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Posts
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Everything posted by Seleucids
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@seregadushka This queue locking feature that you suggest exist in some mods, called Autoqueue or ProGUI or something. You can ask @Atrik for help on this
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Batch Training (The Good, The Bad and The Ugly)
Seleucids replied to Micfild's topic in Gameplay Discussion
yes -
Batch Training (The Good, The Bad and The Ugly)
Seleucids replied to Micfild's topic in Gameplay Discussion
Interesting I will try 3 by 3 then 4 by 4 and let you know The bigger the batch the less flexible you are though -
Not surprised lol
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For R29: - Cantarella - Camellya - Carlotta - Calcharo - Ciaccona @Arup I think you can see where this is going ... Then R30 will obviously be 'Diana'
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What Should New Players Know When Starting This Game?
Seleucids replied to onghyr's topic in General Discussion
@DesertRose you are right, the tutorial needs to be improved. We need to make the tutorial informative enough while not carrying too much information so that the new players can be onboarded without getting stressed out. The best way to achieve this is by making 3 consecutive chapters that allow them to take a break in between. The only comment I have is the batch size. There are many mathematical studies in this topic somewhere on the forum and I remember reaching a conclusion of 2 by 2 on auto train being the best. -
What Should New Players Know When Starting This Game?
Seleucids replied to onghyr's topic in General Discussion
Jagsus here you go -
@Average Concept Enjoyer https://github.com/Yekaterina999/Judeans-Hasmonian https://github.com/0ADMods/judeans
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The player who chose Judeans in a TG be like: your CC was promised to me 3000 years ago! Jokes aside, this civ actually exists somewhere on GitHub or in Endovelico. Please take a look around and see if you can port it to R28
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@Atrik @wowgetoffyourcellphoneI want to touch on the recent discussion regarding our development workflows and how best to align our modding efforts with the vanilla codebase. I have read through both of your points and really appreciate the nuance around resource allocation and reviewer availability. The reality is that there are definitely valid differences between the timelines for mods versus full game integration, particularly when it comes to compliance and QA scrutiny. However, as we move forward on larger project deliverables, our goal is to streamline the process without sacrificing quality. I am proposing that we introduce weekly alignment sessions on Microsoft Teams to keep everyone synced with QA and product management. This would allow us to surface blockers earlier and ensure our technical direction remains aligned with the broader roadmap. Regarding the specific debate on mods versus pull requests, standardising our integration protocols can actually help bridge the gap you mentioned regarding reviewer availability. By centralising these reviews within a PR workflow, we create a more predictable pipeline for feedback and refinement before code enters the core system. This is a collective effort to improve how we scale our development operations. If we can establish these regular touchpoints and adopt a shared development standard, we should see fewer integration headaches and faster cycles for feature releases. I would love to hear your feedback on how you think we can implement this in a way that respects the workflow differences you are facing while still moving us toward greater consistency.
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I have a sanction idea that satisfies both sides of the argument but it is a bit difficult to implement technically: Every time JC says a racist comment, his units increase in cost by 20%. When he insults another player, his units loose 20% of attack damage. When he trolls, his units loose 10% max HP. The penalty changes depending on the severity of the offence.
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Fact check: JC is absent because he is busy with his biological life, not because of a ban.
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Point 1: you can visually check that there is a gap. If you want the units to pass through smoothly, your gap should be large enough to be visually obvious Point 2: moderngui is the way to go right now Point 3: every time you mark someone as buddy, their name is written to a list in user.cfg locally. Nobody else knows who you mark as buddy as this is a purely local action and not synced. If you log in on a different computer, you will loose all of your friends. You can implement an enemy list in a similar way but I recommend you to get along with other players instead
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I was the one who improved the AI's eco and the army size hehe I hope it's not too hard for new players
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I like the fact that you use .ods libre office user? Fanatics were op in A27 because of their speed, lack of counter and being able to annihilate any melee cav strategy. Also they are strong as just infantry meat shield. Maiden guard is just a regular sword champ until you get the upgrade Archer elephants are stronger than you think because of sniping and the fact that you cannot easily wipe them with sword cav
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Maybe mod.io? If it still exists
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You raise a valid point. In the specific case of autociv you can look at the autociv thread where I make bits of updates. I guess very detailed change logs warning mod Devs about expiring function names would be better. If there is a breaking change, just introduce a new function alongside the old one to ensure support
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For now, if you use autociv with ModernGUI, please stack your mods in this order: Otherwise it will crash during gamesetup. The game is playable like this and you have most of the past features restored to get you back into action! I will gradually work on fixing the other autociv bugs ...
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- hotkeys
- autoassign civ
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Hello, many thanks to @Atrik, I fixed the buttons issue. Also I believe that his ModernGUI has overlay so you can use his mod for the stats for now. Most of the other features of autociv are here. I have tested that these are working, at least for me: Automatically changing civ names Limit corpses Hotkeys Disable eyecandy autociv.zip
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For now, please delete the folder in /gui/lobby as a temporary fix
- 509 replies
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autociv-28.zip this is the first version of autociv A28. It restores the hotkeys Let me know if there are bugs. Please also list the other features that you want Plans for the weekend so far: 1. Returning features: Stats panel and player panel 2. New features dedicated to A28: Bring back women and undo gender changes 3. Bug fixes: Random newlines in chat messages when pressing space or tab Cancel button does not close the settings window
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Hey I know that A28 had been released and you want autociv... But I'm so busy with work during weekdays that I can only work on this during the weekend. I wasn't noticed of the exact release date. For now, tonight I will try to publish a version that restores your hot keys Then this weekend I will work on the other features Main blockers: 1. Can't get the stats panel to show itself, I keep getting the engine.GetGUIObjectByID not able to get the correct ID 2. Cancel button doesn't work from time to time In the meantime feel free to propose other features that you want + i would appreciate some help on the 2 blockers thanks I haven't been able to update to the latest release yet because Arch pacman wasn't updated as of last night
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I checked out the latest 0ad source code from gitea repo and I saw that we are on version 29, not 28. What happened here? Where is A28 and why are we skipping it?
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Hi @AlexHerbert, I am not a MacOS user, but let me know if you would like to request a specific feature. This goes for anyone, I am currently porting autociv to A28 and please let me know if you have any ideas!
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