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real_tabasco_sauce

0 A.D. Gameplay Team
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Posts 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. 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.

    • Like 1
  3. On 08/12/2024 at 6:53 PM, Seleucids said:

    No matter whether Vicky is actually me or not, they were helping 0ad with developing a superior AI. If you didn't ban her from the forum, all of the single-players could be enjoying a more advanced AI right now. Same for Inzhu. They claimed they can implement parallel processing to 0ad. If you had encouraged him on that instead of stalking him around in the lobby delisting games, we could have said farewell to CPU lag since long time. All 3 of the users are positively contributing to the 0ad community, and all you can do is ban them based on your subjective suspicions. Now I ask: How have you improved the AI? How far did you nudge the engine towards multiprocessing? How many bugs have you found workarounds for? who is the real threat to the community that's constantly pushing players and contributors away? You created this thread to drive me away once again and prevent me from contributing. For what? What are you trying to defend, and against what? 

    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.

  4. 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.

  5. 14 minutes ago, Atrik said:
    31 minutes ago, real_tabasco_sauce said:

    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.

    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.

    15 minutes ago, Atrik said:

    This is because scouting is expensive if you do nothing out of it.

    Which is why obscuring territory line updates in FOW is not the only thing I suggested.

  6. 8 hours ago, Atrik said:

    Proving the point, this is build order, not strategy. Strategy would be using gathered information after scouting and then sketching how you will outplay your opponent(s). Rushing the first player nearest to you in a tg without other consideration is not strategy, it's tactic.

    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.

    8 hours ago, Atrik said:

    I'm not against the idea since 'it make sens' but it will definitively nerf scouting by a lot. Since scouting is widely underused already I doubt this kind of modification will incentivize more scouting.

    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.

  7. 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.

    36 minutes ago, Atrik said:

    Even players often pretend to have a 'plan' prior to ANY scouting.

    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?
    • Like 2
  8. 5 hours ago, Seleucids said:

    It would only be less boring, because then a game won't have to end at min 18:00 because one dude spammed some uncounterable unit for another team.

    Another example is Ptol vs Ptol camel rush. Ptols have 0 way to defend against camels in P1 apart from spamming more. So whoever spams the most camels win. 

    Given the current champ spam meta of A26, Brits do seem weaker than Gauls. That's primarily due to chariots instead of spear cav and missing the naked fanatic, which can counter champ cav. If Brits can have more diverse units then that would be better.  

    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.

    • Like 2
  9. 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.

  10. 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.

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