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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. Reworked nomad territory system: Ovoos available in p1, they provide a small territory root and may be built quickly in neutral territory and own territory. The ovoo also serves as a stone dropsite and provides an armor aura. They are weak structures. CC can train while moving Both nomads recieve a civ bonus "nomadic structures" that gives -25% hp to buildings but reduces their territory decay to enemy and gaia by 5x, allowing the structures to survive a long time without a territory root. nomads_demo.mp4 Maybe it would be good to allow the packed CC to still provide 20 pop, and allow houses, storehouses, farmsteads, and farms to be constructed in neutral territory, but still decay. All of this is designed to provide a more flexible spin on the territory system, rather than throw it out entirely for the nomads.
  2. You are probably referencing the release candidate for a27. These changes are not in that version, but I’m certain there will be another release candidate on the way later. so I’d say stay tuned for the next release candidate to drop, and then you will be able to play test the Sparta update.
  3. there are a number of unique techs added, as well as bonuses. I guess you could apply the patches in svn and try to play, but these are committed and will be in the coming alpha 27, unless we need to balance some of it.
  4. @borg- has a very awesome differentiating Sparta patch that was committed a bit ago. This makes it far from ‘plain’ https://code.wildfiregames.com/D4736 this addresses a lot of your concerns. Among the other changes, Champ hoplites are available in p1 owing to the huge cultural importance of the spartiates. They will still have mobility issues but this is just a weakness of the civ.
  5. I think they would, but the rank 3 spearman and swordsman are not in the structure tree, so they can't be 'trainer units'
  6. Well the idea there is that with one centurion trained, it makes it a little bit easier to get more.
  7. Basically, when melee CS infantry reach rank 3, they may be upgraded at a smallish cost to centurions, which have an aura for surrounding units. The aura is damage for melee only, and decreased promotion xp for all units in the radius.
  8. I put it in civ bonuses, since its not a technology. https://code.wildfiregames.com/D5083 I would think it much harder to get promotion units in the tech tree. And it might be a little cluttered to then show the promotion of cs units too.
  9. where can I find the warlord icon in the top right? Nevermind haha i just got it off @Yekaterina 's github. I will edit it with an axe and give the current icon to champ spearcav.
  10. @wowgetoffyourcellphone could you do one of an axe-wielding warrior for the xiongnu? Or are these more for menus than icons in the UI?
  11. They are much weaker @Buchi. They have lower armor. Also, while they don't cost metal, they do cost a lot of food and wood.
  12. The xiongnu storehouse crashes the game on the most recent release candidate for a27 (not sure about svn since I can't yet build). It is very reproducible and happens only on placement. Edit: same with the house. Both my changes and terra-magna working version have this crash.
  13. @wraitiiis busy atm, but I have two merges for the community mod ready for a potential 5th community mod. One is a bunch of gameplay commits from a27, designed to make balance testing of the RC easier. The other is my melee/ranged rebalance. I’d say most balancing stuff is directly in Phabricator along with some discussion here or in PM. These are typically less ambitious changes since it is hard to get much agreement for more ambitious changes. My thoughts are that these more ambitious ideas can be implemented through the community mod for good play testing. I have a few other cool ideas ready for when a27 drops.
  14. Ah see my perspective here would just be to let it come down to opportunity cost. You can only afford so much attention in different areas, so you have to choose (for example between micro techniques, or between managing army or managing eco). When you add automation you also lose some of these choices the player must make on how to spend their attention. I say no need to force a solution when the root cause can be addressed. I expect my rebalance to make sniping useful about 15% of the time compared to about 80% of the time currently.
  15. Well, I would say it is not elegant to implement a stance to do a highly specific action that is only occasionally helpful (assuming proper balance). Especially when that action is just a sum of multiple clicks. It sort of sends us towards a slippery slope of adding more and more 'bells and whistles' that distract from core gameplay mechanics. What happens when the meta changes in the future? Would you want to have a setting to automatically execute that meta? My main argument against this is that automating too many things for the player makes things less fun. For instance automatically targeting the weakest unit is automatically calculating and executing what is currently a fun and exciting part of gameplay. Ex. I have been raided and notice that one retreating cavalry has 1 hp. I pick out the weak one and get a kill. This is a lot less fun if my units were already on a stance to do this for me. I probably wouldn't even notice :l If this stance could actually snipe automatically, It is more fun to snipe manually than to click a button and watch it all happen.
  16. There is a pretty huge difference in elegance. It is logical and sometimes helpful that workers automatically go to near resources after building a new cc, and it is nice that farmers look for empty farms to work at. ProGui and the discussed autosniping feature are not very elegant, as they require additional modes, gui panels and settings to work (all requiring clicks of some kind). ProGui sits on top of 0ad and you have to learn it almost like a separate game. It would definitely feel out of place and overly contrived if it were a vanilla feature.
  17. Well, I hope it can make it into the next alpha, but I wouldn't count on it. It might make its way into a fifth a26 community mod in order to be more effectively play tested.
  18. Yeah, thats why I think the best verdict here is to allow its use as a mod but allow hosts to ban it and consider it cheating in competitive games.
  19. This is for discerning between clicking and dragging a box (like for unit selection). When you want to click something, you oftentimes move the mouse a little. It might not be easily noticeable but I could see it being important to change for some situations.
  20. If you are dealing with a turtled enemy, catapults are good because it means their short ranged units have to come to you. Also the fight can take place away from temples forts and towers.
  21. yeah, I think they should be unique in various ways. Ive just put together some cool ideas for the nomads civs in terra magna but there is still plenty of missing art for those civs.
  22. Yes, there are already some units like this. An example is the gaul fanatic unit. It only costs food and wood and is very fast, but they are weak and train from temples. I think it would be nice to start introducing some 'unique' champions.
  23. Yes, I’ve checked for duplicates, but I will look further. the <civ>.json section is empty for both civs, except for where I added the women promoting to maiden infantry civ bonus. so all of the problematic ones are coming from technologies.
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