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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Welcome to Achilles, CĂșchulainn and Beowulf ? no. Thats not what I meant. In American cultures there is often little or no writing. So using these as inspiration makes sense.
  2. I think it would be fine to employ legends and oral histories as hero inspirations.
  3. are your a26 numbers including autociv? The feature that turns off bodies is pretty impactful when big fights are happening.
  4. @leopard if you can do combat demo huge with better than 20 fps at minimum, please join us.
  5. Could we schedule a "fast PC" TG for this weekend? I expect that those with really slow computers or adversely affected setups like @Meister are slowing turns for everyone, leading to many reports from players that otherwise have good performance. However, I have never really tried to verify this is the case. If we get a 4v4 where everyone has ideally >20 fps (min) in combat demo huge (found in scenarios -> demo maps -> combat demo (huge)), we can make sure that this is really the cause. I'd like to do it on Sunday, maybe when we did the a27 RC test, 18:00 UTC. @MetaPhyZic @BreakfastBurrito_007 @Ginnungagap, and any others that have good performance in a27.
  6. Its true, your fps is changing quite a bit. Do the stutters happen in combat demo huge? (Scenarios -> Demo Maps -> combat demo (huge)) if they don't, I think they might be because of someone else in that game slowing things down for everyone. For example, when the women are stopped, the walking animation is still playing smoothly.
  7. I can do combat demo huge with and without gpu skinning and its a bit better with skinning. I definitely don't have this issue. Combat demo huge is a good way to see what settings are good for the laggiest parts of games.
  8. @king reza the great I have no idea if its the problem, but gpu skinning is in settings. Its the third option from the top in graphics (advanced).
  9. Continuing this in a more appropriate topic. I get that placing farms in deserts is unrealistic. However, introducing a soil quality (and water availability, which I have seen suggested) system based on terrain simply doesn't fit with the abstraction level of the game. In multiplayer, it would probably just be annoying to worry about whether or not you can expect the normal amount of food from a farm. However, rather than penalizing farm placement depending on the terrain (desert, snowy, mountainous) for all maps, it could be made "opt-in": it could be set it up as a neutral feature of certain skirmish maps for which it is the focus of the map. I.e Add two "well" structures in a valley that cannot be destroyed, but only captured. These provide a 30% farming bonus in a 50 meter radius. Players descend from opposing mountain ranges to take control of the wells.
  10. @Obskiuras Currently, it looks very similar to the siege workshop, and I think its a bit too large. The A-frame style is good, so it could be reduced to one roofed structure with stalls, wagons etc around it. This was my idea: @wowgetoffyourcellphone came up with this mock-up: Experiment with some if you have time, im sure there's plenty of approaches that would look nice.
  11. For me, it took a double click on my own game in the lobby.
  12. @Ginnungagap @BreakfastBurrito_007 @guerringuerrin @chrstgtr @Feldfeld @ValihrAnt @Acero @SaidRdz @Player of 0AD @Atrik and others. 18:00 UTC Sunday we will aim do do at least 1 4v4 test game. Lets see how the performance upgrades work out!
  13. @Ginnungagap Does 18:00 UTC still work for you for the Sunday pro TG using the release candidate?
  14. I think it could be done in a mod. However, after seeing how the com mod split the community in a26, I think a different approach should be taken. If bugs are fixed in the community mod, then it becomes the better version of the game to play, leading to pressure for each addition to be a guaranteed improvement and decreasing the experimental potential of the community mod. I'll lay out my proposition for the community mod in that discussion. My understanding is that its too late to fix stuff like this for a27, but it absolutely can be fixed for release 28.
  15. How is it effed? I don't see these periods in your screenshot. Look closer? Or maybe highlight them for us? I don't remember the description for Boudica being changed in this alpha (edit: 3 years ago for hero garrison, 5 years ago for boudica aura). I think Structure might be capitalized because classes typically get capitalized in descriptions.
  16. Infantry are any foot soldiers. The cavalry are reskinned to auxiliary cavalry, which have no different stats compared to regular cav. Its not really necessary IMO to have the auxiliary cavs in the structure tree, but conscript spearmen and the legionaries should be. However, this does result in a change in the number of units that appear in the GUI which is unsatisfactory to some.
  17. @Ginnungagap we should do the Sunday games on the RC2: https://releases.wildfiregames.com/rc/
  18. Im now less worried about regular champ cav and more worried about the variants like the cataphract and chariots. I tested the longswords and I don't think they will be OP.
  19. moving the discussion of champ cav back here, @Atrik @chrstgtr @Feldfeld I did some testing to compare the case where standard champ spear cav are outnumbered 2 to 1 by regular CS spearmen (40 spears and 20 champ cav). Both were not upgraded and unaffected by any team or civ bonuses. The -1 hack armor change in a27 makes for a more sizeable difference than I expected, with an average of 12 spearmen surviving the battle compared to an average of 8.3 champ spearcav surviving the battle in a26+com mod. It seems the decreased hack armor allows the melee rank ups to compound faster, which effectively punishes the champ cav player the longer they stay in a bad fight.
  20. They were not buffed significantly more than other melee units. I agree melee champ cav are out of balance, but is there widespread agreement that sword cavalry and spear cavalry are too? I can't say with any certainty that this is the case. That's why I think further balance changes should be more targeted than returning the counter to 3x. Spearmen kill melee champcav about 51% faster than in a26, but champ cav also do about 50% more damage overall. This leads to somewhat similar balance, except that in a26 melee champcav are OP because they are a nearly invincible damage sponge, while in the com mod they are OP because they are still pretty tanky but deal legitimate damage. With the hack armor change in a27 rc, spearmen kill champcav about 60% faster than they do in a26, which is 5.8% faster than in a26 + com mod. So we will see if the ~6% buff for spears is enough (which is probably wont be), and then we take the next step.
  21. Well there was a com mod version where we had 3x counter spearmen (after melee rebalance), and while it was indeed pretty effective versus champcav, they were a little too good vs the typical swordcav or spearcav rush. I had complaints that just 1 or 2 spearmen nullified a melee cav rush even when substantially outnumbered. So, I am keen to see how the -1 hack armor change plays out and then nerf HP to 280 if necessary. Changing the counter back to 3 affects too many other units, especially when most ppl agree its just melee champcav that are really the problem.
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