Jump to content

real_tabasco_sauce

Community Members
  • Posts

    2.240
  • Joined

  • Last visited

  • Days Won

    51

Everything posted by real_tabasco_sauce

  1. 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.
  2. 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.
  3. @Stan` @phosit would you say these graphs are better, worse, or about the same in terms of performance? My goal is that it can be pretty much the same for everyone.
  4. 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_ / | / | /.....|
  5. @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
  6. we really should throw something like this in the game as an easter egg. Imagine putting the cat on a small clay pot inside a house.
  7. 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.
  8. Still working on this, the new version (2, blue) is a bit better. It works without any division, and lets the P value equate to a percent error: 1 -> +/-10%, 2-> +/-20% 3 ->+/-30%
  9. Ok great, i'd like to hear suggestions. I haven't done anything in the components related to resources and foundations.
  10. Walls are pretty underused. Maybe some tweaks to cost/buildtime could be done, but avoiding wall spam is an absolute must. I think instead, some improvements could be made to wall placing. Is there any way to let walls not be obstructed by trees and destroy trees upon construction? Essentially the behavior of shrubs in the eurasian steppe biome, but for stone walls (maybe palisades too). The existing mechanic is very centered around the resource rather than the building being built on the resource, so it might be quite an undertaking.
  11. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/mixins/fireship.xml#:~:text=<RestrictedClasses datatype%3D"tokens">!Ship</RestrictedClasses> see this example in the fireship
  12. Yeah im thinking like at least one unique unit per civ give or take.
  13. I'd like to keep up diversifying champion units. I think it could be cool to let the kushite axe champs be a bit cheaper, weaker, but fast moving. We did the chariot mixin, longsword mixin (not comm mod, but could be), we have the persian immortals weapon switching now. Any other ideas?
  14. These are the same forests in 1v1 mainland. For some reason the forest sizes change going from 1v1 to 4v4. I am not really a fan of how small they are in 1v1 games, which is part of the reason i don't play 1v1s much. imo they should be the same size from 1v1 to 4v4.
  15. I briefly put together a simple random map, a mountains version of mainland. Basically instead of the impassable cliffs, we have passable hills and mountains that don't disrupt resource placement. I suppose it could be a landscape of mainland instead of its own map.
  16. well I typically don't play past a 200 pop cap, but I have seen comments on youtube videos (like release trailers or 0ad reviews from youtubers) that seem pretty thrilled about the big battles and the graphics. So I would bet these are factors that drive interest in the game.
  17. The intent was for the neodamodes reforms to be kind of a last resort when sparta is low on military. IIRC the 180 pop debuff was there to justify superior infantry and champions, but it really wasn't worth it. When it was removed i think a lot of ppl were in favor of removing it. The neodamodes are not intended to make sparta a spammy civ, so I think they should be made a little weaker than the regular hoplite infantry, and also maybe make them unaffected by leonidas. Also, I think the p1 champs have turned out much less powerful than I anticipated, so I think i'll remove the train time penalty and move the movement speed tech to p1.
  18. I think the tendency of these large battles to happen is really a big selling point for 0ad. In other games, a "large" army might be 40 - 50 units. I think we just have to find a way to make these battles performant, balanced, and strategically diverse.
  19. i think attack move (units only) should take the place of the current attack move. That's the one I can safely say should be done by default. I have other changes that are very much just my preference.
  20. My new low-range laptop plays 0 A.D. at 100 frames per second. Well things change when you start up a 4v4 and everyone gets full pop.
  21. OP youtube channel be sure to sub
  22. ok, today version 10 is out! Be sure to check out the new sparta content and the updated values for naval units.
  23. The current version works like this, where near by units are evaluated with precision, and P controls how fast the margin grows with respect to distance: The values above are arbitrary, just to illustrate. For a value to be sorted over another, it must surpass the other length^2 on the red line, and for a value to be considered lesser, it must be less than the other length^2 on the blue line. So this means the effect is more noticeable at larger ranges where a single unit is more likely to be considered the closest by many ranged units (or melee units).
×
×
  • Create New...