badosu
Balancing Advisors-
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Everything posted by badosu
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enet: 1.3.17
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Does not show any more info than that, that is the message... Any ideas?
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@nani Would you mind sharing the diff for a24 or the repository if you use a VCS? I'm having a little trouble adapting the mod checker for a24 (sendRegisterGameStanzaImmediate)
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Chill out and be happy :-)
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Not really, what I'd have I'd probably introduce as a mod, if it ever came to fruition.
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If we ever do this reskin, can we also do some rework on the UI to optimize screen real estate?
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Perhaps each house can train at most 1-3 slaves could be a good way to make it a gradual unit to integrate in the game. At least for athens, for sparta would be nice to be able to mass recruit slaves instead of citizens for eco.
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Others RTS - Discuss / Analysis
badosu replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Great game: https://www.beyondallreason.info/ -
@thankforpieOfficialComments like these are the reason the balancing subforum is restricted, please read the thread.
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A second step would be for hellenistic factions to have slaves available (not the same as spartas) as units with superb mining skills as most mining was performed by slaves at that period. This would introduce a second layer of differentiation while allowing for non-hellenistic civs to be buffed in other areas (bringing back some celtic civs economy buffs; introduce something new for persia, maurya; buff even more kush eco structures; etc etc)
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Just replacing women with slaves, perhaps a unit with different pros/cons (better than women in some parts, worse in others) would be a good first step. Would differentiate the faction and be historically accurate: slaves were basically all of the spartan economy, any labor was looked down by citizens. Also at some point we'd like to get rid of women as economy units, as having them comparable to slaves in-game does not bore well, while being historically inaccurate as men were too (sometimes overwhelmingly so) farmers, woodcutters, miners, etc.
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I'd guess the better supporting argument would be about Sparta, a society so paranoid about a slave uprising that was fully militarized. Slave population was overwhelmingly higher than citizens. It would make sense, if this were to be introduced, to start with sparta.
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Not sure about that, at least for me it was the most stressing part of the game. You need to scout, decide on what do with you nearby resources, scout what your opponent is doing, respond appropriately, not lose scout, harass efficiently, etc. Any losses or kills at early game have deep impact on your later game. Anyway, that's based on my limited experience. If players who experience hunt micro on aoe can advocate for that in 0ad I don't have anything against it, especially if it buffs corrals.
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as mentioned before, for low theta: for theta ~ pi/2 should be similar (inverting the functions and adjusting approximations). A great solution (from my limited experience with audio synthesis), if the function is periodic, is to use a wavetable and interpolate between points. i.e. use a sample step, store all function results to a hash, access the hash for the previous and next value for a particular input, interpolate linearly between. PS: Ugh, nevermind it seems the function is more complicated than that. Still at least you can get the trig approximations that nani suggested.
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A "psychic" shader mod; development begins...
badosu replied to DanW58's topic in Applications and Contributions
First the low quality of the video hides all the qualities your shader is supposed to present, second you seem to overestimate how many follow progress enough to see an obscure post in a dev subforum. Lastly, your stats are great, compared to many veteran 0ad casters so chillout XD -
A "psychic" shader mod; development begins...
badosu replied to DanW58's topic in Applications and Contributions
If you gonna use that as your metric you gonna be disappointed :-) Be patient -
Look for the unit that has `VisibleClasses` you want: https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/templates 0ad also shows the classes of the unit if you open the detailed stats modal (right click somewhere xD)
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You can even filter by ones in the screen or not and also (perhaps nani can corrrect me if im wrong) if they're damaged or healthy. Nani did a really great job there, shame its not too visible. Its basically a turing machine inside 0ad xD
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Not really, anything you insert there will work, if you want Cavalry+Dog just type `Cavalry&Dog` or `Cavalry|Dog` (one of the two I think the last) after `select.`
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It's already possible, look for selectors by class feature of autociv buried somewhere in this thread, dogs have the class 'Dog'.
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OP
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Sorry, I just have not had the time lately, will prioritize this as soon as I can. And I'm glad you find it useful.
