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Suggestions for 0 A.D.


Wijitmaker
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@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 by Thalatta
Changed "the rest" for "8 and 10", and "it" for "the one for idle workers", since I didn't specify beforehand.
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@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.

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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 by zozio32
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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

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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).

 

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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".

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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)

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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.

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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 :P

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).

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3 minutes ago, Thalatta said:

Yes, I noticed because in these 10 minutes at last I kind of learned how to use the Editor :P

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

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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

image.png

^Rating: Must Have

 

 


 

 

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