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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. You have mischaracterized this second one. It is about preventing units from getting stuck endlessly attacking a building when higher preference targets are nearby. On group target selection, I am 50/50. I prefer a more elegant approach to the problem, but as of now I see no harm in it.
  2. DLC DLC CRATO CRATO POS BODOLAAY I think there is a slider that should reduce these and leave music and things alone no? Or maybe i confuse it with the UI audio.
  3. The current soldiers have a mix of these, and some without helmets.
  4. well a new market would be nice, but the old one is okayish. @Obskiuras maybe this is something you could do: It would be good to have a better emblem for the civ, and this face engraved on a huge metal pot would be pretty cool. A drawing inspired from it would be ideal, sort of in the style of the other civ emblems. In terms of gameplay, I might need to nerf a hero bonus, but other than that, I think its ready.
  5. A GUI mod should not change the way the game works underneath, only the way you graphically interface with it. Yes, but you are forgetting that the spirit of competition drives one player to be better than another and that as a direct result, players with high APM do better than players that cannot keep up. This is inescapable. Automation generally is not the solution because it just decreases the number of actions a player can do, which flattens the learning curve. Instead, the ways in which an action can be better than another action, strategic options, should be increased. This allows one players fewer, smarter actions to have more of an impact. I'm trying to help with this last part
  6. Oh interesting, maybe I just assumed from the commit author.
  7. I'm not sure if a technology can change something like the standard, but I think that would be a really nice touch. I feel like a standard bearer unit would be a bit redundant with the animated standard when using formations no? Plus, we already have the centurion for the romans, so its hard to imagine a gameplay role for them too. That being said, it might be useful for campaign development/cinematics.
  8. I used the style of @Sundiata. The drawings are quite similar to the heroes from existing factions. (except for some props like the shield, sword, and hood.
  9. Disco Local -> Users -> Documents -> My Games -> 0ad -> mods
  10. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths That’s still not the right place. this link shows where you can find it.
  11. The same error? Different one? inside cimbri-refinement-main, do you see a single folder, or do you see "simulation", "art", and "mod.json"?
  12. Your mods folder should be something like: Documents/My Games/0ad/mods/
  13. Just download it, extract and move to your mods folder. The zip directly contains the mod files, so you may need to move things into a new folder. cimbri-refinement.zip
  14. I can add a zip here in a couple of hours so u don’t have to bother with git.
  15. @Obskiuras do you need one? I thought I had set that repository to 'public' so anyone can clone. That repository is a bit behind since i've been working on the gitea pull request. (I would link it, but gitea seems to be down atm). Is there a "contributor" role? I'm not sure which is best, but I don't think it will make much of a difference if you want to contribute to the mod. If you have some art to contribute, you could also send it to me and I can add it directly to the pull request.
  16. ! this is totally different from the hash check stutter. edit: might just be the camera + the usual stutter, its hard to say.
  17. do you want to try DE suebians, or what is being prepared on gitea? If you want to do the latter, it might be easier to just clone this mod: https://gitlab.com/real_tabasco_sauce/cimbri-refinement move to your mods folder then do: git clone https://gitlab.com/real_tabasco_sauce/cimbri-refinement.git not sure how you could get just the suebians out of DE.
  18. lungfish No, actually this is a mistake from trying to add fish to this map XD.
  19. That would be wayyyy better than mace. You still have to pay for the mace techs.
  20. 100% The division of attention and division of labor are key to RTS games. The player only has so many things that can be done at one time. This makes up a substantial portion of the skill curve, and it is very important that games have a skill curve to learn. I think we just need to develop the strategic options available to players and high APM will become less strong relative to strategy.
  21. Just throwing one idea out there: free and instant stone mining tech upon phase up. The civ is quite stone heavy, so this could be nice. Also it could help justify going for late game compositions and not being forced to make mercs to feel competitive.
  22. Is that the biggest obstacle? Honestly, I think all that needs to happen is to come up with a consistent scheme to determine what units are available from captured buildings.
  23. do you have feedback for me @Carltonus @Classic-Burger?
  24. At one time, a mod allowed automating unit teleportation. This meant buildings could be set up like roads across which women could travel extremely quickly. Likewise, barracks could quickly transport soldiers across long distances. This isn't against the "Rules" as you describe, because you could technically do this, maybe if each turn was 10 seconds. Should this be considered cheating?
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