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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. @Genava55 could you connect the dots for us?
  2. Is that the problem? Their argument is that sails were implemented as a supplemental propulsion and that rowing remained the primary source of propulsion. Certainly the technological challenge would have prevented more effective rigging systems to arise. Sail or no sail, there will need to be some distinguishing features of the larger arrow ship. My thoughts are: a couple shields near to the bow, a curved upper beam at the bow (compared to the H boat which is about parallel), and a straight lower beam at the bow. maybe the trade ship can repurpose the existing scout ship, removing the sail, shields, and adding some barrels.
  3. ok i think ideally, the scout ship can be modeled directly off of the hjorspring boat, this will be a nice touch. then for the larger version, the arrow ship, we can take inspiration from the many petroglyphs showing some ships, like a larger hjorsping style ship. @nifa @wowgetoffyourcellphone i beg u this would be so cool There are a lot of diverse petroglyphs, with some showing some beautifully curved beams both at the front and back. im not sure what that round thing could be, maybe a shield? We could maybe justify putting 1 or 2 shields for cladding at the front, not the full rows like the current ships have. Its a logical place to carry them, after all. @Genava55 this paper does some interesting analysis and interpretation of petroglyphs. They argue that the larger notches on some glyphs might be masts instead of crewmen. They argue that sails could have been used, but its not really conclusive evidence. https://www.tandfonline.com/doi/pdf/10.1080/00293652.2024.2357135
  4. @nifa if ur still around is this something you would be up to try?
  5. The wikipedia article has a petroglyph with a ship seemingly much larger than the others, perhaps we could feature two different sizes? One a scout ship, one an arrow ship.
  6. the light warship can be designed after the Hjortspring boat, if someone can work on it. Its very cool. Maybe some adjustments can be made to the current arrow ship to make it more accurate. also, the merchant ship is a bit big
  7. @Obskiuras maybe this would interest u? the .png should be 128x128, with the background left transparent
  8. in my hosts I allow some curse words, when used in normal speaking, but not when used to offend or insult. Frankly, spamming swearwords and slurs is annoying on top of being unfunny. i also disallow automation tools found in certain mods because they are not fair. I think more hosts should do this, especially for competitive games (see title) where a level playing field is important.
  9. I think its simply transparency. And it is great! thx @ffm2
  10. Since the dao is really big i think they could get the longsword mixin that the mace sword champs get.
  11. @Deicide4u the current community mod has changes you might be interested in. you can get it in the mod downloader. CCs and forts still have the same ttk with non-siege units, but other buildings can be poked down quite effectively. There are some other changes too.
  12. it would be cool to somehow control for food availability. but the data isn't really available.
  13. the intent there is to make them "still the same unit", it also helps to possibly avoid issues with health scaling, but as far as I know this works fine for CS promotion. I think the ranged version is a bit too good still, as it should be on par with the melee version. Probably some armor change would be good for the ranged version. yeah this has been an ongoing problem for plenty of windows players including myself, so I mostly use keys to pan the camera. There is an issue written for it: https://gitea.wildfiregames.com/0ad/0ad/issues/7673#issuecomment-115591
  14. Do you have these lags when moving the screen with the arrow keys? Which operating system do you use?
  15. We merged, but we didn't outright replace existing changes.
  16. Hi @king reza the great some of the changes were not tested in the community mod. Some were made before I made any contributions. its my own shortcoming that I didn’t look back to try and test some of this, but also community mod players at the time expected near perfection out of the mod, so I suppose my hands were a bit tied. however, going forward, I would like for the community mod to be treated like a community test environment (CTE) where devs can submit gameplay oriented changes to get some quick feedback from players. so I encourage players to try it out, give feedback, and then we can try other changes out afterwards.
  17. speed. You can always outnumber infantry champions, surround them, outrun them, or attack somewhere else. You simply cannot do this versus cavalry champions because they can choose the fight in 90% of cases. I'd like to test some extensive speed rebalancing at some point, but since more people call for spear damage counter changes, I'll do that first.
  18. Hi @king reza the great we do have a community mod version live at the moment. Currently, the focus is on the capture situation and some changes to walls. We can test changes to spearmen cavalry counter in future versions (which I do not recommend, as the speed difference is the real problem).
  19. New to feldmap v 2.1.1! Slopes balanced, a remake of a fan favorite using the feldmap balancer. Foothills balanced Continent balanced Coast Range balanced: also notice the change to the shape of the mountain region.
  20. 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?
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