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Atrik

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Everything posted by Atrik

  1. This thread is going on with ""progui"" quoted every single comment but with none of the participant actually ever tried it right? The gui mod have orders of magnitude more clickable buttons and displayed stats the vanilla one, so don't worry, those who dare to use it probably won't lack stimulation lol. Yet, in my experience, most user wrap their head around how to use the features and read the stats pretty quickly. It's not particularly impressive, but good UX was what drove it's development all along. Commercially, UX refer both to ease of use, or reading of data AND user satisfaction because it's never considered that limitations can make any user better off. It's been improved over a lineage of mods, merged plenty of ideas from a variety of folks. Even for the parts I did, a tone of it was inspired by feedback and suggestions, or merging other mods. The result is arguably, a good layer of improvements to the gui, and a new way to experience the game, your way (tones of options, also coming from suggestions and requests). @WiseKind consider trying it. ModernGUI tread
  2. @SneakEP is becoming op at commentary! The stutter and camera shakes are kinda EXTREME thoughts.... RIP.. Could also be used to illustrate an issue/motivate the a27 relaunch.
  3. Agree to disagree. I don't wish for my rts experience to be nothing as a clicker game. I recently had to play some 0ad games where i manage 25 corrals, ~20houses with fertility festival and some production building (and host was disallowing autotrain): it's just very dumb, and I don't like it at all. I feel very frustrated just to have to check on all those 50 buildings... It's not hard at all, it's just very annoying. I don't feel any reward for having to take care of error spams "Insufficient resources, deactivating...".
  4. Welcome to 0ad and thanks @WiseKind. I'm glad someone open a thread about this with a constructive and freedom mindset however myself and probably most people feel exhausted to argue about this topic. Indeed it always result in uninteresting thread.
  5. Units toughness are at a good spot now (exception for champ cavs). It's better now with the melee re-balance then it was in vanilla a26. Retreating should have a non-null cost, and it's not that costly rn.
  6. commands.txt Hans CC upgrade on Survival of the Fittest. For the immortal upgrade I'm not able to reproduce, but it can happen multiple time a game. Doesn't seems to break anything. Just throw a error. I'll past it here if I come across it again.
  7. I remembered that this edge bug was reported by @Darkcity and labeled as release blocker. Another bug that occur with this map is that if you play Hans and upgrade CC, you'll be considered defeated because your CC id has changed. Ideally entity id shouldn't be changed on upgrade, pack/unpack, or anything. This results in this kind of complications. I also would love to track some statistic per entities but this is making it difficult. 2nd bug: Currently upgrading pers immortals while they attack can sometimes trigger an error in Unit_AI. IIRC it's not related to the id change but rather make range manager fail. @real_tabasco_sauce
  8. IIRC you once suggested to make wall towers turret points for sieges like bolts and catas. Maybe that one can give a good purpose to wall turrets and worse thing that can happen is having a bunch of sieges a bit harder to destroy but not as annoying as structures like towers.
  9. Since cs melee cavs rushs and melee champ cavs are op the obvious thing to do is to increase counter dps of inf polearms. Melees champs cavs are brokens since they lack any counter now, but themselves counter everything (inf, siege, other cavs...) and have the highest mobility. Mobility can be fun, so the nerf should be on their ability to meatshield/destroy armies of spears => restore x3 counter for example.
  10. Probably the main challenge is to make an entity that will act as bridge, and it's implications... Is there any total conversion mod who ever tackled this kind of stuff?
  11. This is because most civ's barracks inherit from a parent template barrack that train all cs. So again it's not really something done purposefully, more a limitation, but doesn't need to be bad. However Idk where it is defined that barracks can't train champ for Carth. @real_tabasco_sauce or @Emacz probably know as they do play around with templates.
  12. Update for ModernGUI (1.27.12) Key new features: Custom Colors mod from @Mentula with new options Fixed colors by player slot (option, on by default), with a color preset. Only distinct colors, very good for minimap. Hot vs Cold colors for team games. (To remove the fixed color option, check "Allow all Colors" option) You can pick a color for yourself that will always be assigned to you on game loading. You can change colors, revert to vanilla colors in options. Easy queuing from @guerringuerrin Holding down "Alt" now also works to 'Order One Unit' for production buildings! When selecting multiple buildings, you can queue 1 unit (or 1 batch in combination with "Shift") to the least busy building! When selecting multiple buildings, if some buildings are idle and some not, production will only go to idle buildings, this mitigate highly the "bug" where one building get a big production queue will others are idles when using control groups to queue units. Options (almost-modular mod ) All the options can now be changed in-game without requiring restarting to apply.
