-
Posts
2.595 -
Joined
-
Last visited
-
Days Won
63
Everything posted by real_tabasco_sauce
-
yes they are removed. The community mod is for playtesting changes, and it helps to do them in isolation. It also avoids splitting the community.
-
This was done in community mod version 27.1. It was about 2/3 the cost and 1/2 the build time. I think it was pretty good.
-
Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
@Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue. -
Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
i installed it and everything is working fine -
For rushes yes. But if you try to do an early p3 infantry attack on a large map , and anyone has cav on the enemy team, you are pretty much guaranteed to get surrounded and 2v1ed. in smaller maps, you are closer to your own buildings, walls, and importantly your allies. in any case, I’m glad there’s more sentiment for speed balancing, we try out a couple alternatives in community mod versions.
-
in my experience, larger maps are stronger for cav because there is more space to exploit the speed difference.
-
I’ve left it alone so far. Or are you saying it should be lowered? everyone chill out, these aren’t final! I’m setting up some stuff in the community mod. If we spend some time testing seriously, we can figure out what works and what doesn’t.
-
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
@Lopess do you have any updates on the boats? I think just the bigger arrow ship should get some extra features, like shields and a sail. I'll see if I can get an emblem done. -
Trying to make the maiden guard units for maury more interesting: archer: 100 wood, 90 metal 1.75 sec fire rate 90 hp, higher pierce armor, lower hack armor faster move speed and accel less range less attack prepare time swordswoman: 100 food, 90 metal lower hp less pierce armor higher hack armor faster move speed and accel https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70 1546905375_ScreenRecording2025-06-15171601.mp4
-
3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future.
-
i'm going to go ahead and do 3x counter. Anything else to do in the near term?
-
Your ideas are very welcome @Arup!
-
units don't actually fight in the formation, and selecting a formation over another just for the bonus and not for the formation of the units is gimmicky. I think formations are fine to remain as-is for organizing troops and for cosmetic reasons. There are more straightforward ways to address the issues you raised, like some speed balance and diverging the different roles of units.
-
Oh interesting. I hadn't heard the reasoning before but it makes sense.
-
Ping or latency is a bit slow for an RTS
real_tabasco_sauce replied to Danielb32's topic in General Discussion
turns are calculated 5 times each second, so depending on your input, there could be up to a 0.2 second delay for a unit to act on your orders. In laggy games with 8 players, this is exacerbated by slower players since simulation waits for the slowest players to "catch up". with substantial performance improvements, it could be lowered to 0.1 sec. -
I’m not sure if trying to unify team game and single player ratings would work well. I think we need 3 items, not in any particular order, to bring legitimacy back to the ratings. Constrain settings for rated games so that serious maps and map sizes are used (looking at you polar sea). I’d love to add a “balanced” random map category for this. Implement a basic matchmaking option without replacing lobby rated 1v1s. This would lead to more match variety if there’s enough players, and everyone’s ratings would be more interdependent. make 1v1s more enjoyable. Right now I’d say that team games are simply more fun than 1v1s, and a lot of great players just don’t care that much about playing 1v1s.
-
Overhaul of the Citizen system
real_tabasco_sauce replied to Deicide4u's topic in Gameplay Discussion
Meh I think it can be done pretty nicely with good impacts on how the game is played. So it’s certainly worth trying out. When I get an SSD and time, I’ll set up something in a com mod version. I'm sure it will have balancing consequences. -
That was a dodged bullet for sure.
-
Suggestion to improve Kushites
real_tabasco_sauce replied to Barcodes's topic in Gameplay Discussion
Meant to say repeat time, not fire rate, fixed it. -
Suggestion to improve Kushites
real_tabasco_sauce replied to Barcodes's topic in Gameplay Discussion
Well near term a solution could be to reduce repeat time and damage or instead decrease accuracy and increase damage. long term, I have a PR to decrease overkill in the innate unit behavior but it’s got some issues related to OOS right now. theres also the box targeting thing but I’m not sure how I feel about introducing a new mechanic just to combat overkill.