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real_tabasco_sauce

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  1. Well, I didn't mean that. I just wanted to set the record straight when I hear people call economy management "meaningless" and "unnecessary." There is absolutely a reason for it, even if some ppl don't like it. And sure, that is just my opinion, but it is a well informed one, since fully automating eco (including houses and tasking) would basically remove a solid percentage of the game's total content.
  2. It wasn't factored into the original math that training a batch allows the next group of units to be trained sooner than 1x1.
  3. Ok, maybe you two consider these things trivial, but I would expect the majority of multiplayer users would consider them not trivial. Sure the game would be "easier" if many economy tasks are done for you, but I guarantee the game would be less fun. If you take away unit production from the user, like in atrik's mod, what is next? You could also automate deciding where your gatherers go to have perfectly balanced resources, and automatically build houses when needed. At some point, you may as well not simulate economy and just place buildings on resources to get a trickle of food, wood, metal and stone. That way there is no clicks needed for economy and you can focus on strategy. For single player though, it doesn't really matter, you can mod it however you like. And like @0 calories said, multiplayer is fine as long as others are playing on the same level.
  4. @SKAcz The opinion of myself and plenty of other players is that while economy management tasks can be repetitive, they are an important part of the game. Namely that a player must decide where to allocate their attention when they are under pressure or applying pressure. The autoqueue we currently have is simple so that you still have to manage economy. Learning how to multitask well is a (probably the) key skillset in RTS games, and overly automating the economy would ruin that part. Also just be aware that its widely considered cheating to use progui in multiplayer.
  5. @wowgetoffyourcellphone can a structure have both terrain hugging elements (like a wheat field) and a model? If so, the dock could just be a smallish yurt with the skeleton of a boat next to it, a fire, and a rope ladder used to slide boats into the water. The rope ladder could just behave the same way as farms so that it doesn't hover over the shore.
  6. I think all but the royal yurt and maybe the scythian version of the ovoo would need models. I think the royal yurt could just be a more decorated version of the current yurt (house), maybe using more luxurious prop points as well. The ovoo would be more complicated. Overall, the structure would be similar to the xiongnu one but made of stacked wood. Also, I don't know if the flags were used by the scythians like the xiongnu have on their ovoo. And then in general, we have a problem where the yurt fabric for scythians and xiongnu looks very similar across the board like @Lion.Kanzen said. Maybe a move to use more hides or skins for one civ, maybe xiongnu, could help.
  7. these look really cool. If you need other ideas, we will also need a Scythian dock, a Scythian version of an ovoo, nomads stable, and a 'royal yurt' (other discussion):
  8. @ShadowOfHassen I guess its a multiplayer inside joke, but ill explain. Basically this player has been regularly playing for multiple years and only plays Mauryas. he's known for funny all-in rushes and playing maury but this was the first game ever playing another civ.
  9. it could be good, although I don't like the idea of better players on a team convincing a weaker player to throw in the towel so they get more pop space. But this is why options exist, so not a huge concern.
  10. @Grautvornix I think the idea is more for novelty, for example, identifying a hero swordcav that took down 20 skirmishers. It could be enabled only for spectators to avoid clutter.
  11. https://code.wildfiregames.com/D5179 @wowgetoffyourcellphone put it together. We didn't make the rams start slower, but the fully garrisoned ram is still a little slower than melee infantry.
  12. I just did some combat demo huge testing on svn vs a26. Not using vulcan here because of screen tearing issues I reported earlier. a26 - 4 avg fps, lots of stutters. svn - 25 avg fps, no stutters. That's really great stuff to see, so well done @wraitii @vladislavbelov @phosit and more! I noticed that the bodies really make a difference as well, which is why @nani has an option to turn off the bodies in autociv. I wonder if it would be impactful at all to make the sinking animation for the bodies much more coarse, aka updating the dead soldier less frequently. Its not like the animation needs to be ultra smooth, since ppl don't pay much attention to it.
  13. I think this idea could be fun and cool, but IMO it would have to be a unique chariot unit, like the scythed chariots for pers and/or seles. it would make a lot of sense for pers since they already have a champ cav archer anyway. Then other chariots like the maury ones or briton ones should just inherit the chariot mixin as they currently do in svn.
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