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Wijitmaker
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1 hour ago, Arup said:

you can simply kick the pauser if you are host. the command is /kick [username]

Thats a thing? Good to know...

Edit: Honestly, I'd rather have the unpause feature for other players nonetheless, who knows some players might get bored of waiting and just decide to let the player afk in the middle of team games.

Maybe have a feature to allow control their units for allies just like in Warcraft 3 if they want to afk without pause.

Oh but when I think about it, is there even an unkick command? Atleast that solves my worries. Is there a list of command for host that I can read on?

Thanks.

Edited by Tapothei
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2 hours ago, Tapothei said:

Oh but when I think about it, is there even an unkick command? Atleast that solves my worries. Is there a list of command for host that I can read on?

/kick

/ban

/kickspecs

/banspecs

/list

/clear

You can't force the player from the lobby back into the game, he has to join.

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I have a list of custom bots for various purposes, but my newest bot has a slight change in how the ally operates, which probably counts as gameplay related, so I wanted to discuss it with everyone here.

"I'm delighted to introduce the newest bot in my series of AI bots, the Protectorate bot. This bot represents a breakthrough in gameplay compared to the previous two, redefining alliance relationships. To play this bot, you need at least two players on the same team, both controlled by Protectorate. The player with the smaller ID will play the role of the "Empire," and the other players will be "vassals" (for example, if players 1, 2, and 3 are on the same team, player 1 will be the Empire, and players 2 and 3 will be the vassals). The Empire will prioritize military strength and trade, while the vassals will prioritize workers and pay 30% of their resources every 60 seconds to the Empire. This payment is waived if the vassal's resources are less than 20% of the Empire's resources and increases to 40% when the Empire launches an attack. The empire would also station troops in vassal states, with the number depending on the actual situation (this only happened when the empire's population exceeded 100)."

https://wildfiregames.com/forum/topic/140686-other-ai-bots-besides-petra/#:~:text=I'm delighted to,population exceeded 100).

I'd like to hear everyone's opinions.

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15 minutes ago, Eilat said:

pay 30% of their resources every 60 seconds to the Empire. This payment is waived if the vassal's resources are less than 20% of the Empire's resources and increases to 40% when the Empire launches an attack

To accomplish this, I added a file called tributeManager.js. Tribute is paid and a notification appears in the chat box, but I'm also unsure if tribute is still paid when conditions change (vassal budget is lower than required and before the empire launches a war).

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  • To make it more consistent among Civs, all Cavalry that can hunt have a special melee attack against defenseless animals

 

  • German civilians have a damage multiplier against animals (including hostile ones)

or

  • Civilians have a damage multiplier against defenseless animals

 

 

Edited by DesertRose
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1 minute ago, DesertRose said:

If you task a Worker to a Field, they will instead go to another nearby Field if that Field has less farmers.

Would be a great first patch for someone willing to contribute to 0 AD ;)

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14 minutes ago, DesertRose said:

If you task a Worker to a Field, they will go to another nearby Field if that Field has less farmers instead.

You are overwriting a player command for something maybe he doesn't want to do thoughts..
Maybe you can check Field Manager from @Mentula that added a command panel for farms with useful buttons.

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3 minutes ago, Atrik said:

You are overwriting a player command for something maybe he doesn't want to do thoughts..
Maybe you can check Field Manager from @Mentula that added a command panel for farms with useful buttons.

Interesting.

I was just about to comment that ModernGui already has a very similar function to distribute your Farmer equally among multiple Fields. It seems that mod got it from the above mod.

Would be great to some sort of "Spread evenly" functionality in the base game.

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10 minutes ago, DesertRose said:

Would be great to some sort of "Spread evenly" functionality in the base game.

https://gitea.wildfiregames.com/0ad/0ad/pulls/8525

In that PR, @phosit suggested that we could use the selection box for spreading gatherers on some selection. I don't know how in feasible it is, or if it would be practical but just noting  it as a more general approach.

FieldManager is awesome but indeed, the fact it create a panel for fields, is introducing a tiny bit of technicality to the selection panel. Far from being a disqualifier to introduce in vanilla IMO, but together with the icons that aren't that much blending, there is probably some work to get in there.

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I wouldnt really bother creating anything in GUI for it, for vanilla anyway. The objective is simple, player wants villager to farm, villager goes to an nearby available farm. So it does what the player wants to do. Better than standing AFK at a busy farm.

But it's up to whoever decides to pick this up anyway.

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9 minutes ago, Grapjas said:

The objective is simple, player wants villager to farm, villager goes to an nearby available farm. So it does what the player wants to do. Better than standing AFK at a busy farm.

If the farm is full, this is already the case, like for all resource gathering. Gatherers have diminishing efficiency in function of how much they are on a single field, hence the initial suggestion of having them spreading.

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Oh, i completely misread that, i thought we were talking about expanding the radius a villager goes to a new farm if necessary. Because that radius is quite small actually.

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50 minutes ago, DesertRose said:

Would be great to some sort of "Spread evenly" functionality in the base game.

Why though?

It would be 2 developers working against each other.

First develops a game mechanic where each farmer has x0.9 of the efficiency of the former.

Second just optimize the effect automatically to a minimum making it meaningless for the player.

If you like to plan less for your setup, why don't you just suggest to remove the feature that's also not full documented with the numbers?

I'd just keep it as it is, but it should be documented with the numbers clearer.

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49 minutes ago, ffm2 said:

Why though?

It would be 2 developers working against each other.

First develops a game mechanic where each farmer has x0.9 of the efficiency of the former.

Second just optimize the effect automatically to a minimum making it meaningless for the player.

