Jump to content

real_tabasco_sauce

0 A.D. Gameplay Team
  • Posts

    2.748
  • Joined

  • Last visited

  • Days Won

    71

real_tabasco_sauce last won the day on September 26

real_tabasco_sauce had the most liked content!

6 Followers

About real_tabasco_sauce

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

real_tabasco_sauce's Achievements

Primus Pilus

Primus Pilus (7/14)

1,7k

Reputation

  1. Changing unit speeds and giving units more specialized roles. This is made quite difficult by citizen soldiers, and by unit availability by civ, but i believe it is possible.
  2. try using your women if you don't want to use any soldiers to destroy the ram. They destroy rams pretty quickly.
  3. I don't think rams are OP. Once players figure out that swords and melee destroy them, they are pretty harmless. Right now because of the strength of capturing, you oftentimes don't need siege at all. I don't see the point of requiring them to be garrisoned to move, as one could argue the 3 population cost is three dudes that come "pre-installed" inside the ram to push it.
  4. In 0ad, units can attack enemy foundations which prevents them from being built. This tends to limit the use of buildings. We could also let foundation damage impact the HP of the complete building instead of affecting construction time (as in AOE2), or increase the durability of foundations for a more hybrid approach (more difficult to deny buildings, but not impossible). thoughts?
  5. I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units.
  6. For a27 you can only get it by building the game. However, this is being worked on for release 28: https://gitea.wildfiregames.com/0ad/0ad/pulls/8404
  7. IMO its a bit obscure for a tooltip @guerringuerrin
  8. so basically there's less unit pushing when they are technically in a formation, so they spend less time bumping into each other when gathering.
  9. yeah I think some simplification is needed for the nomadic part.
  10. Yes that’s right @Atrik. Although both those cataphracts also access the tech I nerfed by about 50%. so through that tech they get another nerf. i think it will be interesting to see how speed vs hp nerfs play out. But ultimately we just need to get some nerf out there.
  11. I don't think so. I think other mercenaries have their appeal, especially with the unique qualities of the iber mercs. I think it will for late game mercenaries. The inspiration is historical, with Gauls at times making up large portions of the Carthage army in Europe due to allegiance. It was @borg-'s idea so I am paraphrasing from him.
  12. The tech to lower Gaul mercenary cost is intended to provide a means for more sustainable merc production. You pay plenty of resources up front for long term savings. Buffing the trade bonus doesn’t make sense because trade itself is not balanced for usual games. Buffing the trade bonus for carth means it will be very OP after any buffs to trade in general or when playing a map where trade is good. the stone bonus is because of the amount of non-unit stone that the civ spends (temples, walls, big houses, etc). Historically, I’m sure it took plenty of stone to build Carthage so I don’t think its a problem historically.
  13. I've probably already used a lot of that art. Endovelico is a big art project:
×
×
  • Create New...