Thalatta Posted Monday at 23:26 Share Posted Monday at 23:26 (edited) @Red Wolf, maybe edit your post to add numbers to your suggestions, so the following is easier to read: I disagree with 2, 11 and 15 (standard practice doesn't mean good practice, I'm strongly against spontaneous combustion). I agree with 1, 12 (also proposed it), maybe 4, 5, 13 and somewhat 6. 14 would be nice, but not a priority, I guess. Regarding 3, the default size should just be bigger, many have complained already, and honestly, I find it offensive to people that have sight problems. I got super used to it, but I remember thinking how unnecessarily dumb it looked. Regarding 7, this is easy to find in Settings > Hotkeys, start writing "mi" and you see "Select military only: Alt", so just use that modifier. Regarding 9, you said "snap", go to Settings > Hotkeys, start writing "sn" and you see "Toogle snap-to-edge: Ctrl", so just use that modifier. Regarding 16, as usual, Settings > Hotkeys, start writing "id", the hotkeys are "." and "-". If you literally meant "button", yeah, maybe, or could eventually be right-clicking on the one for idle workers, or similar. Regarding 8 and 10, I'm quite neutral and would like to listen to arguments. Edited Tuesday at 11:16 by Thalatta Changed "the rest" for "8 and 10", and "it" for "the one for idle workers", since I didn't specify beforehand. Link to comment Share on other sites More sharing options...
Thalatta Posted Tuesday at 13:54 Share Posted Tuesday at 13:54 @Red Wolf, some clarification: Regarding 10 (Wall towers could be upgraded to fire at enemies): I think this was so in the past (someone said "left-over from old wall towers being able to shoot" in another thread), so there were reasons to change it. I think there are issues on how Palisades, Walls, Towers and Fortresses work, so we might see some changes at some point. Regarding 15 (Signs of destruction on buildings as they lose health are barely noticeable): I actually agree on that, just not with flames appearing without any reasonable source. Link to comment Share on other sites More sharing options...
Perzival12 Posted Tuesday at 16:54 Share Posted Tuesday at 16:54 18 hours ago, Red Wolf said: 16) There should be separate buttons for idle villagers and idle military units. LOL I literally just added this to Hyrule Conquest the other day, what a coincidence Link to comment Share on other sites More sharing options...
zozio32 Posted Wednesday at 12:44 Share Posted Wednesday at 12:44 (edited) 22 hours ago, Thalatta said: @Red Wolf, some clarification: Regarding 10 (Wall towers could be upgraded to fire at enemies): I think this was so in the past (someone said "left-over from old wall towers being able to shoot" in another thread), so there were reasons to change it. I think there are issues on how Palisades, Walls, Towers and Fortresses work, so we might see some changes at some point. Regarding 15 (Signs of destruction on buildings as they lose health are barely noticeable): I actually agree on that, just not with flames appearing without any reasonable source. you can always garrison the wall towers for them to shoot I think + the possibility to put ranged units on the wall itself. Edited Wednesday at 12:44 by zozio32 Link to comment Share on other sites More sharing options...
Dakara Posted Wednesday at 13:46 Share Posted Wednesday at 13:46 Hello @Red Wolf thanks for your suggestions. 1) The one can be good, but its a copy paste from age of mythology eheh. But its useful. Frankly I don't need and the system of notification is quite ok for this situation already. 2) I disagree because house are not so hard to manage already. And the wood need is already low. 5 and 10 population by house is enough. If you want Carthage has house with 20 population for a extra cost. 3) Agree, options are always nice. 4)There is some mod for change this info panel already, you can find them, I have no opinion on this idea 5) I don't know really theses formation but i suppose they have a difference so i'm against your proposition. But we should change the UI for hide some formation we never want to use. 6) Frankly it's actually quite ok but we can always improve. So why not change the color text yes. 7) Hmm I didn't understand, but maybe use alt for select only unit military. 8) Ctlr right clic don't work? should be exist so I agree witht he fact to garnison animals in corral. But in same way of other garnison, so with the usually keybind. 9) It's exist, ctrl 10) Sure but only for iberes! 600 metal 600 wood, a tech in castle. 11) Not often, why not, but not priority.. We can make the difference with the map 12) Actually, you can move your unit how you like and do a good shapes. its nice actually i think 13) Against, risk of abuse lol, if you are focus you don't make mistake, but yes its annoying and take some seconds. 14) yess 15) why not 16) button not exist but keybind exist already so not really need Link to comment Share on other sites More sharing options...
Grautvornix Posted Wednesday at 18:48 Share Posted Wednesday at 18:48 6 hours ago, zozio32 said: you can always garrison the wall towers for them to shoot I think + the possibility to put ranged units on the wall itself. Not sure - I thought you can only man the walls themselves and not the towers, right? (I believe in one of the very old versions (0.23 or before?) it was vice versa (towers manned but walls not). Link to comment Share on other sites More sharing options...
Thalatta Posted Wednesday at 19:24 Share Posted Wednesday at 19:24 30 minutes ago, Grautvornix said: Not sure - I thought you can only man the walls themselves and not the towers, right? (I believe in one of the very old versions (0.23 or before?) it was vice versa (towers manned but walls not). You can always test this stuff in minutes :P. In any case, I went through that and it's problems in https://wildfiregames.com/forum/topic/137611-what-do-you-think-0-ad-lacks/page/6/#comment-757933 (a PR was made our of that, although I think things have to be further simplified). Basically: "to man the Wall that button [Turret ] must be used, but to man the Wall Towers the Garrison button must be used". Link to comment Share on other sites More sharing options...
