seregadushka Posted 5 hours ago Report Share Posted 5 hours ago I think stopping the birth of new units due to lack of resources is a big mistake by the developers. According to this strategy, the game turns into a punishment. I have to constantly check the condition of the barracks. The unit production queue should be restored automatically when resources become available. My mouse will break before I enjoy the game. This is incorrect. This can be considered a bug. 1 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted 5 hours ago Report Share Posted 5 hours ago 1 minute ago, seregadushka said: I have to constantly check the condition of the barracks. Hey, this is intended, so that there remains some attention needed to maintain your economy. Furthermore, putting more actions into maintaining your economy should reward you with a better economy. it may be still be changed, of course. 2 minutes ago, seregadushka said: This is incorrect. This can be considered a bug. If one considers this a bug, my preference would be is to remove it from the game. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 5 hours ago Report Share Posted 5 hours ago 2 minutes ago, real_tabasco_sauce said: If one considers this a bug, my preference would be is to remove it from the game. Seconded. Otherwise, why even play the game if you want everything to be automated for you? 1 Quote Link to comment Share on other sites More sharing options...
DesertRose Posted 5 hours ago Report Share Posted 5 hours ago What's annoying that if auto-production stops due to insufficient resources the building switches back to no auto-production. It would be nice if the game remembers auto-production, and if I order a building to produce units again I do not have to enable auto-production again. Quote Link to comment Share on other sites More sharing options...
seregadushka Posted 5 hours ago Author Report Share Posted 5 hours ago 12 minutes ago, Deicide4u said: Otherwise, why even play the game if you want everything to be automated for you? Please don't show me how I should feel during the game. If you give me your explanations, I won't stop considering it a bug. I can cite analogies from the game itself, showing that these things are of the same order. According to this logic, a unit should stop when it has cut down 1 tree. The camel should stop after 1 cycle. But it is the birth of new fighters that is highlighted in a different behavior. For me, it's exactly the same when the creation of units continues with the availability of resources. This is not logical, and does not coincide with the general strategy of the mechanics of the game. And don't tell me, "To make it interesting for you, we're making the game harder. Clicking on the barracks 100 times per game is not a game, but a battle with the UI. This is an artificially created problem. My conclusion is that the "queue" button should be pressed only by the user, and raised only by the user. Do this in the general settings: "Queue Locking. And let everyone choose the game mode for themselves, whether they want to take a break from the game or face 2 hours of battle with a wrong decision . Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 4 hours ago Report Share Posted 4 hours ago 39 minutes ago, DesertRose said: It would be nice if the game remembers auto-production, and if I order a building to produce units again I do not have to enable auto-production again. This can be a good middle ground. Quote Link to comment Share on other sites More sharing options...
Seleucids Posted 3 hours ago Report Share Posted 3 hours ago @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 Quote Link to comment Share on other sites More sharing options...
Atrik Posted 1 hour ago Report Share Posted 1 hour ago Hi @seregadushka, It is very understandable that you feel that some features of the game in their current state, prevents you from appreciating the game fully. Repetitive tasks, aren't adding anything to the game-play experience. And it is part of the 0.A.D. vision to limit them as possible. "This interactive/real-time contest should challenge the mind and avoid boring repetitive actions." As such, units autonomously carry on after cutting a tree as one of the example you provided, but this is because we can be confident enough that the player would want this to happen. However, production is complex. It depends on a lot of factors, and influence of lot of other things too. For example, there are already problems often stemming from the current auto-queue : If the user need the resources for another purpose, auto-queue might unconviniently consume them Which building should produce if two of them are competing for the same limited resource? How can the actions that we will be carried be as best controllable by the player? Theses challenges, I did face them when trying to make the trainer feature in ModernGUI. Because I was new to programing, to UX design, and even to 0.A.D. the feature is built with a bit of things that I wish to revisit. Mainly, it adds waaaay too much buttons to the UI, and complex ones too. I have in mind a system that will permit to have the QOL gained by this trainer feature, but without the added complexity. Basically, make it feel like it is very naturally integrated. It might be something that will come sometime in ModernGUI, and that I will poll here on the forum for an integration in vanilla. My beliefs are also that we should enrich some other parts of the game-play such as formations, units abilities... Sort that the game become even more of a strategic contest and less then just a measure of 'mechanical skills'. 1 Quote Link to comment Share on other sites More sharing options...
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