-
Posts
2.631 -
Joined
-
Last visited
-
Days Won
67
Posts posted by real_tabasco_sauce
-
-
tree concerns addressed for random maps: https://gitea.wildfiregames.com/0ad/0ad/pulls/7319
this has been something i meant to do for a while, but this discussion reminded me.
-
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.
-
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.
-
1
-
-
-
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.
-
1
-
-
If you do water maps, I recommend using the community mod, since the naval system will benefit from balance feedback.
-
1
-
1
-
-
I love the idea! Although @Ginnungagap Danubius can take quite a long time, so you might need more than one hour between these games!
-
1
-
-
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.
-
@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.
-
1
-
-
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.
-
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?
-
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.
-
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.
-
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?
-
2
-
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.
-
3
-
-
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.
-
2
-
-
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.
-
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.
-
2
-
-
Oh so its still possible to use svn standalone? neat, I didn't know.
-
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.
-
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.
4 minutes ago, Baelish said:initial message which says that the game is still in development and can have problems.
I suppose it could just be "In development".
-
1
-
2
-
-
@wowgetoffyourcellphone means the regular unit attack. And yes, getting rid of buildingAI would remove the arrows per garrisoned soldier.
-
1
-
-
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.
-
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.
rename the "Random" of the "Random" maps?
in Gameplay Discussion
Posted · Edited by real_tabasco_sauce
the ones i found all use "random maps", but maybe we are just the first to break from the status quo. I think its originally because resources are randomly placed.
edit: that being said, the juice might not be worth the squeeze as there are a lot of "Random" to change to "Generated"