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Everything posted by real_tabasco_sauce
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
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maybe the most popular autociv items can just be merged to 0ad: the building placement and selection hotkeys, in-game mute, /link, and gamesetup functions.
- 460 replies
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- hotkeys
- autoassign civ
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So this would be like the host is signing what mods can be used vs letting this be determined by what mods are signed by WFG. I suppose its good too, but it might not be user friendly. Should @Dunedan's idea constitute a 'competetive mode' with higher standards for fairness, I think it would be more intuitive. Its easier for hosts to simply select or deselect a button than to manage lists of mods, especially when they might not be aware of the mods players are using. I think the default setting should be off tho.
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The option to allow or disallow unsigned mods on the host side seems like a good idea. It can allow more casual hosts that don't feel strongly about the use of this mod to let players use it, and allows hosts that want a level playing field to disallow this mod. Secondly, the argument that "there are other cheats, therefore a cheat mod isn't bad" is not valid. From what I've seen from the gaming industry as a whole, anti-cheat is as much about making it harder to cheat vs. actually stopping cheating. Lastly, just because this cheat mod improves the experience for a select few players, doesn't mean it's features should be added to the game as a means to level the playing field. We shouldn't completely rework the GUI and gameplay style of 0ad just because a select few players want high-level automation.
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There was one player that I think fit this more sinister category, but I don't think that's the case with the mod creator. I think the creator just insists that the game should be played that way (highly automated) and doesn't see an issue with playing against those without the mod. in other words, its not like "rage cheating"
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Both are in the mod
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What you have identified as a cheat in the above is consistent with proGUI. The version of proGUI that you see in the mod downloader is required to have compatibility checks on, so all players must have the mod. This was required for the mod to be signed and allowed on mod.io AFAIK. The individual behind proGUI has a github where you can get the version that has these checks turned off. This is the version that you see individuals using when they are playing against players that don't have the mod.
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Cant build CC with enemy unit on construction site
real_tabasco_sauce replied to strat0spheric's topic in Bug reports
Maybe, I have a long list of things to do first though. -
Cant build CC with enemy unit on construction site
real_tabasco_sauce replied to strat0spheric's topic in Bug reports
You obviously need to see resources. If you can’t find a place to start, the winner is the person who finds resources first. -
Cant build CC with enemy unit on construction site
real_tabasco_sauce replied to strat0spheric's topic in Bug reports
Scouting, build rate, civ bonus starting units. its really important that your starting units can move quickly and see in nomad. just having 4 women would slow the build rate substantially. when playing nomad, a different set of civs become “meta” which I don’t really have a problem with. If we just start with women, 3 civs lose their special starting unit. lastly, with more experience this problem with nomad isn’t very bad, you just learn to place your cc near your units and to delete it if necessary. So the situation doesn’t call for a hotfix, I’d much rather wait for the ideal fix which is making foundations invisible for the enemy until they begin construction -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
I already designed new an unique hero bonuses a couple months ago. Did you read the descriptions? last paragraph here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
@wowgetoffyourcellphone beat me too it, but I'll add that the civ already has an wide selection of infantry. My only comment on the champ cav is that it would be neat to let another civ access champ swordcav. Only the romans have this unit right now while many other civs have a champ spearcav. I've seen the simplistic, white-themed shields in a number of places and I like the concept. We might only need a small number of these designs, like 2 to 4 since we can justifiably mix with the celtic shields, especially for the "celto-german" slinger for example. On the topic of heroes, I'll experiment with some armor for boiorix, and I think I'll give the furs texture to teutobod, who is designed as a kind of fast-moving commando infantry unit. -
Cant build CC with enemy unit on construction site
real_tabasco_sauce replied to strat0spheric's topic in Bug reports
you can delete unbuilt foundations and get resources back. if you delete a partially built cc, you get a fraction of your resources back. -
https://gitea.wildfiregames.com/0ad/0ad/pulls/7153#issuecomment-103686 Ok, so after seeing a few games on naval maps, I realized that many naval maps and hybrid maps (land and sea, like hyrcanian shores, lake, continent) do not have enough fish to justify making fishing ships. Take as an example Aegean Sea: The bottom two players don't have a single fish accessible, and the top few players only have a handful, with some of those fish being close enough to the shore. In this case, players may only be able to gather 3000 food with an investment of not only as much as 500 wood (dock + boats), but also lots construction and walking time. This is not enough fish to justify making fishing ships and it means naval gameplay is only relevant for controlling passage to the other side. It also means there is rarely any fish to kill with ships, and if there were fishing ships, they would have already gathered most of the accessible fish. Also, if you look at lake, you would see a map that should be pretty enjoyable, but because there are such a small number of fish in the lake, the middle lake is basically just an obstruction unless you use it for transport and siege ships. Here is Aegean sea after adding the fish: I didn't apply the same exact change to all maps. For maps where there was a comically small amount of fish, I added plenty, but for maps like continent, I added just enough to make fishing worthwhile, but not mandatory. Thoughts?
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
For boiorix, I like this helmet. Teutobod with better resolution. Might not be too hard to use this as the start to a portrait. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Between the shield, the shoulders, and the saddle, I think there’s enough player color. I think capes are a bit overused in heroes and champions, so I figured we could skip a cape for this unit. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
for lugius and the above issue with colors, I just gave him the viriato armor. I think it looks pretty good. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Boiorix, Teutobod, and Lugius. I'd like to experiment with some other armor for lugius, maybe also pants. One issue is the contrast with the champion cavalry. Maybe one color can be reserved for the hero? @wowgetoffyourcellphone not sure what to do with the champ spearcav. With the different colors, they remind me of power rangers XD. -
scaling Animals topic
real_tabasco_sauce replied to Lion.Kanzen's topic in Game Development & Technical Discussion
meh, i like big chicken. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Female Citizens could have a weakish Armor aura for soldiers. I chose to not get too over-analytical on this part. Since Sparta already has an armor and damage buff to women, and since the women took part in the migrations, I thought it appropriate to simply give them a movement speed civ bonus. I think this is the time to close off the remaining art tasks, like the emblem discussion and the hero portraits. If we keep adding new ideas to the civ, it will make the development take longer. If we finish the art and polish, we can commit it and then see if new gameplay ideas are appropriate/balanced after some playtesting. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
I might attempt some hero actor designs. Maybe from those, it will be easier to make some portraits. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Yes these are mostly in line with what I found and what @wowgetoffyourcellphone and I based gameplay from. There are priestesses (seeresses in the patch). The wagons introduce an element of nomadism which becomes more substantial after researching the unique techs and building wagon encampments. Its good to know that boiorix fought on horseback. It would be cool to add some additional simple shields, even solid white ones. In the civ design, there is also widespread element of raiding and looting (stolen arms team bonus, loot bonus for the hero, wonder is a destroyed army camp) -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
I kind of like the idea of using one of these faces as the emblem. @wowgetoffyourcellphone thoughts? maybe its a bit creepy, but personally I'm fine with creepy. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Between the 2 unique units, clubmen, p2 ram, and wagons/wagon encampment and the two unique technologies, I think its very differentiated. IMO, Its as much differentiated as the recent civ differentiation efforts @borg- and I put together.