  13. Make the bridges destructible on Dodescanese I want to ram bridges with new ram boats.
  14. @myliverhatesme It's a Moderngui bug, I though i ported all the new async pages in a27 but I might have overlooked at this. It's only when you open it in game thoughts.
  15. I think it's a "bug-feature" aka limitation of current system*, but I like it and it make sens. You can think of it as representing the conquered territory not having the same capacities then your mainland ones. You can imagine that a town you occupy can't straight away produce what your mainland with it's culture and techs do. *Basically trainable units are stored in template and this later doesn't change upon ownership changes.
  16. Do we really need to chope everything off the game to be able to run it?
  17. I was wondering how geniuses would solve the issue at hand. Tell us more please @Grapjas. The machine learning suggestion from @Seleucids sounds very promising, thoughts? We could also think of a partnership with this very reputable solution : https://www.easy.ac/
  18. I only have a snap install for a26 and seems like it makes using the profiler more complicated.
  19. One can only agree. Is there a screnario or build that you think the autotrainer feature doesn't allow you to adapt your production too? In my experience you have much better control, and feeling of control of your production and army composition with the suggested autotrainer overlay. You probably make very informed judgement, and you seems to have stake in mp. What's your lobby account name if I might ask? Anyway you might also be one that will start replying with quick claims and insults, I might be guilty of doing it too but better I stop replying to this thread.
  20. I think what @Acero meant is that the performance issue isn't affecting everybody the same, not even at the same moment in the simulation. The best example would be, moving the camera, dezooming etc, can have a lot of impact of your performances, and subsequently very likely slow the game for all players. Making a headless profiling of a multiplayer replay might or might not hint to what performances felt like for this game.
  21. I've checked and for-now, I think only the Persian palace miss that territory root labeling. So short therm it could be just added. For mods and future alphas it would be ideal to have more infos automatically added to the descriptions. I think a lot of datas could be nice to have into the descriptions, like pack / unpack times for relevant units would be a example... Maybe with a list with bunch of datas that would be nice to have, that could facilitate the work to whoever would tackle this.
  22. What attracted me in the first place to games of this genre is strategy, macro, teamwork... @Grapjas if you get satisfaction out of making repetitive tasks that's ok. The mechanical skill of clicky stuff for me just gets in the way of game enjoyment, I prefer having time to think when playing rather then just only learning to queue up brain tasks. I don't know exactly what proportion of players would actually prefer game with less clicky UI, but it's surely not 0%. Also once again with remarks on skill and leagues and whatnot, I'm considered the same when balancing a game with me disallowed to use "automation", I let you conclude what you want of that, eventually stooping to make stupid remarks on this being related to """"""""skill"""""""".
  23. The description isn't generated, it's written so for some buildings it's inaccurate. Example the Persian palace does provide territory root but it's not noted in desc.
  24. Fortress don't provide territory root and it wasn't the case in a26 neither. Only CC's and Palaces do. In a26 all units regenerated a fixed amount of capture points for the building they were garrisoned in. This amount was dependent on phase. Basically all units regenerated 1, 5, 10 capture points in phase I , II, III respectively IIRC. In a27 units regenerate capture points for the building they are garrisoned the amount of their "capture attack" strength. Which is 0 for females, 2.5 for CS rank 1, 5 for inf champ.... To compare imagine a CC in a26 in phase III: 20 Females garrisoned = 200 capture point regeneration 20 CS garrisoned = 200 capture point regeneration 20 Champ Inf garrisoned = 200 capture point regeneration Now same CC in a27 in any phase: 20 Females garrisoned = 0 capture point regeneration 20 CS garrisoned = 50 capture point regeneration 20 Champ Inf garrisoned = 100 capture point regeneration As you can see, capturing garrisoned buildings is much easier in a27 (at the exception of in phase I where it was very easy in a26, but now it's harder instead).
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