UserPatch v1.1: Discussion
Re: UserPatch v1.1: Discussion
Yeah please at least put that change 295 optional, for level high games this is not interesting imo, makes the game too easy like aom was, I'm with 9wert and condom in this one.
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FeAge
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- Posts: 1615
- Joined: Jul 19, 2008
Re: UserPatch v1.1: Discussion
can we make the second minimap color into grey? (the one in the left of the real minimap)
since sometimes left corner is not so clear to see
since sometimes left corner is not so clear to see
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miekuah
- Posts: 101
- Joined: Mar 20, 2010
Re: UserPatch v1.1: Discussion
Will this be able to somehow modernize the archaic networking protocols used by AoC?
I believe this is beyond the scope of this patch.
Fixing network bugs is one thing (a lot of bugs have been spotted and fixed); creating a brand new code is a little too much imo.
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Marathon
- Posts: 308
- Joined: Jun 06, 2011
Re: UserPatch v1.1: Discussion
For me, the latest update is all about how you want to spend your 'micro time.' Personally, I would rather spend more time managing battles & economy rather than clicking on buildings. I recommend we spend some time w/ this feature and then form opinions. Also, it is not the same as AOM... you still click 'x' # of times for 'x' # of units and units will only be trained in the buildings that you have selected. I'm with Cysion on this, this should enhance the gaming experience. Scripter has done an excellent job coding the new queue feature that says if multiple buildings are selected and I click to train a unit, the unit will be trained in the building w/ the shortest queue, very impressive work. Remember, this does not change anything (you are free to not use it), only adds additional functionality... The fastest clickers in the land will still have plenty of things to click the fastest...in fact, this will free up their time for more enjoyable clicking! : )
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ryshep
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Re: UserPatch v1.1: Discussion
Yes, maybe not everyone understood how this should work (I didn`t at first, either). I thought that it queue one unit in all selected buildings per click (meaning 5 buildings = 5 units per one click), and 5 units in all selected buildings per shift + click (meaning 5 buildings = 25 units per one click). But it DOES NOT do that!
Instead, it still queue the same number of units as before (one click = one unit, shift + click = 5 units), but the difference is that if you have 5 buildings selected, and they have queued (for example) 12, 13, 8, 4 and 3 units respectively, when you click to train unit, ONE unit will be added to train queue of the building with the lowest queue (in our example that is building with 3 units in queue) - meaning that we will now have in queue - 12, 13, 8, 4 and 4. Currently, no matter how many buildings you have selected, new queue will always go to the same building (that`s why selecting each building separately is needed at the moment).
I personally like the idea. Yes, it is simpler than it is now (no need to select each building separately) but it is not that much of improvement (you can`t queue more units at once than you can now). It is an improvement nonetheless, but I think in a good direction.
It does allow a player to have all his archeries in group 1 (for example), then to just press number 1 (to select all the buildings) and press train unit hotkey to queue new units in multiple buildings - all that without changing the current view (battle field, maybe), but I see it as a good thing - keeping the camera where the action is, no need to center 10 archeries in view (one by one, pressing the archery range hotkey) just to queue more units, only then to move view back to the battle.
It does sound "nooby" at first (being able to watch the battle for the whole time, no need to move view to buildings in order to queue - and if you have many buildings you can`t just assign a group number to each one of them not to change view when selecting it), but I would say that it would move focus from less important game segment as fast clicking/keypressing (in order to queue more units from multiple buildings while fighting) to more important segment - strategy and unit micro.
Those that click faster will still have advantage because of better unit micro. Yes, they won`t have advantage of being able to visit 10 buildings and queue units in each, then come back to the battle field and still fight (without loosing the whole army in the meantime, as beginner player might do), but it is an advantage we should just let go in order to improve this game. This is a strategy game after all... Real time - yes, but real-time-strategy, not real-time-fast-clicking
It should be at least tested thoroughly in AoFE, and you can then discuss more about
Instead, it still queue the same number of units as before (one click = one unit, shift + click = 5 units), but the difference is that if you have 5 buildings selected, and they have queued (for example) 12, 13, 8, 4 and 3 units respectively, when you click to train unit, ONE unit will be added to train queue of the building with the lowest queue (in our example that is building with 3 units in queue) - meaning that we will now have in queue - 12, 13, 8, 4 and 4. Currently, no matter how many buildings you have selected, new queue will always go to the same building (that`s why selecting each building separately is needed at the moment).