Grautvornix Posted 9 hours ago Share Posted 9 hours ago Thanks - I know I can test it myself, but I was travelling without access to the game. Just tested it - you are certainly right. Question remains, why two different mechanisms for the same effect... (probably I should read the manual or the forum more carefully) 1 Link to comment Share on other sites More sharing options...
Perzival12 Posted 5 hours ago Share Posted 5 hours ago 4 hours ago, Grautvornix said: Thanks - I know I can test it myself, but I was travelling without access to the game. Just tested it - you are certainly right. Question remains, why two different mechanisms for the same effect... (probably I should read the manual or the forum more carefully) Garrisoning hides the unit inside of the building, spitting them out when it is destroyed. They also add to the building’s default arrow count. Turreting places the unit on top of the building, kicking them off when it’s destroyed, and also allowing them to be shot off of it. They don’t add to the default arrow count (if there is one), but since only archers, slingers, and javelineers (and Crossbowman) can be placed on top, they can fire on their own. Link to comment Share on other sites More sharing options...
Thalatta Posted 5 hours ago Share Posted 5 hours ago 5 minutes ago, Perzival12 said: allowing them to be shot off of it You mean that, if they are shot, they don't lose health, but they fall from up there? Link to comment Share on other sites More sharing options...
Perzival12 Posted 4 hours ago Share Posted 4 hours ago 10 minutes ago, Thalatta said: You mean that, if they are shot, they don't lose health, but they fall from up there? Sorry, they lose health, and fall off of it when they are killed. 1 Link to comment Share on other sites More sharing options...
Thalatta Posted 4 hours ago Share Posted 4 hours ago 3 minutes ago, Perzival12 said: Sorry, they lose health, and fall off of it when they are killed. Yes, I noticed because in these 10 minutes at last I kind of learned how to use the Editor In any case, my point in that link was not so much "two different mechanisms for the same effect", but that "there's no need for different buttons if the functions are similar and, if I'm not wrong, there's no overlap between them". Of course there are the differences you mention, but they are still similar things, although later on I stated that "maybe there's a case (or plan), to have structures that can be both garrisoned and posted (this should be the term, instead of "turreted")", in which case it would be fine to leave two buttons (although the "turret" naming should be corrected because, as I explained there, it makes no sense). Link to comment Share on other sites More sharing options...
Perzival12 Posted 4 hours ago Share Posted 4 hours ago 3 minutes ago, Thalatta said: Yes, I noticed because in these 10 minutes at last I kind of learned how to use the Editor In any case, my point in that link was not so much "two different mechanisms for the same effect", but that "there's no need for different buttons if the functions are similar and, if I'm not wrong, there's no overlap between them". Of course there are the differences you mention, but they are still similar things, although later on I stated that "maybe there's a case (or plan), to have structures that can be both garrisoned and posted (this should be the term, instead of "turreted")", in which case it would be fine to leave two buttons (although the "turret" naming should be corrected because, as I explained there, it makes no sense). I use such buildings a lot in HC, I’m not sure if they are in use in vanilla 0ad tho 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 1 hour ago Share Posted 1 hour ago Quote 1) When animals attack gatherers, nearby gatherers should automatically defend them. The same applies to gatherers who are also military units when enemies attack them. I have lost entire groups of gatherers to wolves because I didn't notice they were under attack; after all, the units appear small on screen due to their scale relative to the buildings. I wholeheartedly agree. In fact, Delenda Est has this feature already. Subsequent UnitAI changes to the base game have made it a little buggy, but it could easily be added to the game without too much fuss. I've already created an issue on Gitea for this: https://gitea.wildfiregames.com/0ad/0ad/issues/9143 ^Rating: Must Have Quote 2) Houses should provide a population capacity of 20, not 15. Units are trained very quickly in this game, and the housing capacity falls behind rapidly. Indeed. I'd like to change the house from: Small House 5 pop 75 cost and Big House 10 pop 150 cost to these new stats: Small House 10 pop 100 cost and Big House 15 pop 150 cost and Tenement (Carthage and Rome) 20 pop 200 cost I've always thought that the pop bonuses and costs should be more aligned. The double cost and double benefit difference seemed too big to me. And then, I think, re-add the 2 pop cost for Citizen-Cavalry and Infantry Champions, and 3 pop cost for Cavalry Champions. And increase 'default' pop cap to 400. ^Rating: Should Have Quote 4) In the floating info panel (which appears when hovering the mouse over a unit, building, or technology button), the items could be arranged in this order: Unit/building name; Costs; Unit type; Command instructions—all spaced out, with the name and costs in a larger font than the rest of the text. The way the text is currently formatted—all bunched together and uniform in size—makes it difficult to quickly scan for the information a player might be looking for. The word you're looking for is 'Tooltip.' I think most of us agree that they should be improved! I've made this gitea issue, which is very relevent: https://gitea.wildfiregames.com/0ad/0ad/issues/9166 ^Rating: Must Have Link to comment Share on other sites More sharing options...
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