badosu
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Posts posted by badosu
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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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14 minutes ago, borg- said:
It is difficult because the cost for slaves must be different. Javelins for example were slaves in Sparta, so we would have to have a different cost for these units, which makes it really difficult to do.
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.- 1
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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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37 minutes ago, wraitii said:
My opinion is that the very early game in 0 A.D. is easy and boring at the moment
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. -
4 hours ago, Stan` said:
Not really you task everyone on one and let their do their thing.
Actually on competitive aoe the hunt micro is very intensive due to this, and to be honest it seems silly to me. I'm not advocating any way or another.
Perhaps @ValihrAnt or @Feldfeld can share their insight as both have experience on this topic. -
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.- 1
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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- 1
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If you gonna use that as your metric you gonna be disappointed :-)
Be patient- 1
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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 -
35 minutes ago, faction02 said:
Currently they are grouped with other units.
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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9 hours ago, faction02 said:
A "select all dogs" hotkey could be a nice update for a24. Thanks for the great work!
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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On 28/02/2021 at 5:12 PM, nani said:
Download the new one (the one that is comaptible with a24 ) that shows in the first page
OP
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3 hours ago, mysticjim said:
And until mods are working, specifically the Spec/Monitor mod, I'm not in a position to do commentary videos on other peoples games.
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.
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Looks incredible, great work!
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Hello, that's good feedback. Currently on balanced-maps you should already be able to get the additional metal mine that's guaranteed by the map at phase 2 range.
Unfortunately there are no good models for small metal mines (except some nuggets that are used on jebel barkal, but they'd not look good).
If someone devises small metal mines (similar to those 1k stone that are present in some other maps) I'd gladly put a 5-10k metal randomizer. -
Yeah, I'm not sure I use much stuff that has changed, but thanks for the heads up
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26 minutes ago, wraitii said:
I mean we already have an auto build for windows and people don't play, yet all you have to do is redownload svn if you don't want to deal with anything
I think you underestimate the power of user friendliness. I think redownloading SVN has been one of the more challenging things I've ever done technically in the last few months. I'd wish I was joking.
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12 minutes ago, wraitii said:
Unfortunately, that's likely to be basically week 1.
I mean, if changes are only stats, new techs, buildings, artwork etc.. Why would engine change affect it?
13 minutes ago, wraitii said:If we were to release a bundle per week or 2 week, you'd have a high change of bug/OOS complicating the balancing test. It might still be worthwhile, but we'd definitely need an auto-updated of sorts.
You already have `mod.io` :-). Every week a new version is released.
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That is not a bad idea actually, would require collaboration with the development team though.
To have a mod apart from 'public' that contains all balance changes in a25. All new development is done there then the files are replaced before release.
That would work only until incompatible changes (that can't be done on a mod) are implemented in A25. -
Thanks @Samulis for your hard work, even though I feel it's not comfortable the new sounds indeed are way more realistic and show more refinement.
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1 hour ago, chrstgtr said:
especially since this thread concerns how 0AD should look in the future and is involving player feedback and I (and others) now essentially have to argue that my opinion has worth
I feel ya. The heroes standardized health was something I never was a huge fan of (without other adjustments). Some other concerns: sound, lack of communication on the a24 release (all that effort for the 1v1 invitational thrown away), etc.
Hopefully something that could be improved. Unfortunately that threw me off completely. -
8 hours ago, chrstgtr said:
Regardless, is having 12 civs that are boring and really just one civ better than having 6 OP civs that are fun and 6 civs that need a buff? You can ignore that 6 bad civs, but you don't get the choice is all 12 civs are basically the same.
I get your point and it's a fair one. Keep in mind one thing though, before we're able to differentiate civs we need a baseline, this baseline was achieved even if in detraction of other aspects.
Now we know how to differentiate civs with champs, cav, slingers, ranged, melee all fair against each other (and no dancing!).
To be frank I'd have been more careful with the champ and techs rework but I stand for the team with their decision.
The only thing we should have instead is some way of pushing balance updates more often (as I mentioned with weekly builds). E.g. increase a bit the bonuses brits had, give or buff some good tech for persia (as mentioned with nicean horses) and we should be able to test it on a weekly basis and iterate over it. The advantage of having a baseline is that you can make changes to each civ at a time. e.g. after that buff now a civ will be better than others, and that is cool we can now buff and differentiate another to be comparable (but in a different aspect) and then so on.
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Try updating `mod.json` without the a23 restriction. If it works it works!
I'll try to update my system and a24 on the weekend.
Special Unit : Scouts
in Balancing Discussions
Posted
Yes, it's annoying to have to scout with cav, which should be really used for raiding after intel gathered by the scout, a unit that is not so easy to lose to perform its function with higher los.