If you like to plan less for your setup, why don't you just suggest to remove the feature that's also not full documented with the numbers?

I'd just keep it as it is, but it should be documented with the numbers clearer.

Make a mod that remove all gui buttons that can be executed with just the mouse (units actions, formations, etc). Also remove selection box since you can always shift+click units when you want to make a multi-selection. You can even remove auto-drop-site deposit and things like that. Surely you'll experience fully the real-time-strategy at it's full potential then. Since real-time obviously means clicking a lot, and anything that allow users to make batch orders are blasphemes.

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- Sometimes when I want to place a building I want to see the highlight to have gaps, you know how you select a building there is the blue outline? Ye include that, before I want to place it since I intend to leave some gaps for my workers to move in between. Many times do I get blocked by it and I had to destroy the building and redo it even if its free...

- Today I realised in multiplayer I can check resource by hovering to the left topside, here's a problem I never knew about it, you should mention that in tutorial or something... while at it, it needs to be improved, I want to see teammate's resource in one go just like modernGUI by using arrow key of some kind to open/minimise the look. Not that I'm going to to use such mods since I'm more of a vanilla guy.

- If buddy feature exist, there should be enemy. In a sense that player is muted to you, they can still join for fairness sake and they do see their status by you to be aware. Is there even a way to identify easily whose buddy or not in one list just like friend list? Atleast colour them differently... I do forgot how it works though since lobby is a bit mysterious to me, like there is no mention on various commands I can do there... example typing /away.

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16 minutes ago, Tapothei said:

- Sometimes when I want to place a building I want to see the highlight to have gaps, you know how you select a building there is the blue outline? Ye include that, before I want to place it since I intend to leave some gaps for my workers to move in between. Many times do I get blocked by it and I had to destroy the building and redo it even if its free...

- Today I realised in multiplayer I can check resource by hovering to the left topside, here's a problem I never knew about it, you should mention that in tutorial or something... while at it, it needs to be improved, I want to see teammate's resource in one go just like modernGUI by using arrow key of some kind to open/minimise the look. Not that I'm going to to use such mods since I'm more of a vanilla guy.

- If buddy feature exist, there should be enemy. In a sense that player is muted to you, they can still join for fairness sake and they do see their status by you to be aware. Is there even a way to identify easily whose buddy or not in one list just like friend list? Atleast colour them differently... I do forgot how it works though since lobby is a bit mysterious to me, like there is no mention on various commands I can do there... example typing /away.

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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21 minutes ago, Seleucids said:

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 

1) Even when it looks like a gap I still get it wrong, I tried many times already its just quite unreliable.

2) I'll ask, does it contain any advantage mechanics or is it just gui being improved and if so, can I turn it off? I only need to see ally resource properly so I don't have to look it up majority of the time.

3) If this game ever increased its popularity then I'll need this feature since there will be some bad apples I'll don't ever want to ruin my mood. Atleast I won't be negatively effected nor would I disturb them.

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21 hours ago, real_tabasco_sauce said:

Do workers tasked on busy farms not already look for spots on nearby farms? Or do you mean that they should automatically distribute to all available farms?

Like, you have 5 Gathers and 3 Farms, and click on 1 Farm that already has 3 Gathers. The gathers will first populate the two other Fields.

But maybe some modifier hotkey to toggle smart Villager allocation on.

20 hours ago, ffm2 said:

Why though?

It would be 2 developers working against each other.

First develops a game mechanic where each farmer has x0.9 of the efficiency of the former.

Second just optimize the effect automatically to a minimum making it meaningless for the player.

If you like to plan less for your setup, why don't you just suggest to remove the feature that's also not full documented with the numbers?

I'd just keep it as it is, but it should be documented with the numbers clearer.

It's more to make the strategic decision to spend more Wood for faster Food production more feasible. Imo such a basic economic decision should not be barred behind a certain APM threshold / having to use a certain mod.

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4 minutes ago, DesertRose said:

Like, you have 5 Gathers and 3 Farms, and click on 1 Farm that already has 3 Gathers. The gathers will first populate the two other Fields.

But maybe some modifier hotkey to toggle smart Villager allocation on.

Right now you can accomplished the same by using the "Order one unit" command (alt by default I think) . You can grab a bunch of units and, by holding the modifier key assigned for this command, send one by one to each farm. like alt+left click 3 times on every farm.
I think a feature similar like this #8525 would also be useful for gathering. It would help with chopping wood as well, since targeting certain trees can be a pain and workers often end up crowding on one side of the woodline.

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9 minutes ago, Tapothei said:

2) I'll ask, does it contain any advantage mechanics or is it just gui being improved and if so, can I turn it off? I only need to see ally resource properly so I don't have to look it up majority of the time.

Glad you ask!
I'll try to make a short answer even if I could talk so much about this point.

ModernGUI is almost a mod that allow you to build the GUI. You have the basic UI reworked, that looks like that 
screenshot0008.thumb.png.62a2ef2cc7df92ec513223ce8b121717.png

The panels are reworked nicely with generally slightly bigger buttons, and importantly, access to cool stats and data is easy and tones more of them are accessible in stylized tooltips.

You can then open the "GUI builder" using the gear icon near the minimap, and start customizing the UI, including adding the top panel for stats.



The "advantage mechanics" are disable by default, and can be enabled in the "EcoPanel" menu of this GUI builder. So if you don't want them, you just don't enable anything in there.
There are a couple of features like the ability the use "order one" hotkey for certain actions where it isn't implemented in vanilla, as well as the farm buttons discussed above that don't have an option yet, but I doubt you were thinking about that.

As a side note, autociv mod also has a panel to display allied stats although it is not very visually appealing.
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