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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. my biases are that 1) the ships should look different enough for gameplay readability and 2) I don't want to redo a bunch of art. Someone with more experience in art development could make improvements in the future.
  2. I was under the impression that a mix of sail and non-sail boats would be ok, given the previous reception. We have the scout ship as a somewhat faithful recreation of the hjortspring boat, and the fishing ship uses oars instead of a sail. For the merchant ship, it makes sense that sails would supplement trade vessels. As for the arrow ship, it needed a bit more distinguishment from the hjortspring boat, otherwise the ships would be difficult to distinguish quickly. I think there is a degree of plausibility in the use of sail which we can justifiably represent, while keeping a sort of replica of the real hjortspring boat for history enthusiasts to appreciate. Rock art shows a diversity of hjortspring-style boats, some complete with masts and/or sails, plenty of ship settings have single rocks denoting a mast, and north <-> south trade existed.
  3. @Deicide4u there isn’t a specific small trees mod as far as I know, but you can try playing on biomes (in random maps) with smaller trees like the steppe. also, rotating the camera up and down makes placement easier, although it requires figuring out a good set of key binds. I’d like to know what key@ValihrAnt uses for this, but maybe it is top secret.
  4. nice, thanks @ffm2! There are certainly meta heroes, but honestly there's a pretty good mix here.
  5. Yeah that was a triple buff, which went overboard for sure. I think just the accuracy buff is needed.
  6. I think this is one of those things that does not need to be universal/standard across civs.
  7. @vanz the hotkey to select all units is in autociv, but call to arms and back to work are both available without any mod. so you can just bind the call to arms hotkey and not worry about the mod.
  8. @guerringuerrin also: “if I don’t spend resources, I have more to spend later.”
  9. Truly. Especially the whataboutisms. Instead of defending the mods, its (understandably) easier to go on the offensive. I guess its also easier to contort the truth and put words in peoples' mouths that way.
  10. Because the game is very fast paced, one of the advantages of 0ad, some automation features like this are good. But such features should not eliminate learning curves.
  11. you are the one bugging here. All it does is use an existing system to tell units to attack higher preference units if they are attacking a low preference unit without orders. aoe2 does this, not sure about other games. It is perfectly intuitive, and it is exactly what would be expected of a preference system in UnitAI. You just made up "damage spreading" out of thin air. PRs go to the game for everyone, and they effect everyone equally. Making and distributing automation mods to be used against those that don't have them (incompatibility checks off) because you think the game design is bad is very different.
  12. This seems like a fair solution which will allow some flexibility on the host side.
  13. Yeah that is extremely unconvincing. If you wonder why players use it despite being insignificant that's a explanation. Doesn't aim to convince you to use it. Its because they want the juice without having to squeeze. That's it. No "adrenaline/timing/flow/buildup". This is a slander which you have said before. Stop repeating this lie that I have worked on autosniping. The pr is not related at all to autosniping at all and has been very successful from testing in the community mod.
  14. As depressing as to make weekly threads about quickstart and trainer without bringing anything new to the debate. Using the description "unfair advantage" and "cheat" based on false facts that "it's undisclosed" and "make players much stronger". I don't need to go over the list of players that switched it on and off and for whom it didn't make any difference at all, the first post of this thread already start by lying about this, and lies about it are vital to give reasons to even talk about this; just as much as the "undisclosed" lie. At lot of feature makes it impossible to argue that it's attempting to be stealthy but here we are. I didn't make this thread. My point stands though. Yeah that is extremely unconvincing.
  15. I find this autostart argument pretty sad, and I have heard it from several players. Are you really that hell-bent on making the fastest possible start just for such a small gain? I think players should accept that it is impossible to achieve the "perfect" start, and instead put in effort to learn a fast start that works for them. The point is not that autostart gets you such a massive gain, it doesn't, its that the principle behind it is depressing.
  16. Oh, so that's how I could have added oars while keeping the sail & sail animation?
  17. Does anyone object to making the seagulls unselectable, so you don't accidentally click the wrong thing with ur fishing ship? before: Screen Recording 2025-07-10 224706.mp4 after:
  18. Any comments? If not, I'll go ahead and make the new icons.
  19. ok this is as good as I can get the fishing ship: 20250710-2056-43.1536048.mp4
  20. not sure what went wrong with the fishing ship, because I can add new prop points the same way to the arrow ship (shields). 20250709-0549-07.8861478.mp4
  21. @Genava55 @wowgetoffyourcellphone What is a good specific name for the Cimrbi Raider? <GenericName>Cimbri Raider</GenericName> <SpecificName>Wulfaharjaz</SpecificName>
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