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real_tabasco_sauce

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real_tabasco_sauce last won the day on September 26 2025

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  1. 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.
  2. 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.
  3. 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.
  4. Not precisely related to what I was discussing, but i think that would conflict with HP bars.
  5. 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.
  6. 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?
  7. I say let it be hectic. I think its fine for the "perfect" start to be an asymptote: never reached but only approached.
  8. @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!
  9. Hi @DesertRose what I recommend is to add a new damage type called "Penetrating" or something and then just give the base unit.xml and structure.xml files the appropriate armors (0 for unit.xml, and maybe 50 for structure).
  10. The new version has mainland balanced fixed. It is also on the mod downloader now: feldmap.zip This is version 3.0.1
  11. unit speed is extremely strong in this game.
  12. i didn't notice, that's funny! 1:03 in the video.
  13. https://www.youtube.com/watch?v=Hf-62WEaVtY
  14. I think that's a bit restrictive no? The only harm to gameplay is the sound queues really, which can be improved upon. Visually, i think they are distinct enough. Despite attacking realism (which I agree with to some extent), you seem to be upset about something unrelated to gameplay, could you elaborate?
  15. you should be able to do -phase_city <Requirements> <Techs datatype="tokens"> -phase_city phase_town </Techs> </Requirements>
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