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Seleucids

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Everything posted by Seleucids

  1. To see the newest updates, you should download the source code zip here then install it like any other zip mod. This video teaches you to install zip mods https://youtu.be/NSDfiqfqJHI The Pyromod file that you downloaded is a previous release, so it contains no updates. I haven't compiled the newest versions into new releases yet, because I want to test them a bit more and wait for user feedback before publishing it as an official release.
  2. I love the lobby name feature though, I think it is a very nice addition that tells us who is who. Maybe we can remove AIM MSN ICQ Yahoo Skype from the profile since they are no longer relevant?
  3. Thanks for raising this. Originally, the KD ratio was shown as raw decimals to an arbitrary number of decimal points. I have now rounded the values to only 2 decimal points to control its length. I have also increased the column width to accommodate for more extreme values, e.g. KD 28.79 (happened once to someone who spammed siege towers) Please update the mod now. I am afraid there are some techs which exist within the civilisation by default, e.g. civ bonuses. But it would be a good idea to remove this default number to avoid confusion. Working on it
  4. New update: Removed redundant options: show KD stats, military stats and update frequency. Instead, we let the user choose between detailed counters and minimal counters. A few players were confused by these new options or forgot to set them Migrated the stats panel configurations into the same page as autociv to use pages more efficiently Enable and disable eyecandy features, e.g. decorational flowers on India map Cleaned up the code format and unessential debugging prints. The options now look like this:
  5. Be careful with this. You have better hardware than me, e.g. better mouse, stronger GPU, so you get more FPS than me. I am nerfed by lag and you have an advantage over me so you are cheating. Autociv gives you a stats panel. The enhanced GUI mods are ugly but just having cube trees and grass raise my skill by at least 300. But jagsus plays worse with cube trees because he finds it mentally discomforting. Some like to see new icons whereas some want uniform icons from A23. If GUI mods are really only GUI levels then it's really just the same as enabling some graphics options in the settings.
  6. Unfortunately, no matter how meticulous and infallible your arguments are, you just cannot convince some of bigoted 0ad users. Those who insist that GUI mods are cheats will never change their mind even if proven wrong. They will just ban and insult. This has been the case with most debates in 0ad community and it's probably recommendable to stop wasting your precious time writing essays that they will never bother to read (some players don't even read forums). I have tried to reason like you in the past but all I got was insults and hate. If you want to use GUI mods, just do it. The haters don't have the skills to find out what mods you are using. I myself do allow proGUI modernGUI or whatever, as long as it doesn't throw global errors to other clients.
  7. In the stats panels settings, you need to set an update frequency, I think. But default it should be once per second but you might havehad some other value
  8. European civs are easy to balance. Others not so easy. Zapotec and Inca have no cav Chinese has no Javs nor slings Aksum = Kushites V2.0 Parthian = Persian + Sele Put new civs into Historical patch but not public please
  9. OBS Studio bug: the recording will flicker if you record at 4K 60fps
  10. Celts, Hellenes, Gauls, Celtiberian, Carthaginian, Romans The assets are still available for mods to use and we can resurrect them in some mod.
  11. Check this out: Although there should be some kind of more visible marker for fish. Sounds like something for my GUI mod
  12. This is what happens when somebody attempts to change simulation, by injecting commands: Some mods try to train units automatically so that economy is done automatically and the player can focus on the frontline. This is no longer a GUI level activity. It's not a GUI mod. Somebody is making some kind of questionable autoqueue mod... but the cheater made a nub mistake when formulating their command and blew their cover.
  13. If it's not too much of an ask, can account creation date become available? I think it would really help out with many problems.
