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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. I think we should have some sort of ranked play system with matchmaking for ratings. It should use a set map pool and a handful of other constrained settings (ie u can't make the map giant to throw off your opponent). The hold up is that it probably won't work well with a small player count.
  2. have you had a report from someone without a rating? I wonder if ratings could not be the direct cause but one of a handful of contributing factors.
  3. do you want info from players that haven't ever had this happen to compare? In my case, I have never had a rating with my account, so that is probably why.
  4. well we want to make spamming accounts more difficult, but not at the expense of first time account creators. Having to register an account here to play multiplayer would probably stop lots of ppl from trying multiplayer.
  5. I think with https://gitea.wildfiregames.com/0ad/0ad/pulls/7047 , he will at least be less able to hold hosts hostage by threatening to leave if a spec he doesn't like isn't banned.
  6. I know it’s just I was in the middle of something else and found it funny. I’ll make an issue.
  7. Might be the funniest buglet I have ever found: 20241216-0630-20.5597295.mp4 When promoting entities in a formation, the formation standard decides to do the pathing first then all the cav catch up once the flag is at the destination.
  8. well I don't see what else is selected in this screenshot, but the centurion is, and it should give its aura icons to units in its influence (not including itself).
  9. maybe you could put a skeleton on top. maybe the skeleton could shoot a bow
  10. we don't have a matchmaking system. So i don't see the point of a map rotation like that. Choosing half the maps to remove (temporarily) for the sake of organization is a bit confusing. Why not just improve organization directly like I tried and failed to do. If some maps are deficient, just improve them as needed. It doesn't need to be some big undertaking.
  11. 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"
  12. 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.
  13. 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.
  14. 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.
  15. @Itms is the balancers group leftover from phabricator? I don't see it when setting reviewers in a PR. I know @chrstgtr would like to be a part of it. I think @Feldfeld and I should be in it too.
  16. 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.
  17. If you do water maps, I recommend using the community mod, since the naval system will benefit from balance feedback.
  18. I love the idea! Although @Ginnungagap Danubius can take quite a long time, so you might need more than one hour between these games!
  19. 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.
  20. @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.
  21. 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.
  22. 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?
  23. 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. Which is why obscuring territory line updates in FOW is not the only thing I suggested.
  24. 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. 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.
  25. 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. 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?
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