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real_tabasco_sauce

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  1. well if the camels have to dance, that's time they can't spend killing ur women. combine some of your other units like spearmen and try and kill one. I mean there isn't a great counterplay always. Is this a 1v1 you are talking about, or a TG?
  2. there might be some issues with the mod downloader at the moment. In the meantime, you can download it from gitea, mod.io, or right here: community-mod.zip
  3. https://mod.io/g/0ad/m/community-mod#description you could download it from mod.io here, just be careful that the folder name in your mods folder is "community-mod" https://gitea.wildfiregames.com/0ad/0ad-community-mod/releases this version should also work just fine (0ad-community-mod-0.27.1.zip), but you might need to rename the folder to "community-mod" after unzipping.
  4. I'm not exactly top 10 material, but I think getting loom as soon as you notice them coming is important. Loom doubles the number of arrow hits to kill, so considering they miss quite a bit, your women won't go down nearly fast. other than that, cavalry and towers.
  5. walls weren't even really necessary in a24. Just forts and archers.
  6. Check out the community mod. Walls are cheaper/faster to build but weaker. Weaker as in you can destroy stone walls with infantry, but it just takes a while. by making walls and palisades cheaper but weaker, they are more useful early on and less useful in the late game.
  7. Well hopefully it will be eventually. I did some 1v1s today with it and it turned out that a bug exists. This change is reverted with version 0.27.1 because there was a bug. I'll need to troubleshoot it.
  8. Ok, its not on the mod downloader yet, but you can download here if you want it now. Ok its on the downloader now.
  9. Ok, we have a community mod release for a27 out now. Here are the main changes: Units no longer get "stuck" attacking low preference units, like buildings. When attacking buildings without player intention, they will check for higher preference units each time they attack. If you told them to attack a building, this does not occur. Walls and palisades can be placed on top of trees, deleting them upon completion. Also, walls and palisades are cheaper, faster building, and weaker. This is to selectively improve their utility early on, while decreasing their effectiveness when spammed all over the map. Stone walls can be destroyed in reasonable time by infantry. Buildings are more difficult to capture while empty. Base building capture point regen: 0.5 -> 5. CC capture point regen: 5 -> 20 Fort capture point regen: 10 -> 30 What this means is you will need a larger capturing advantage over the defender in order to start bringing down capture points. Buildings (except for CCs and Fortresses) are easier to destroy without siege. Hack and Pierce armor are both decreased, so ranged units will now be able to damage buildings, just not as well as melee units. For some buildings, crush armor is decreased from 3 to 2, allowing siege to break through weaker buildings more quickly. Edit: I forgot to mention that cavalry receive a 30% damage debuff vs buildings, which mirrors their existing 30% capture attack debuff. It is my understanding that something along the lines of the last paragraph was intended to come with attacking buildings by default, so we can see what gameplay effects this has. From my own testing, destroying a building is roughly as good as capturing with the same number of units, but buildings don't regen health like they do capture points, so attacking buildings would be better than capturing if there are defending units.
  10. That would push us even further into playing "keep away" from the spearmen, which is pretty easy, but when you are forced to take a fight against spears, they will just get absolutely melted. A 5x counter might actually win with a numerical disadvantage for spearmen since they would rank up incredibly fast. edit: spears can win 25 vs 20 champ spearcav w/full techs. No, I'm thinking bigger picture speed balancing, but it will be near the bottom of my list.
  11. 1.8 m/s difference for spear cav is just about as big as the speed difference between spearmen and skirmishers. It doesn't make for much of an apparent difference because cav are generally on another planet in terms of mobility. in another rts game, speed is very carefully balanced, with small differences in movement speed making substantial differences in perceived mobility: I'm not saying we should copy this, its for juxtaposition against our situation. If spearmen and champcav in 0ad had the same disparity as pikemen and knights above, champcav would only go 12.8 m/s. I just don't think its good for the only counter to champcav to be 0.5 to 0.4 times as fast, but absolutely massacre them if they end up fighting. We can experiment in the near term with palisades, walls, and buildings soon (as well as building walls over forests).
  12. @Seleucids with that said on fortresses, I would like to come up with some more truly unique champion units, not just your "standard" champs, and some of these could make forts their home.
  13. Thats because they costed 80 metal, which is almost half the cost of the weaker CS swordcav unit.
  14. You could do this just fine with the hp tech in p1, which would have more of an impact anyway. I support more targeted techs, unit specific techs, or class specific techs. In fact, I designed a suite of them a while ago for all of the unit categories (longer pikes, buttspike, heavy shot, javelin slings for example), but it wasn't popular. the speed tech pretty much just serves to widen the mobility gap between infantry and cav, especially champ cav, save for the occasional cav vs cav p1 situation. well that kind of sucks, then you just hardly ever see them. Also, what does that mean for champ melee infantry? They would be even less used.
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