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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. In the community mod, you can also get a nice experience with spartan hoplites. Basically you can train them in phase one and they promote to Olympic champions which are the best spear infantry in the game. People tend to play the community mod fairly often, and the changes are less sweeping than what @Emacz has put together. you can get the mod in settings->mod selection-> download mods
  2. 99% of the time you want all 5 farmers. I'd only recommend less farmers if you don't need all your farms fully occupied (ie you move some women over to food). Even in that case, its not really worth the clicks to spread the women out.
  3. I guess it works ok for campaigns, but like @wowgetoffyourcellphone said, its seems fine to just make a campaign only civ as needed. However, I am completely and totally opposed for what this near complete rework of 0ad civ design would mean for multiplayer. 1-click strategies (chosing civ specifications upon phase up) results in cheap gameplay. If the civ design itself depends on what option you choose then the game could be decided by clicking A when your opponent clicked B. The same thing goes for the "cards" you get in aoe3. additionally, it would mean each umbrella civ is capable of a massive number of strategies which makes trying to counter them or shape the game early on pointless. (an example would be denying metal when your opponent is likely to go for mercs). Since phase 1 is the generic "umbrella" civ it means we will lose many interesting and fun p1 civ bonuses, like the spartans p1 gameplay, or briton p1 gameplay which often involves slinger rushes and forward builds. How would Iberian walls work? Would this not force the Lusitanians to start with walls?
  4. Hello, community mod players This is possible to add this to the community mod, although it comes with a pretty minor performance decrease. On the upside, we get more responsive engagements and unit ranges hold true no matter where the target travels. The benefit to testing this in the com mod is we get an idea of the balances effects as well a more complete idea of the performance impacts. On the balance changes, I expect this to make retreating less punishing, improve spear cavalry chasing, and make ranged units easier to micro around melee units (ie like for ram ships). Are you all ok to try this out? I'll also look into the bolt shooter unitAI.
  5. How would you get a rating in that case? I thought the problem only existed for those with a rating.
  6. https://gitea.wildfiregames.com/0ad/0ad/issues/7185 i made an issue for it.
  7. bolts for sure, but others aren't so clear. I think slower speeds in general would be more enjoyable though.
  8. speed is just the projectile speed. Units account for the direction of their target when attacking, but not any changes after that. So speed effectively controls how easily projectiles may be dodged. I think for a few units, projectile speed is too fast.
  9. Wouldn't it be a good fix to only execute degarrison commands if there are units to degarrison? It seems sub-optimal to have a ton of commands that don't do anything.
  10. Hey @AInur, A decent number of multiplayer players like to use the community mod. Basically it is a balance and gameplay experimentation mod that has been updated a few times since a26 released. I think most of the com mod players would say that balance is overall better than the base game. In the case of champ cav, they are still strong of course, but they are not almost invulnerable like they are in vanilla. If you would like to give it a try, go settings->mod selection -> download mods
  11. This one is hardish to detect as a spectator. You can see that players with "quickstart", which is both in proGUI and a standalone quickstart mod, will often have all their units gathering or building by the 2 or 3 seconds, while the fastest players without this mod cannot do it so fast.
  12. I think I see your complaint, @Genava55. You're worried that using the Cimbrian wars to set up the "Germans" civ closes the door to the later germans. I'm afraid that's true for the current version, but nothing is ever set completely in stone. I think it would be reasonable for some content to represent post cimbrian war germans, setting up what players would probably expect as "Germans" like you said earlier. I'm not sure what that would look like or how it would work, but I'd be fine with it conceptually. It just has to make gameplay sense. Could change a hero, wonder. for now though, I think we should solidify what we have already done so we can get it over the finish line.
  13. @Atrik you are alone in thinking that it is not an advantage. Also, individual games are not evidence. In order to truly determine the advantage, some data should analyzed with and without the mod. Why even debate whether or not its an advantage. We want to move forward and find a solution.
  14. I figure we should have a discussion so that players know what certain macros and automation mods look like. This way there is hopefully less superstition, and more awareness. I think it helps for hosts to know what to look for instead of relying on "hackusations". This is the progui autotrainer: 20241104-1713-04.6220386.mp4 Notice the end where the player gets housed, production and attempts to produce immediately cease. Basically well-distributed large batches of the highest size are produced as long as there is pop space. The unit composition is also very even. This shouldn't be confused with well timed batches, which are possible with one or two barracks, but not possible to do this consistently.
  15. @Samulis any chance you could cook up a ram ship sound? I'm thinking like an oar stroke into a big crash, with a little debris falling loosely into water afterwards.
  16. hmmm, perhaps. I like the white theme being present across the units, but maybe its ok for the _b units to just have wood and player color. I suppose it would also make the champ units and advanced units seem relatively cooler/more special.
  17. I’ll add that the civ and battles with the Roman could make for a very cool campaign.
  18. Well it’s not solely with them. There are Teutonic units and teutobod, ambronian and tigurnian units. But most are cimbrian. with the regular city building approach and the semi nomadic abilities unlocked with techs, we represent both the likely home the people left (as obscure as it is) as well as the migrations they took across Europe. so the design is not just about units but what the civ is capable of doing.
  19. It’s never the right answer to say “if you are unhappy with other players having an advantage, get that advantage instead of complaining” the bottom line is host should 1) know what mods players are using 2) be allowed to ban the use of cheats without retribution or briefing, and 3) some tools in game setup would be great for helping identify mods, prohibiting unsigned mods, and/or only allowing a user-determined list of mods. @Stan` I like the idea of using a script in replay pallas, would it be done on upload to flag replays or something users can run if they like?
  20. NoOvershoot.zip A mod for a27. You can apply this if you get the nightly build.
  21. Ok, then maybe players will learn about something before armenius and the famous battle of teutoberg forest. Maybe their pre-conceived ideas on what the civ should look like will be challenged. I think that would be fine, no?
  22. If you bring in a faction called ‘the Germans’, people expect to see ‘the Germans’. People are either going to be disappointed, or they're not going to care. I don't think many players know what "the germans" looked like in 100bc. Is "German alliance" or "Cimbrian Alliance" better? What is the alternative, what is the way forward? Suggestions?
  23. Ok and????? I think we have a good idea now that fits 0ad and is cool. It brings interesting hypotheticals and conveys some of the unknowns in the civ description. Where are you going with this?
  24. Certainly not the most prominent but one of the earliest. Sure the teutons were likely similar, but we have units from the teutons in the civ and a certain leader called "teutobod" as a hero. So i think "Germans" is appropriately nonspecific. @Genava55 What do you think the name should be? I haven't seen your proposition, only critiques. Maybe "Crimbrian Alliance"
  25. Is this about the name? Germans vs Cimbri? Well "Gauls" is, from what I understand, quite a generic term as there were many gallic tribes. In this case, using "Cimbri" would be a little at odds with the other cimbri allies that are included in the civ. Its true that some of these allies are better described as gallic or celtic, but as we have seen from the ambiguity around the Cimbri themselves, they too could be described as celtic. But since these groups participated in the well-known cimbrian wars and were referred romans as germanii, I prefer Germans. Although lets not let this hold up development: the name should be simple to change if a little labor intensive. are we set on that face as the civ emblem? And using some geometry for the standard flag?
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