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real_tabasco_sauce

0 A.D. Gameplay Team
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Posts posted by real_tabasco_sauce

  1. @Obskiuras do you need one? I thought I had set that repository to 'public' so anyone can clone. That repository is a bit behind since i've been working on the gitea pull request. (I would link it, but gitea seems to be down atm).

    Is there a "contributor" role? I'm not sure which is best, but I don't think it will make much of a difference if you want to contribute to the mod.

    If you have some art to contribute, you could also send it to me and I can add it directly to the pull request.

  2. 31 minutes ago, Obskiuras said:

    @wowgetoffyourcellphone I want to try the Suebi faction, but only that faction, not the entire mod. How i do that?

    do you want to try DE suebians, or what is being prepared on gitea?

    If you want to do the latter, it might be easier to just clone this mod: https://gitlab.com/real_tabasco_sauce/cimbri-refinement

    move to your mods folder then do:

    git clone https://gitlab.com/real_tabasco_sauce/cimbri-refinement.git

    not sure how you could get just the suebians out of DE.

    • Thanks 1
  3. 7 hours ago, Gurken Khan said:

    Yesterday the game froze on foothills; it wasn't completely dead as the birds kept on chirping. After ~20 minutes of not responding I gave up and killed it. No error logs, last thing noted was something loading successfully. If I catch anything I will post it.

    Something more concrete: fish in land on Scythian Rivulet

    0ad-landfish.jpg.cbef197d4f0cae8f2357c7561385fb3b.jpg

    lungfish

    No, actually this is a mistake from trying to add fish to this map XD.

  4. 7 minutes ago, TheCJ said:

    If one wants to play a game without any mechanical challenge, one should maybe rather look at turn-based games.

    100%

    The division of attention and division of labor are key to RTS games. The player only has so many things that can be done at one time. This makes up a substantial portion of the skill curve, and it is very important that games have a skill curve to learn.

    I think we just need to develop the strategic options available to players and high APM will become less strong relative to strategy.

    • Thanks 1
  5. 47 minutes ago, alre said:

    just change captured buildings behavior. I swear, the biggest obstacle I can see to 0ad progression is bogus features that won't ever get corrected because some random dev likes them in spite of all reason.

    Is that the biggest obstacle?

    Honestly, I think all that needs to happen is to come up with a consistent scheme to determine what units are available from captured buildings.

  6. At one time, a mod allowed automating unit teleportation. This meant buildings could be set up like roads across which women could travel extremely quickly. Likewise, barracks could quickly transport soldiers across long distances.

    This isn't against the "Rules" as you describe, because you could technically do this, maybe if each turn was 10 seconds. Should this be considered cheating?

    • Thanks 1
  7. 4 hours ago, WiseKind said:

    This game has so much potential, and I feel responsible for speaking out before the community takes this amazing project in the wrong direction in the name of fear and protecting the community against a frankly vacuous threat.

    Its a tad strange that you call this threat "vacuous" and describe your concern for multiplayer when you haven't yet played it, but regardless, but I understand you come from open-source absolutist standpoint, so maybe that's it.  I appreciate your interest in 0ad and I hope the multiplayer community is welcoming when you decide to check it out!

  8. 3 minutes ago, Seleucids said:

    There is no possibility of retreating from a fight. If you retreat, you will loose everything. The amount of damage dealt while turning around and pathfinding outside enemy range is enough to kill the melee unit.

    Keep in mind https://gitea.wildfiregames.com/0ad/0ad/issues/6946, which means some of your retreating units must stop after you give the order. So try to use just one order for your retreat to avoid this.

    6 minutes ago, Seleucids said:

    1. Nerf the attack damage upgrades, especially cap the T3 to +1

    2. Improve shield upgrades. Increase like +1 +2 +3 each tier. 

    I agree with a more cautious version of one of these.

    7 minutes ago, Seleucids said:

    4. Default unit armour values:

    • Spearman: 6 hack 6 pierce
    • Swordsman: 6 hack 5.5 pierce
    • Pikeman: 8 hack 10 pierce

    This would throw us partially back into the meat shield meta.

    I'd like to add a new item to your list of solutions:

    5. Infantry speed values.

    • generally, let melee infantry be faster than their ranged unit counterparts (except pikemen).
    • This allows for potentially interesting balance considerations for ranged units

    This is all stuff that we can play around with in the com mod, but I'd like to try and tackle the capture situation first.

  9. sounds like the easiest solution is to promote the village merc into town merc with ~2000xp, then promote the town merc into the city merc with another ~2000xp, and then add a modification to set xp required for promotion to 0 to the phase up technologies.

    you could add villageMerc, townMerc, and cityMerc classes as handles for the different modifications.

    you could have an infantry p1 merc promote into a cavalryman in p2 with this approach just fine.

    • Like 1
  10. this is one of those areas where finding the right balance is good. Its probably not necessary to set in settings, but maybe the visual alert and audio alert can have separate suppression times. I think frequent visual alerts would be less annoying than frequent audio alerts.

    • Like 2
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