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Everything posted by real_tabasco_sauce
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Why is the 0 A.D community so small?
real_tabasco_sauce replied to Doctor Moist's topic in General Discussion
@wowgetoffyourcellphone and I have been working on some player facing stuff: https://gitlab.com/real_tabasco_sauce/cimbri-refinement -
Screen Recording 2024-08-18 112629.mp4 I had seen this behavior before in multiplayer games but never thought to test it. It seems when using large selections of units, some amount of them cannot fluidly get the new path. They pause very briefly while the rest smoothly get the new instructions. So if you spam click, those affected units never move. What is interesting is that after re-selecting all the units, its the same 10 -15 units that pause. Maybe not all the unit's instructions are calculated by the end of the turn so they have to be done on the next turn? It affects both a26 and svn. i'll make a ticket too unless there is a duplicate. So players, if you are upset some units aren't moving, don't spam new orders!
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===[TASK]=== (early) German Shield Patterns
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Official tasks
The shields the enactment soldiers use in this book look pretty nice: https://books.google.com/books?hl=en&lr=&id=7aBGEAAAQBAJ&oi=fnd&pg=PT7&dq=teutobod&ots=bJbD6ZUQYm&sig=F_tjU-wjjn3xLHFOG7HyG4niQEU#v=onepage&q=teutobod&f=false -
<p class="warning">WARNING: there is a required technology</p> <p class="warning">WARNING: there is a required technology</p> <p class="warning">WARNING: false</p> <p class="warning">WARNING: there is a required technology</p> <p class="warning">WARNING: true</p> Ok, so it does work, its just the tooltips that are not accounted for. So I think the solution at least for now is to just use some text to indicate that a tech is needed for the aura to take effect.
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I think a lot of players are happy with what the base game provides and don't find it worth it to get mods.
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I am trying to get a technology to enable an aura in the project @wowgetoffyourcellphone and I are working on. I see in (https://code.wildfiregames.com/D962?id=3889#change-h6zNMxpe2m5x) that a technology could enable an aura. However it looks like this no longer works: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/globalscripts/Templates.js#:~:text=rP24290-,/**,},-rP18733 https://code.wildfiregames.com/D4093#:~:text=// Auras don't have,.reqs) Am I missing something, or was this capability lost in the efforts to reorganize aura and technology simulation? Any ideas on what it would take to bring it back? At the same time, we have got this which seems to indicate auras do support required technologies: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/Auras.js#:~:text=Auras.prototype.CanApply,}%3B
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The target isn't performance, I just want to avoid making it worse. I think its a significant gameplay improvement, as it really helps with melee units not all pathing to try and hit the first unit when there are other targets nearby (see the video I posted on page 2). Also, it helps for ranged units to not all shoot the closest unit when there are others really close behind. So for ranged units, it elegantly avoids overkill. I suppose it also looks more cool/realistic as @wowgetoffyourcellphone pointed out earlier. The improvement will be the best for han crossbows which experience overkill when more than 3 xbows hit an enemy ranged unit, or more than 6 xbows hit an enemy melee unit. That being said, its not a huge departure from the way fighting works, and it may not be noticeable to the casual player. There are also possible gameplay downsides to choosing too large a P for a unit, like spreading damage too much over units. However, if one unit should be targeted, the typical player will specifically attack that unit anyway. And, with the P values being determined in the templates, any undesirable behavior can be adjusted or removed on a per-unit basis.
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hm maybe some time players could attach an email to their lobby account (maybe then opt into/out of notifications like release trailers, etc), and use a email confirmation to prove the account is real.
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https://www.youtube.com/watch?v=zH6Bv4YdmB0 @SaidRdz defending a big siege tower ball.
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how about a 24 hour timer after a new account is created before a player can make a new one. I suppose it would be pretty easy to go around with a reinstall for example, but at least it would make spamming new accounts more difficult. just a thought.
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Geriatrix Stop behaving like this
real_tabasco_sauce replied to leopard's topic in General Discussion
its not that deep. There is an offender, the offender is being dealt with thanks to @Norse_Harold -
Geriatrix Stop behaving like this
real_tabasco_sauce replied to leopard's topic in General Discussion
I remember a time when he wasn't like this. Its gotten much worse in the last years. Sure, its possible to appease and tolerate, but this shouldn't be required to be treated decently by players online. I think his behavior is pretty much indefensible and its definitely not only about privacy. -
Geriatrix Stop behaving like this
real_tabasco_sauce replied to leopard's topic in General Discussion
Plenty of players like to try and figure out who a potential smurf is. If it is someone they don't like they are probably more likely to report it. Simple as that. No "smurf task force" has been assembled by @Norse_Harold as far as im aware. For geriatrix, its super easy to figure out its him: He joins with a new name, and within 5 minutes he is spewing horrible, revolting hate on anyone he doesn't like or anyone who even slightly inconveniences him. He is unable to hide his true colors. This thread is about his behavior, and calling leopard a spy is the most benign thing ive seen him do. Mass hysteria??? What is presented here in the discussion is simply a collection of evidence and testaments to his horrible behavior. Far more evidence could be collected, but 90% of players just ignore him. I typically ignore him or mute him as soon as I see the account is his. Ideally we wouldn't need a reputation system like this in such a small multiplayer community. -
Geriatrix Stop behaving like this
real_tabasco_sauce replied to leopard's topic in General Discussion
No, he doesn't care about peace. You can't just dish out hate non-stop to every single player and expect to be left in peace. In any case: a smurf account is a smurf account, end of story. -
Art needed: remaining nomadic structures
real_tabasco_sauce replied to real_tabasco_sauce's topic in Art Development
Wikipedia: The Scythian and Sarmatian "Ares" was represented by an akīnakēs sword planted upwards at the top of a tall square altar made of brushwood of which three sides were vertical and the fourth was inclined to allow access to it. So, something like this? __l_ / | / | /.....| -
[Terra Magna] Terra Magna is now available!
real_tabasco_sauce replied to asterix's topic in Announcements
@Stan` storehouses and houses for the xiongnu crash the game in a27 with the working version of terra magna (and my own project). What is weird is that no error messages appear. Details: unhandled exception (Access violation reading 0x00000410) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 2 (Error during IO) OS error = 0 (no error code was set) These are the crashlog details. Also, I can place the structures in atlas and then run simulation with no problems at all. So I wonder, does this mean the problem has to be the foundation? edit: case closed it is the foundation, I removed the crash by using the scythian equivalent foundation actor. @Lopess The buildings crash because if issues in: art/actors/structures/xiongnu/house_foundation.xml and art/actors/structures/xiongnu/storehouse_foundation.xml -
Honestly why not do it for all buildings? I can’t come up with solid reasons not to. EDIT: i came up with one: fort in forest vs civ without catapults XD.