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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. No, same reason as @ffm2, and no entity get spawned. Just test it lol. I tested it on my own builds when developing obviously and nothing was wrong. Something must have gone wrong since then. I haven't downloaded the build since i've been very busy. K i can disable those in order to prevent weirdness/unforeseen bugs.
  2. is that because of points 2 and 3? Or a different reason? Not sure how that happened, its not supposed to be like that. That is intentional, as the tech turns them into 5 pop houses.
  3. If you look at the actor for the encampment, it is an example of how you can use props to let an actor conform to the terrain.
  4. @nifa I like the direction with the wonder. If the ship settings were supposed to be a monument or memorial, then perhaps we can imagine some decor that would be fitting. We may not even need the ship inside as the rocks were arranged in the shape of a ship.
  5. 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.
  6. try using your women if you don't want to use any soldiers to destroy the ram. They destroy rams pretty quickly.
  7. 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.
  8. 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?
  9. 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.
  10. 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
  11. IMO its a bit obscure for a tooltip @guerringuerrin
  12. 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.
  13. yeah I think some simplification is needed for the nomadic part.
  14. 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.
  15. 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.
  16. 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.
  17. I've probably already used a lot of that art. Endovelico is a big art project:
  18. @Perzival12 not sure why they are in that mod, but I can take a look. I was thinking of working with @Duileoga to bring over plenty of the buildings from endovelico.
  19. I actually worked on the Scythians and Xiongnu to try and get them to 0ad standards, and ran into some art roadblocks as well as some technical issues with the nomad mechanics. so we could do it for sure but we need some headway in terms of art.
  20. me too, but I don't have an idea to replace it. So since we are talking about nerfs, better to just nerf it for now. (+100 hp is crazy)
  21. bactrian cav also get the 'cataphract mixin'. So they are currently receiving the same nerf. Do you think they should be nerfed extra? If so, I'd probably disqualify them from getting the nisean war horse tech, making that tech unique to sele. yeah that's the idea. It creates a more noticeable difference between cataphract units and regular champ cav.
  22. https://gitea.wildfiregames.com/0ad/0ad/pulls/8380
  23. Some details were left out in the poll description @Seleucids. basically with each phase, Carthage gets the corresponding stone tech automatically. It is a civ bonus.
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