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Everything posted by real_tabasco_sauce
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Hi @Fabius I see the suggestion. However, in my opinion, the romans' relatively simple unit roster is important. Civs should have different strengths and weaknesses, and part of that is having an incomplete roster. Depending on how unit balance evolves going forward, there may be a need for the romans to get a different ranged unit, but for now I don't think they need it. I worry that adding extra units creates kind of a situation like mace currently, where they are very good at a lot of different strategies. If the range is really crucial, using bolts is a good choice.
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Popularity of techs and other statistics
real_tabasco_sauce replied to ffm2's topic in Gameplay Discussion
What you do before the reforms plays a role. So if you are training spearmen, they don't turn into legionaries, but conscript spearmen. So if you want the reforms to be more of a power spike, you will want to train swordsmen before it, and if you want to retain your eco, train more spears before it. -
Balance suggestions by a Pro Player
real_tabasco_sauce replied to ProPlayer's topic in Gameplay Discussion
@Classic-Burger in more high-level multiplayer games, 200 population might be reached by 11-13 minutes. Typically rushes in these games are between 2 and 5 minutes. -
Balance suggestions by a Pro Player
real_tabasco_sauce replied to ProPlayer's topic in Gameplay Discussion
Yeah, Its unfortunate that archers need the archery tradition tech to feel at all worthwhile, which leaves carth archers in a terrible spot. At some point I think we need to do more to differentiate ranged units (more than just range+damage). -
Balance suggestions by a Pro Player
real_tabasco_sauce replied to ProPlayer's topic in Gameplay Discussion
Hello @ProPlayer thank you for compiling this list of balancing suggestions! I agree with a lot of them. I think I'll go ahead and make the PR for the han changes. They are currently 3 pop, like catapults. Also, ranked up units do have higher capture attack. On clubmen, a lot of their utility is invalidated by the current capture balance, so I'd hesitate to give them so much speed. How do people feel about replacing the building damage increase per age with this? I could go either way. -
Conversion system
real_tabasco_sauce replied to Classic-Burger's topic in Game Development & Technical Discussion
This might be tricky to fit into the balance equation. Because of the economy and citizen soldiers, units in 0ad tent to be more “expendable” compared to those in aoe where you see conversion mechanics. im here for it, though. -
Question about the recent changes to the capture system
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
That was in the last version, not this one -
Animation for Auxiliary Cavalry Spearman
real_tabasco_sauce replied to manowar's topic in Bug reports
Because its an infrequently used unit. Typically when people go for the reforms, they will want to use infantry. -
Well they are not intended to be as expensive as champcav, plus re-introducing metal cost will make them just like a lot of the other champs, something we want to avoid. Diverse and unique units makes for a more enjoyable game. With that said, one thing to consider would be to reign in the gaul eco a little bit, perhaps by removing the additional farm technology. About the unit itself, I think the general speed balance complicates things. On the one hand, they need to be fast to act like a cavalry counter because cav are so fast, and on the other, they currently retain quite a lot of strength vs infantry. In general, super fast units should not get high damage and high armor, and melee champcav are the prime example of this. By banning champcav, players will understandably go for the next fastest (and strongest) unit.
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Question about the recent changes to the capture system
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
There was a PR that let building capture resistance be determined by the capture attacks of the units inside. Before, it was determined by the number of units, so women and champions defended equally well from capture. Now, since women don't defend at all from capture, a cc with 20 women can be captured very quickly. Players are saying capturing is too easy at the moment, especially civic centers. I do think the second of the two options is good, where civic centers and forts should be difficult, but houses can be captured without great difficulty. @Dakara I'm not sure if you will find someone to play with, but in the community mod current version, women receive a small capture attack and buildings have higher default capture defense. -
Animation for Auxiliary Cavalry Spearman
real_tabasco_sauce replied to manowar's topic in Bug reports
Good catch! Thank you! -
With fanas, I would say we are looking at a very strong unit, but not really "broken OP". "OP" gets thrown around a lot, but you have to remember that gauls are still pretty much the best eco civ. If you moved them over to carth for example, the balance would be very different. Lastly, I would say that since they are a specialty of the gauls, I think they deserve to be pretty strong. I'd sooner nerf the champ cav play for gauls than fanas.
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
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. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
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. -
The Iberian conundrum - Solving a misleading patchwork
real_tabasco_sauce replied to Genava55's topic in General Discussion
I'm a fan of option 2 -
@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.
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Popularity of techs and other statistics
real_tabasco_sauce replied to ffm2's topic in Gameplay Discussion
nice, thanks @ffm2! There are certainly meta heroes, but honestly there's a pretty good mix here. -
Why some Civs has their heroes at Fortress?
real_tabasco_sauce replied to guerringuerrin's topic in Gameplay Discussion
Yeah that was a triple buff, which went overboard for sure. I think just the accuracy buff is needed. -
Why some Civs has their heroes at Fortress?
real_tabasco_sauce replied to guerringuerrin's topic in Gameplay Discussion
I think this is one of those things that does not need to be universal/standard across civs. -
Naked Fanatics are not naked anymore
real_tabasco_sauce replied to Seleucids's topic in Gameplay Discussion
They are quite a lot slower than cav. -
@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.