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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. https://gitea.wildfiregames.com/0ad/0ad/pulls/7319 important proposed changes to the three least popular biomes! Improving the least popular biomes will make selecting 'random' biome more interesting. small baobab trees: 400 -> 600 wood giant baobab trees: 550,600 -> 1000, 1200 wood. india: less absurdly large forests, density remains the same. nubia and savannah: low density forests can spawn, very open layout remains. Players can start with the more dense woodlines and are later forced to take the less optimal trees. nubia: 1 out of 3 probability for a version to spawn with forests of baobabs! check out the screenshots in the git PR.
  2. yeah we have been over this. Thanks @Gurken Khan. I maintain that rather than removing any maps except for redundant ones, they should be better organized. However, I tried and failed to do this, as the parts of the gui need to be refactored to do it properly.
  3. @Itms is the balancers group leftover from phabricator? I don't see it when setting reviewers in a PR. I know @chrstgtr would like to be a part of it. I think @Feldfeld and I should be in it too.
  4. g'day I suggest playing on random maps as these allow for customizing things like map size and sometimes the biome. The classic map is mainland, and most biomes are good on wood except for sudanian savannah and nubia.
  5. If you do water maps, I recommend using the community mod, since the naval system will benefit from balance feedback.
  6. I love the idea! Although @Ginnungagap Danubius can take quite a long time, so you might need more than one hour between these games!
  7. this confuses me. Are those people you after all? It seems like it from this. In any case, those people didn't help. But still, nobody is stopping you from contributing. You could make a pr right now, you could help me with the one i showed you in the autosnipe thread. The main thing I see being prevented is this remarkable, intricate web of different accounts XD. There is work on multithreading but its wip.
  8. @Seleucids have you seen https://gitea.wildfiregames.com/0ad/0ad/pulls/6960? Basically, it worked really nicely on windows vs windows, but when I tested with a player on a GCC build, it went OOS. If you can build both on windows and on linux then you can help me test and solve this. Other than this OOS, its pretty much ready to go.
  9. I think you should pick one tag and stick to it. I think if you do that people will forgive your older accounts. I also deal with hate from Geriatrix and others for my contributions to the community mod. I typically just mute him, but i understand that basically he's beyond help. from the more recent champcav discussion, we reached some fairly agreed upon ideas and I incorporated one of them into this PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/7258 no doubt there will still be issues, but I think it could take the edge off somewhat.
  10. What I don't understand @Seleucids is the need to have so many accounts and personas. If you really just want what's best for 0ad, why not consistently help out with the one account instead of contributing to all this confusion and chaos?
  11. Strategy is using intel on your opponents and allies to establish a plan. Just like Alexander vs Darius and Marathon battle etc, the winners always relate to scouting because it is the way of gathering such intel; along with communication with allies. A predefined way of preparing and fighting is a tactic, I think it's just accurate to call it that way. meh, I don't think its that deep. A strategy is just a plan of action. Which is why obscuring territory line updates in FOW is not the only thing I suggested.
  12. Ok, I guess you require here that strategy be based on scouting. I don't think being informed or enabled by scouting is required for something to be considered a strategy. scouting is underused at the moment, largely because its "one and done", once you have scouted the enemy territory, you can see resource depletion and you can see territory lines change indicating phase. Sure it "nerfs" the power of the initial scouting, but it makes continued scouting critical. Another big reason is that there's not all that much to scout for. This is why I suggested some other ideas in the list. Expanding strategic options makes scouting better because guessing the enemy's approach becomes much harder.
  13. the amount of tasks you are responsible for is not in any way at the expense of strategy. It just means you have to decide where you will spend your effort. yes, and? If its a hunt map, maybe a cav rush is good. Low wood? get slingers and mercs maybe. Though I would like to make scouting more impactful. Ideas on increasing strategies: Hide territory line updates in FOW, hide resource collection development of unique units unit specific technologies. New economic unit: Laborer try to embellish unit roles and counters (heavilty limited by citizen soldier framework) maybe champs can be more involved with this?
  14. So I think the sparta p1 champs are still not really viable in the com mod. We don't have time for a community mod release, but I was thinking to let the building itself grant a pop space of 10, like a house would. This provides a selective benefit to their use early in the game, and since it is a "mess hall" it reasonably could support population space.
  15. the brit chariots are one of the top 5 strongest units in the game. In both vanilla and the community mod. with non-random building ai (in the com mod) sentry towers provide some relief from camels. if you try to "fill in the holes" of each civ, you get civs that do the same things but just in slightly different ways, which is bad. Civs should have strengths and weaknesses.
  16. Those are bad takes, specifically the point on avoiding the consultation of the best players when balancing and designing features. A game can be highly competitive and very casual.
  17. A while back i had the idea to let siege tower capture attack be determined by the garrisoned units and let it be the only unit capable of capturing walls. The arrow attack would become secondary to the capture ability, or maybe replaced with some stone dropping function.
  18. Oh so its still possible to use svn standalone? neat, I didn't know.
  19. as long as the PR doesn't need to be built, it could work to make a remote out of the person's fork you want a branch from. The only question would be if it somehow interferes with the nightly build. I'll give an example from when I tried a recent patch (https://gitea.wildfiregames.com/0ad/0ad/pulls/7268): git remote add wraitii https://gitea.wildfiregames.com/wraitii/0ad.git git remote update git checkout -b actual_timer_test wraitii/actual_timer you might have to get the nightly binaries again after this. If you don't want to use git, i'm not sure how to do it. I'm sure others will come with better ideas.
  20. Well at least now that the game is signed, macos users won't have their operating system telling them that the game is malware XD. I suppose it could just be "In development".
  21. @wowgetoffyourcellphone means the regular unit attack. And yes, getting rid of buildingAI would remove the arrows per garrisoned soldier.
  22. Might be cool to do an olive plantation building to replace the metal mining civ bonus. Although could exist in addition to the existing one. If and when a model is made, I could come up with a pretty good way to integrate it into the civ.
  23. its as far as the line of sight goes. I'm pretty sure the hero will stay put if you set him to standground. Then only units that walk into range are healed.
  24. I've been working on this partial solution for sniping (https://gitea.wildfiregames.com/0ad/0ad/pulls/6960) but its hard to get ppl to test, now I am pretty much too busy to worry about the rough sort idea. Unless someone can pull off a micacle and figure out the OOS. Depending on the release process, I might be able to get it working. Even still, that is just a potential solution. You can't just "delete" sniping, unless you want to eliminate order-1-unit. you can reduce its generalizability and effectiveness as I have tried. Further benefits would be to increase the ways in which units are counters of one another, which is very difficult with the citizen soldier model. I do have some ideas that could help but they are a long way off, although they could be tested with the com mod.
  25. The "little edge" you speak of is not cheating, if it were considered cheating, it would be impossible to catch or regulate. click multipliers and macros are certainly detectable with tools like this one, but not obvious in real time. These should be considered cheating, but there is no practical means to regulate their use.
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