I personally like the idea. Yes, it is simpler than it is now (no need to select each building separately) but it is not that much of improvement (you can`t queue more units at once than you can now). It is an improvement nonetheless, but I think in a good direction.
It does allow a player to have all his archeries in group 1 (for example), then to just press number 1 (to select all the buildings) and press train unit hotkey to queue new units in multiple buildings - all that without changing the current view (battle field, maybe), but I see it as a good thing - keeping the camera where the action is, no need to center 10 archeries in view (one by one, pressing the archery range hotkey) just to queue more units, only then to move view back to the battle.
It does sound "nooby" at first (being able to watch the battle for the whole time, no need to move view to buildings in order to queue - and if you have many buildings you can`t just assign a group number to each one of them not to change view when selecting it), but I would say that it would move focus from less important game segment as fast clicking/keypressing (in order to queue more units from multiple buildings while fighting) to more important segment - strategy and unit micro.
Those that click faster will still have advantage because of better unit micro. Yes, they won`t have advantage of being able to visit 10 buildings and queue units in each, then come back to the battle field and still fight (without loosing the whole army in the meantime, as beginner player might do), but it is an advantage we should just let go in order to improve this game. This is a strategy game after all... Real time - yes, but real-time-strategy, not real-time-fast-clicking
It should be at least tested thoroughly in AoFE, and you can then discuss more about
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BugA_the_Great
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Re: UserPatch v1.1: Discussion
It should be at least tested thoroughly in AoFE, and you can then discuss more about04 Apr 2012, 16:25 GMT » BugA_the_Great wrote:
Will be done for sure
Also agreed with the rest you said, but we'll see, it needs to be tested for sure, but I love the change it brings.

Cysion Tripping: cysion.be/blog | Aocbox: cysion.be/aocbox
Life is short. Kiss slowly, laugh insanely, love truly and forgive quickly. Happiness is the travel, not a destination.
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Cysion
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- Posts: 2182
- Joined: Apr 30, 2010
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- Age: 25
Re: UserPatch v1.1: Discussion
Hi guys!
I know it wasn't necessary to build a new AoC version switcher, but I didn't like to uninstall and reinstall every time.
So here is my version switcher: http://blithermx.wordpress.com
Thanks!
I know it wasn't necessary to build a new AoC version switcher, but I didn't like to uninstall and reinstall every time.
So here is my version switcher: http://blithermx.wordpress.com
Thanks!
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blithermx
- Posts: 2
- Joined: May 23, 2012
Re: UserPatch v1.1: Discussion
Hi guys!23 May 2012, 04:22 GMT » blithermx wrote:
I know it wasn't necessary to build a new AoC version switcher, but I didn't like to uninstall and reinstall every time.
So here is my version switcher: http://blithermx.wordpress.com
Thanks!
amazing, well done.
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FeAge
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- Posts: 1615
- Joined: Jul 19, 2008
Re: UserPatch v1.1: Discussion
Hi guys!23 May 2012, 04:22 GMT » blithermx wrote:
I know it wasn't necessary to build a new AoC version switcher, but I didn't like to uninstall and reinstall every time.
So here is my version switcher: http://blithermx.wordpress.com
Thanks!
the windowed version option is only available for 1.1 ?? i cannot use it for 1.0c :/
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Yodha_Jedi
- Posts: 296
- Joined: Apr 05, 2010
Re: UserPatch v1.1: Discussion
Hi I was wondering if this bug has been reported/fixed:
When ally resigns you are unable to delete his farms unless you first convert them with a villager. All other buildings/units are able to be deleted.
When ally resigns you are unable to delete his farms unless you first convert them with a villager. All other buildings/units are able to be deleted.

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omega
- Posts: 1283
- Joined: Oct 10, 2008
- Age: 32
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