  14. I would like to implement a feature which fetches the creation date of a user, alongside other profile items. Engine.GetPlayerProfile() gets me the total games played etc. I also want to know the age of this user. Can I just add another parameter to the query? How can I achieve this? My ultimate aim is to make a mod which assigns Chevrons to users based on age of accounts @Dunedan is the creation date documented at all? Would it be possible to let clients query it? Thanks
  15. GUI mods which do not change simulation are little more than tweaking graphics options in the settings panel. 0AD's exposed customisation options are rather limited, but most features of the GUI mods e.g. ModernGUI would be provided by default in other games. ProGUI's automation features are no longer GUI mods. It makes changes to simulation. ProGUI is a combined package of a GUI mod and an autoqueue mod. People debate about the autoqueue part and not the panels. Note that all mod-level information reveal cheats have been patched since A27. It is no longer possible to make a cheat mod (pure js level) that reveals information, because the engine commands have been insulated. If you want to cheat, you would have to edit the engine and hopefully don't get a fatal OOS. Cheats are not as OP as you think. They are too distracting to use as your screen gets cluttered by too much information. It distracts you from your micro. Reveal map hack in A26 required you to constantly switch back and forth - less apm available for actual playing. Reveal chat baited its users into sending resources to the enemy. Seeing the trash talk in spec chat is really distracting. That's why nobody consistently used cheat methods in spite of them being so easily accessible, in A26. In conclusion, Pure GUI mods are fine but packing in some simulation changes will be questionable.
  16. Update: Autociv 27.0.3 has been released: https://github.com/nanihadesuka/autociv/releases Features: Additional counters for total mobilisable military, melee, range, KD ratio A page in options to adjust update frequency and the counters that you want to see
  17. Technical borders: Any mod which only changes art and audio folders are completely safe and non-cheating. Most mods that change GUI are safe and non-cheating, unless they reveal information about the enemy, which is no longer possible. The reveal chat vulnerability has been patched and no single change to gui folder can enable you to access forbidden information in A27. Real cheat mods would have to touch the simulation folder. But this comes with high risk of fatal OOS @WiseKind I appreciate your effort in writing such a long and meticulous essay
  18. Exactly, same mechanism in terms of the code. I'm not sure to what extent was the Mauryan ram Easter egg intentional though.
  19. I don't think it's necessary to remove this unit because it is not particularly OP and it's nice to have an Easter egg. Han capturing a Persian is a rather rare situation
  20. This is not a bug ! Technical explanation: Han civ was pulled straight out from Terra Magna A23 and had its code fixed for a24 and A25, as a single standalone mod civ. On incorporating into A26, for balance, many features of the Han were removed. However, they didn't delete the template files; they just removed the OP units from Han production buildings. Crossbow cav and mobile boltshooter tank were examples of these. But the production buildings of other civs do not have explicit inhibition of these units, especially the Persian CC which can train all cav class units. As a result, the hidden units can be trained by capturing other civs' buildings.
  21. This also seems fine but 10% wont make much of a difference. 30% is a better starting point. The units that die too fast are infantry and especially ranged infantry. Cavalry doesn't have this problem and therefore they don't need health increases. Note that each ranged cav has double the health of a ranged inf with more armour. Each melee cav is 60% stronger than its inf counterpart. OP. Auto-upgrade with phases might be fine.
  22. Actually not at all. Longer to die = less death updates -> less need to call entity corpse / mirage replacements which task performance + less need to call death animations (also performance issue). There will be less stuttering as well. I think the performance issue you mean is constantly having 200 units on the screen. This will keep the fps low for longer. However, right now the min fps is the same if not even lower when you are at 200 pop, so it doesn't really change much. The quick death approach is just banning units from the map to reduce lag. In any case you can just limit max pop to 175. To summarise, rate of death has not much impact on performance.
  23. Great, so what health values are we suggesting? Let's try: 150 health for melee inf 75 health for ranged inf Cavalry can stay as they are, for now.
  24. I think there is nothing wrong with meatshield meta. But you can try to increase armour of ranged units as well, so that everyone is strong. All in all we just want units to live a bit longer. Right now, if you make 1 mistake, you have lost it for your team. 2v1s are especially problematic, there should be some kind of retreat possible or at least give all players enough time to wait for their ally to arrive. Meatshield or not, please please just no more vapourising units ! Suggest values please
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