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real_tabasco_sauce

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Posts posted by real_tabasco_sauce

  1. @wowgetoffyourcellphone can a structure have both terrain hugging elements (like a wheat field) and a model? If so, the dock could just be a smallish yurt with the skeleton of a boat next to it, a fire, and a rope ladder used to slide boats into the water. The rope ladder could just behave the same way as farms so that it doesn't hover over the shore.

  2. 5 hours ago, nifa said:

    @real_tabasco_sauce Are there models that would only need existing textures? I could try to make a mesh then

    I think all but the royal yurt and maybe the scythian version of the ovoo would need models.

    I think the royal yurt could just be a more decorated version of the current yurt (house), maybe using more luxurious prop points as well.

    The ovoo would be more complicated. Overall, the structure would be similar to the xiongnu one but made of stacked wood. Also, I don't know if the flags were used by the scythians like the xiongnu have on their ovoo.

    And then in general, we have a problem where the yurt fabric for scythians and xiongnu looks very similar across the board like @Lion.Kanzen said. Maybe a move to use more hides or skins for one civ, maybe xiongnu, could help.

  3. I just did some combat demo huge testing on svn vs a26. Not using vulcan here because of screen tearing issues I reported earlier.

    a26 - 4 avg fps, lots of stutters.

    svn - 25 avg fps, no stutters.

    That's really great stuff to see, so well done @wraitii @vladislavbelov @phosit and more!

    I noticed that the bodies really make a difference as well, which is why @nani has an option to turn off the bodies in autociv. I wonder if it would be impactful at all to make the sinking animation for the bodies much more coarse, aka updating the dead soldier less frequently. Its not like the animation needs to be ultra smooth, since ppl don't pay much attention to it.

    • Like 2
  4. On 27/03/2024 at 3:19 PM, wowgetoffyourcellphone said:

    @ChronA I agree it's difficult to create a role for chariots with the current game mechanics. So without having to add a bunch of features, I'd say turn them into some kind of melee glass cannon. Kind of like Petards in AOE2, but only against units, not buildings.

    I think this idea could be fun and cool, but IMO it would have to be a unique chariot unit, like the scythed chariots for pers and/or seles.

    it would make a lot of sense for pers since they already have a champ cav archer anyway.

    Then other chariots like the maury ones or briton ones should just inherit the chariot mixin as they currently do in svn.

    • Like 1
  5. 1 hour ago, chrstgtr said:

    By your own admission, the old mechanic worked fine.

    I said random arrows were balanced, and I agree with that. But it was silly, boring, and resulted in a lot of unfavorable gameplay. Surely you realize we are not giving non-random arrows a fair shake here since they are not yet balanced ideally.

    Diving under buildings without consequence, buildings acting like a timer for the soldiers to leave, Healer auras invalidate arrows, lack of control over arrows.

    1 hour ago, chrstgtr said:

    It is also untrue that no one has explained why non-random arrows is bad or why random arrows is good. It is just a question of personal preference, which has clearly been expressed several times at this point by the larger community.

    So the reason that non-random arrows is bad is personal preference?

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  6. 3 hours ago, Player of 0AD said:

    Why has the targeting behavior of buildings not been changed back to the original state? 24 people voted that its a bad change, only 15 voted that it's a good change. https://wildfiregames.com/forum/topic/110338-polls-about-community-mod-version-266/#comment-563146

     

    That poll offered no way forward. Its a bit more complicated than a yes or no situation. 

    Another poll showed players have mixed feelings about it, but it showed 3 clear issues.

    The most agreed upon solution was to let building arrows be random unless targeted by the player. I tried this, but it was kind of a disaster to implement, so I went with the next most popular progressive solution which was to adjust building arrow counts.

    Also, I have still not heard 1 reason from anyone why the building arrow behavior is bad that could not be explained by arrow counts. So why is the behavior itself problematic @Player of 0AD?

    The fact of the matter is that building arrows were balanced under a random behavior and changing the behavior has clearly thrown off this balance. If we can restore balance, then we will be left with a new mechanic.

  7. @Player of 0AD, you can't represent the rank-up change by a single statistic. Please bring in more context. like this:

    43 minutes ago, Player of 0AD said:

    armor by 1, health by 25% and damage by 20%

    43 minutes ago, Player of 0AD said:

    health increase might be 25%, damage 10%

    If you insist on this "percent power", you should consider calculating it for the ranged units and including it in the question as a reference.

    rank 3 melee units could achieve stats almost as good as champions, and this was an issue with snowballing. Also, the mod has been out for about 2 days. Save polling for later when more players have the chance to understand the changes and their effects on gameplay.

  8. 7 hours ago, Atrik said:

    @real_tabasco_sauce Good thing you tried to make rams more maneuverable and durable.

    For the defense building debuff of -50% it seems to me a ridiculous overshot. Defenses were a good way to prepare for asymmetrical battles and the only thing that was needed was to better options to break through them.
    Increasing the cost and build time of sentry towers also feels sad, as often, building some early was already a sized investment. I would wish for a total revert of those changes. I rarely play defensive, but, it seems to me to decrease the 'viable' strategies and this is bad.

    I agree, I think I overshot for towers and forts. Maybe even for CCs too. Forts really have no reason not to be formidable when fully garrisoned, so I would probably increase their firing period from 4 to 3s.

    I think with a couple adjustments and some techs for fort and tower arrow damage (or maybe phase dependent damage) it might work out pretty well.

    I didn't change the sentry tower build time, and I'm still evaluating the cost increase.

    • Like 1
  9. 2 hours ago, wowgetoffyourcellphone said:

    The "no" votes on #3  smh

    Yeah I think the game is very much in need of a more diverse tech tree and I think this would be a great way to introduce more interesting tech combinations for different civs. I will redo a lot of these upgrades at some point to be a little bit more interesting.

    Also I think ppl would be more interested in them after the naval rework, since those techs are very similar.

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