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real_tabasco_sauce last won the day on September 26 2025
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building phases already are a technology. So what you can do is add a technology field to the requirements list: "requirements": { "all": [ { "tech": "my_technology" }, {"entity": { "class": "Town", "number": 3 }} ] },
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storehouse and farmstead technologies apply only to civilians. thoughts?
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Why isn't 0ad on Steam?
real_tabasco_sauce replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
Currently the keywords are somewhat inaccurate. I suppose if you play enough 0ad it could become a lifestyle. -
Needing to add units to ships for firepower meant that investing in water would require many of your land soldiers. This means players would get flotillas full of soldiers and they would hardly ever return to fighting on land. Moving soldiers between ships and land to optimally fight on both land and water was unnecessary tedium, and usually players just didn't do this. Furthermore, with the guessing game about how many soldiers are in your ship versus the enemy ship, it was difficult to strategize (not to mention the random arrows). Lastly, requiring soldiers for ship effectiveness meant you always had to deal with the clumsiness of garrisoning different ships with the right amount of soldiers in order to fight.
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The design of the game is such that you select buildings and produce from them. This is part of managing the economy which is also in the design document. Economy automation mods are fine to use in single player or against players that have this mod, but I don’t think they belong in vanilla 0ad.
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Hey, this is intended, so that there remains some attention needed to maintain your economy. Furthermore, putting more actions into maintaining your economy should reward you with a better economy. it may be still be changed, of course. If one considers this a bug, my preference would be is to remove it from the game.
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I forget- can you add exp to cost of upgrading units?
real_tabasco_sauce replied to Emacz's topic in Game Modification
Oh, for that, I am not sure. One kinda cheesy way u could do it would be to have the unit promote into new template, u could call it merc_inf_archer_a_pre.xml, which then features the upgrade capability to turn into merc_inf_archer_a.xml The downside is that the user wouldn't have a greyed out icon before they are able to pay the 10 metal. -
I forget- can you add exp to cost of upgrading units?
real_tabasco_sauce replied to Emacz's topic in Game Modification
You want it to promote upon upgrading? Or do you want the user to have the choice of upgrading by spending some metal vs promoting by letting the unit gain xp. If it is the latter, yes this should work. -
Not precisely related to what I was discussing, but i think that would conflict with HP bars.
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This could be a neat way to replace the less intuitive diminishing returns feature. As long as the spots get filled by proximity to the storehouses, and the farmers choose the move to the closer spots if they are vacant. Lots of stuff to implement for this tho.
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Do workers tasked on busy farms not already look for spots on nearby farms? Or do you mean that they should automatically distribute to all available farms?
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Why Don’t Cheaters Repent?
real_tabasco_sauce replied to king reza the great's topic in Gameplay Discussion
I say let it be hectic. I think its fine for the "perfect" start to be an asymptote: never reached but only approached. -
@Emacz when I make mod .zips, i always select the files within the mod folder (art,simulation,mod.json, etc.) and compress those to a zip file. Then i'll just rename it to whatever the directory name should be. That makes the right file structure. my bad, didn't see @Stan` already said this!
