players. Maybe having visibility over witch building is idle or not would be a good start to improve vanilla UI.
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Probably that come from over-simplified calculations. There are enough variables in this game that no formula could define the optimal number of units to train at a given time. But what's for sure is that in a lot of cases, if your goal is to get fastest population grow, consuming a maximum of available resources into training units is extremely often the best. Because of this, you can assume that a better autoqueue would try to always train with the biggest batch possible. I use this assumption in ResizeQueue mod. @Baelish @SKAcz If you want autoqueue to be able to adapt to resources and housing, well, I did a mod that do exactly that. I've just added some default configuration to ResizeQueue, so you don't need to checks options to make it work. Resize Queue repo : https://gitlab.com/4trik/resizequeue With this mod, autoqueue should: Resize the training batchs. (will not consume last 100wood, this is a setting you can change) Stop production when housed, or out of resources, and resume it when possible. Prevent autoqueue to consume resources for a building while player is placing it. (I hated when autoqueue made you fail to place a building, and sometimes you don't even realize it) I'll summit this mod for review for mod.io today. The mod progui also has a feature that does exactly the same with added graphical panels to: Control production settings (change for example how much wood not to consume (for advanced players in some cases you want to change it briefly to 0, or 200..) In addition of picking units to produce from a specific building panel, you have a global panel where you can select what units to train, it also make mixed production accurate so you can get the army composition you plan for.
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I don't understand this. To what change does it refers to? Also the poll should include all the building changes.
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Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
@real_tabasco_sauce Good thing you tried to make rams more maneuverable and durable. For the defense building debuff of -50% it seems to me a ridiculous overshot. Defenses were a good way to prepare for asymmetrical battles and the only thing that was needed was to better options to break through them. Increasing the cost and build time of sentry towers also feels sad, as often, building some early was already a sized investment. I would wish for a total revert of those changes. I rarely play defensive, but, it seems to me to decrease the 'viable' strategies and this is bad. -
Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
Nice! @BreakfastBurrito_007 Ok I was just loading wrong version to play. -
Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
Why wasn't this implemented? -
Yes, here are some solutions i know of: With autociv: I don't use it but I've just tested, and you can very well create a autociv hotkey. (With autociv mod) Add to your config: hotkey.autociv.session.entity.select.barracks.by.state.idle ="YOUR HOTKEY" This seems to select only 1 building at a time, for reasons, maybe ask @nani if there is a solution to select all the idle barracks instead of just 1. With proGUI: 1. (graphical solution) With the proGUI overlay you have the lists of idle production. (The idle building row display 1 idle barrack, you can click on icon to select it. 2. (hotkey solution) Since your idea is to have a hotkey that you can link with a double click, a solution could be to use this hotkey: hotkey.progui.stockfish.filterIdleBuildings = "YOUR HOTKEY" It work by selecting all desired buildings, (ex: with control groups) then pressing the hokey to filter out idles only from selection.
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@Feldfeld Chickens won't spawn anymore?
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PLS fix sever crashing at min 30+
Atrik replied to Barcodes's topic in Game Development & Technical Discussion
You CAN play on windows! You just need to use Linux. EASY. -
Thanks @guerringuerrin! You were right about the smudging, and that the text should be more spaced, I couldn't move the content too much down as it's supposed to be able to fit 8 players (when ffa, all are team 0) so I moved to title and brass axes, up, but It seems to look better in the end.
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One thing you may do when starting a game is to lookup other team players civs in the diplomacy tab. For a better and faster read of team compositions I've added a new "team recap" option, to display a quick summary of the teams when the game starts. If ever someone read this and can think of a better picture or background texture then the red banners, I'll be thanks-full. Edit : @guerringuerrin re-design with diplomacy cues as decorations. Colors wouldn't work on these stone/marble cadres.
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Hi! I was feeling the same as you a year ago. I created a mod that allow building production queues to be easy to manage. ProGUI It does stretch a bit the idea as it implements new panel(s) to control the production. It also allow for queuing blacksmith techs and basic economic techs. You can get it here: https://gitlab.com/4trik/proGUI This mod is based on boonGUI on top of witch I built appreciable features for players. ResizeQueue If you want to keep the vanilla UI, I made another mod that solve the problem more simply: It changes the auto-queue to adapt to resources availability and restart the queue if ever it had to stop for a while. https://gitlab.com/4trik/resizequeue With this last mod please make sure to enter values in all settings as it doesn't have any default values (and won't work if you don't set them). If you ever runned proGUI, the settings are common and therefore proGUI will provide set for you some reasonable defaults settings that works as nice for ResizeQueue. It's much more fun to play without the annoyances, also, one may progress faster into the game then if his goal is to train himself to restart production every time the "Insufficient resources, de-activating auto-queue" message pops. New Variables However It also introduce a few new variables that you may wish to control. Example: You'll could want the production queue to never consume the last 100wood, because else you'll won't have enough wood to build an economic building, when you'll need to. So new concepts like "Reserves" are introduced in those mods. ProGUI has the advantage of allowing you to changes theses new variable on the dedicated panel. ResizeQueue (mod where the UI has no graphical components added) allow you to set these reserves in the settings. Controlling the production variables aren't mandatory for casual usage so If this is the usage you want to have, I'll recommend to set 'Wood Reserve' to 100 or 150, and enjoy.
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Yes, you can with latest version of autociv. https://github.com/nanihadesuka/autociv
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Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
+ Steel Working tech. Make sens to address locally the things that definitively op. Not even sure everybody would agree with all the points above. Strong combos aren't necessarily too op. -
Introducing the Official community mod for Alpha 26
Atrik replied to wraitii's topic in Gameplay Discussion
It's getting confusing as what the re-balance was about. Right now cavs die fast into melees with spears but they have to be rewarded when striking ranged units. The effects of losing units very fast when facing counters goes both ways and the use of ranged unit seems to not have been put apart with the mod. -
Polls about community mod version 26.6
Atrik replied to Player of 0AD's topic in Gameplay Discussion
This re-balance seems to changes a lot how you have to plan for army composition. Since melees are now a source of dps rather then meatshields for ranged units, the counters are significantly more pronounced. The paper-rock-scissor is much more pronounced, and it does put less importance on numbers (army size... techs..). Inf Swords slaughter Spears, Spears decimate Cavs, Cavs beat inf Swords... For inf, 60% ranged 40% melee seems to not be the cookie cutter composition that will be good in all cases now, with this mod I saw more games where players tried successfully both full ranged or full melee. It really depends on what you plan to fight against and how. For cav, melee surely die a bit faster under defense buildings (less resistance) but also inflict damage faster so rush with melee cav are still possible. It feels more balanced then when hans sword cav for example could stay under cc for very long. Massive cavalry are easier to counter with spears, as they move a bit faster in this mod and deal greater damage (as a % of total army dps). The changes can feel frustrating because cavalry is harder to play with now, and aren't always the best unit. You can lose cavalry units much faster, but it's also rewarded by greater dps (For ranged cav too, as they kill melee inf faster, but die faster too if they get caught). This mod did address a lot of players feedback about balance, and did it better then ideas like increasing the resources or population cost of cavs etc... It was a bit of a bold move to push theses significant changes (even if I personally think they did great to make balances more interesting) onto the community mod without much polling and teasing. Because of this the community suffer new divides. It was well known that the community mod is a default for a lot of players and therefore isn't the "experimentation mod" for any member of the balancing team.