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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. 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
  2. IMO its a bit obscure for a tooltip @guerringuerrin
  3. 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.
  4. yeah I think some simplification is needed for the nomadic part.
  5. 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.
  6. 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.
  7. 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.
  8. I've probably already used a lot of that art. Endovelico is a big art project:
  9. @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.
  10. 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.
  11. 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)
  12. 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.
  13. https://gitea.wildfiregames.com/0ad/0ad/pulls/8380
  14. 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.
  15. Its a capture attack of 1, compared to 2.5 for infantry, 1.75 for cav, 5 for champ infantry, 3.5 for champ cav. Its not supposed to stop a full army, but it will do better against a small group of cavalry sent out just to cheese a CC cap.
  16. I think bringing their damage down a little will do the trick for fanas, probably 10% less or so. For melee champcav, I proposed a relatively simple nerf over on the "champion cavalry improvements" discussion. I could make a quick PR too. It doesn't have to be perfect, we just need something.
  17. There is an existing armor bonus of 3 hack,pierce,crush
  18. Would anyone like to comment on 8? I had heard discussion that the splash wasn't very impactful or noticeable.
  19. Oh I agree, but the primary means of doing this shouldn't be done by capturing it, but with siege. And to be clear, filling the CC with civilians doesn't get you the same defense you used to get with women. They basically grant you some time to get stronger units inside.
  20. The current capture situation is terrible and I'm not sure how you could argue that its fine. It was an unintended consequence of a change to the capture system from a26. Capturing a CC should be a rare move, a hail mary to try and get the ultimate defeat of your enemy, absolutely not the meta. As for walls, palisades, I can tweak those for further improvements. I think palisade crush can go to 0, and palisade pierce armor can go a little lower too (just did this). In late game, even ranged units should contribute substantial damage to palisades, with walls being the more significant obstacle.
  21. I was taking about polls to add stuff to the community mod ala a26, and I thought that’s what you were bringing up. It’s worked pretty well I think to use the com mod as a place to experiment and collect feedback.
  22. Under that approach, managing discussions and polls took almost as much time as writing the changes. I think its generally more time-efficient to deliver changes to the community mod and see what sticks.
  23. Yes, several of these are in the community mod current version. For the walls stuff you will have to go back 1 version if i remember correctly. I only made PRs for things that I thought were moderately to well received when playtesting. For example, I left out the 3x cav counter, which seemed to go poorly.
  24. In the short term, I think we should go with the health nerf for the regular melee champ cav, and for the cataphracts which are so tanky, we can significantly reduce their speed, which will create better differentiation for the cataphracts (possibly also nerf the +100 hp tech for them too).
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