Arup Posted March 27 Share Posted March 27 ????? @Ginnungagap what's your lobby username??? I thought you ded after your christmas games TT Link to comment Share on other sites More sharing options...
Atrik Posted March 30 Author Share Posted March 30 Currently, when you want to queue a item but you are missing some of the resources for it, the button is simply disabled. I'd like to propose a new system that allow you to queue items in the production queue, that will be added to the queue as soon as you get the resources. This remove some of the time-sensitivity of certain actions. ModernGUI now has this -experimental- feature for techs, and I'm hoping get feedback on it! 1 1 Link to comment Share on other sites More sharing options...
Ginnungagap Posted March 31 Share Posted March 31 Planning production in advance by placing orders in a queue until the necessary resources become available also seems to me like a good compromise for those who are opposed to autotrain but would like to see an improvement in the current method. I think that to estimate the resources that will be available in the future and planning your queue accordingly when you want to use your attention away from production buildings is also a game mechanic that rewards experienced players and adds a nice new element. 1 Link to comment Share on other sites More sharing options...
Atrik Posted April 16 Author Share Posted April 16 Cute little update : I. Handicap setting Now possible to set a handicap just like petra has, for player. Type : /handicap PlayerName Difficulty Example : /handicap Atrik Easy For SP or MP where others have ModernGUI too (will OOS if not). II. New leaderboard section You can now read kills scored by classes of units in this leaderboard section. Very useful as observer. Reminder the kill counter only initialize when actively in the game. Rejoining game will only display kills from when you joined. III. New queue system It is now supported to queue units globally directly in the selection panel. You can queue the units before having the resources, and the production will begin as soon as it can, across owned production buildings. Works also with techs. You also have a hotkey massproduce (same default as vanilla masstribtue; massbarter etc, being Ctrl), for techs, it will research all techs of the chain. You can also queue constructions. Units have this new construction queue and will start building as soon as you can afford the building. Items in queues can be promoted to priority item (Gold color in queue panel). This will have as effect that other items in global queue will not consume resources that the priority item is awaiting. This global queue system is enabled by activating EcoPanels setting. Otherwise the panel is unchanged. Hoping to get feedback on this proposed new system! I personally enjoyed it a lot this past few days while testing it and I think it's amazing, It gives the feeling of serene control I like most when playing. Have fun! 2 Link to comment Share on other sites More sharing options...
Thalatta Posted April 16 Share Posted April 16 1 hour ago, Atrik said: You can also queue constructions. Units have this new construction queue and will start building as soon as you can afford the building. Who starts building, and when? Since having idle workers is not a good thing, did you code it such that workers have queued tasks that are done when resources are available? (I know I could test it myself, but I've barely played these last weeks). 1 Link to comment Share on other sites More sharing options...
Atrik Posted April 16 Author Share Posted April 16 45 minutes ago, Thalatta said: Who starts building, and when? 2 hours ago, Atrik said: Units have this new construction queue and will start building as soon as you can afford the building. The order flow will be very similar to what you have for foundations when you already have the resources : You select a bunch of units : the builders. Select the building from construction panel and place it. Once you'll have enough resources, the preview will become normal foundation and builders will be called in to build it. Since they're called with pushorderfront, they will actually also go back to previous task (e.g. farming) once done building. So it's almost the same to how it's done with vanilla construction Still need to refine some details, but I make this kind of features trying to introduce neither technicalities nor arbitrary behaviors that's not user-defined... Although it's sometimes unavoidable to make some design choices. 1 1 Link to comment Share on other sites More sharing options...
Atrik Posted May 21 Author Share Posted May 21 (edited) New Production Icons option can be toggled to show what each building is currently producing! Features : Display productions of own and allied buildings (or all if observer) Resizable Toggle on/off with hotkey Suggested feature by @Ginnungagap. Future potential additions: display a icon for idle buildings and maybe idle units too. Edit : Use case ideas : bind this with the same hotkey as "Bird View" or "Show Status Bar"! Personally I already always want it displayed at all time but it does add some clutter. Edited May 22 by Atrik 3 Link to comment Share on other sites More sharing options...
Atrik Posted May 21 Author Share Posted May 21 Now added idle icons for buildings. Also can be toggled independently icons for idle workers. 1 Link to comment Share on other sites More sharing options...
Grautvornix Posted May 21 Share Posted May 21 @Atrik great job! Would you be able to show the number of passengers on a ship (and on a siege engine) in the same way as well? 1 Link to comment Share on other sites More sharing options...
Atrik Posted May 21 Author Share Posted May 21 Just now, Grautvornix said: @Atrik great job! Would you be able to show the number of passengers on a ship (and on a siege engine) in the same way as well? I like the idea but would be hard to display icons if there are many different units garrisoned. Also might be confusing if you have icons for training, but also for garrison.. There is also a limitation where it's not possible to display text (or numbers) for the while this feature is in a mod. Link to comment Share on other sites More sharing options...
Grautvornix Posted May 21 Share Posted May 21 @AtrikPossibly a garrisoning level as a bar (10 out of 30) ? This could help identifying which of the vessels to use preferably for attacking, or if being attacked which are most costly when sunken. A similar feature could be interesting for fortresses and towers. 1 Link to comment Share on other sites More sharing options...
namename Posted 3 hours ago Share Posted 3 hours ago Linux Flatpak: ModernGUI folder capitalization causes multiplayer compatibility failure Environment Both had 0 A.D. 0.28.0 I had Linux, Flatpak installation. The other player had Windows version. I have also tried 0ad AppImage and Lutris installation, so the problem is not related to Flatpak. ModernGUI R28, alongside Community Mod and Community Maps 2 Problem After downloading and enabling ModernGUI through the in-game mod manager, two directories appeared in the mods folder: ModernGUI — contained the mod files (mod.json and mod.zip) moderngui — empty Both players had the same mods and versions, but the multiplayer lobby reported incompatible mods, despite the installed and required mod lists matching. The tooltip was saying we have identical mods, their versions, and their order. The mod.json contains: { "name": "ModernGUI", "version": "0.28.78", "ignoreInCompatibilityChecks": true, "dependencies": ["0ad=0.28.0"] } Workaround that fixed it Since the other player in their in-game mod manager had ModernGUI entry look like "moderngui"(lowercase) in their folder column, I copied the contents of ModernGUI into moderngui, selected the lowercase moderngui entry in the in-game mod manager, and the multiplayer compatibility check passed. We were then able to play together. Question Why does the game create both uppercase and lowercase directories for this mod? Is this a ModernGUI packaging/installation issue or a 0 A.D. Linux/Flatpak mod-discovery issue? Could the folder-name mismatch cause the game to load or compare the wrong mod entry, despite ignoreInCompatibilityChecks: true? I can provide further details if needed. Link to comment Share on other sites More sharing options...
Atrik Posted 2 hours ago Author Share Posted 2 hours ago Thanks for the report @namename, 41 minutes ago, namename said: Problem After downloading and enabling ModernGUI through the in-game mod manager, two directories appeared in the mods folder: ModernGUI — contained the mod files (mod.json and mod.zip) moderngui — empty Both players had the same mods and versions, but the multiplayer lobby reported incompatible mods, despite the installed and required mod lists matching. The tooltip was saying we have identical mods, their versions, and their order. I can reproduce. It seems it would happen for any mods that have uppercase name, as the folder seems to be a left-over from the temporary download files. It might be possible to fix this at it's root I'll investigate. Link to comment Share on other sites More sharing options...
Stan` Posted 2 hours ago Share Posted 2 hours ago 1 hour ago, namename said: Why does the game create both uppercase and lowercase directories for this mod? Is this a ModernGUI packaging/installation issue or a 0 A.D. Linux/Flatpak mod-discovery issue? Could the folder-name mismatch cause the game to load or compare the wrong mod entry, despite ignoreInCompatibilityChecks: true? mod.io link https://mod.io/g/0ad/m/moderngui looks like you're hitting the problem where it creates multiple folders because name don't match https://gitea.wildfiregames.com/0ad/0ad/wiki/Mod_Verification_Process 1 Link to comment Share on other sites More sharing options...
Atrik Posted 10 minutes ago Author Share Posted 10 minutes ago @Stan` seems like some other mods have mismatch : "name": "xiiiad", "label": "XXI Century AD" https://mod.io/g/0ad/m/xiii-century-ad But isn't the file creation something we control and could make more flexible in the engine? Or we just want to enforce the rule anyway for other reasons? Link to comment Share on other sites More sharing options...
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