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Everything posted by real_tabasco_sauce
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So I think the sparta p1 champs are still not really viable in the com mod. We don't have time for a community mod release, but I was thinking to let the building itself grant a pop space of 10, like a house would. This provides a selective benefit to their use early in the game, and since it is a "mess hall" it reasonably could support population space.
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the brit chariots are one of the top 5 strongest units in the game. In both vanilla and the community mod. with non-random building ai (in the com mod) sentry towers provide some relief from camels. if you try to "fill in the holes" of each civ, you get civs that do the same things but just in slightly different ways, which is bad. Civs should have strengths and weaknesses.
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Modern vs Older RTS Discuss
real_tabasco_sauce replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Those are bad takes, specifically the point on avoiding the consultation of the best players when balancing and designing features. A game can be highly competitive and very casual. -
A while back i had the idea to let siege tower capture attack be determined by the garrisoned units and let it be the only unit capable of capturing walls. The arrow attack would become secondary to the capture ability, or maybe replaced with some stone dropping function.
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Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
Oh so its still possible to use svn standalone? neat, I didn't know. -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
as long as the PR doesn't need to be built, it could work to make a remote out of the person's fork you want a branch from. The only question would be if it somehow interferes with the nightly build. I'll give an example from when I tried a recent patch (https://gitea.wildfiregames.com/0ad/0ad/pulls/7268): git remote add wraitii https://gitea.wildfiregames.com/wraitii/0ad.git git remote update git checkout -b actual_timer_test wraitii/actual_timer you might have to get the nightly binaries again after this. If you don't want to use git, i'm not sure how to do it. I'm sure others will come with better ideas. -
Why is the 0 A.D community so small?
real_tabasco_sauce replied to Doctor Moist's topic in General Discussion
Well at least now that the game is signed, macos users won't have their operating system telling them that the game is malware XD. I suppose it could just be "In development". -
@wowgetoffyourcellphone means the regular unit attack. And yes, getting rid of buildingAI would remove the arrows per garrisoned soldier.
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Athenian Olives
real_tabasco_sauce replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
Might be cool to do an olive plantation building to replace the metal mining civ bonus. Although could exist in addition to the existing one. If and when a model is made, I could come up with a pretty good way to integrate it into the civ. -
Unusual high sniping activity of very few players
real_tabasco_sauce replied to ffm2's topic in Gameplay Discussion
I've been working on this partial solution for sniping (https://gitea.wildfiregames.com/0ad/0ad/pulls/6960) but its hard to get ppl to test, now I am pretty much too busy to worry about the rough sort idea. Unless someone can pull off a micacle and figure out the OOS. Depending on the release process, I might be able to get it working. Even still, that is just a potential solution. You can't just "delete" sniping, unless you want to eliminate order-1-unit. you can reduce its generalizability and effectiveness as I have tried. Further benefits would be to increase the ways in which units are counters of one another, which is very difficult with the citizen soldier model. I do have some ideas that could help but they are a long way off, although they could be tested with the com mod. -
Unusual high sniping activity of very few players
real_tabasco_sauce replied to ffm2's topic in Gameplay Discussion
The "little edge" you speak of is not cheating, if it were considered cheating, it would be impossible to catch or regulate. click multipliers and macros are certainly detectable with tools like this one, but not obvious in real time. These should be considered cheating, but there is no practical means to regulate their use. -
Hi @Kiselena, sorry you feel a bit lost! There is certainly a lot going on. Don't feel like you have to meet the demands of anybody . This is a passion project, so definitely take your time to learn and choose something to work on that interests you! I recommended the market since you were interested in buildings, but we do have a market that will work for the near term.
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Unusual high sniping activity of very few players
real_tabasco_sauce replied to ffm2's topic in Gameplay Discussion
super cool @ffm2 -
well, yeah i recognize its a bit divisive. instead, i think hack armor tweaks are the best way forward at least for the time being.
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improved pack/upack user interface
real_tabasco_sauce replied to real_tabasco_sauce's topic in General Discussion
The blue is better and the red is more associated with stopping something. Before, it was maybe seen as good vs bad. -
welcome to the forum! I agree with the speed point. Cavalry are supposed to be faster than infantry but they don't need to be that much faster. What I would like is actually just to delete the cav speed tech (and for that matter the general cav HP tech). These technologies are so cheap that they basically serve as a direct buff to the late game stats of cavalry. Early on, they conflict with the actual training of cavalry. However, I know this point is controversial. Now about the com mod in general, the melee/ranged rebalance does give champ melee cavalry more damage, but it handles all melee units equally in that regard. The issue with champ cav in vanilla is that they are shockingly tanky and pretty much the only way to lose a lot of persian, seleucid, or roman champs is to either take a losing fight like you mentioned or to be forced to take the fight. Seleucid champs in vanilla: 400 hp, 15 hack, 14 pierce armor w/ hero while doing less damage than an infantry skirmisher. They have almost as much hack armor as a stable or barracks: about 9% more hack damage than a stable (88% vs 79% resistance). Also, a possible reason the champs lost is the player failed to make lots of skirm cav in order to deal damage (CS skirm cav deal much more damage than champ melee cav, 29% more damage). in vanilla, champs are extremely tanky, acting like a damage sponge so these skirm cav are very protected and are free to do tons of damage. While changes in damage are very easy to apply across unit types, armor is not. Because it is discrete, there were probably cases where the ideal armor values were not reached. So, if something should be changed, i'd suggest to decrease champ cav armor values. Decreasing hack armor in particular serves to lessen sword units' near irrelevance to melee champ cav, and will compound nicely with the existing cav multiplier for spearmen possible meaning no change to the counter value is needed.
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LEGAL WAIVER: Please read this before contributing
real_tabasco_sauce replied to Jeru's topic in Art Development
I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. -
The current pack/unpack icons are very similar to each other and it makes it difficult to recognize quickly what button does what: The issue is that the buttons contain very similar colors and shapes. Oftentimes when I notice bolts doing something I didn't intend, I try to use these buttons to ensure they are unpacked only to accidentally hit "pack". These are what I proposed for unpack and pack: I think they are much better distinguished, with both very different shapes and colors. Thoughts? On a side note, at some point, I think it would be a good idea to throw out the "cancel" button entirely, since clicking "pack" while unpacking would intuitively cancel the unpacking action.
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Default unit behavior: capture or destroy?
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
Buildings may actually be hacked down fairly easily. A pierce armor decrease could be explored tho. -
Default unit behavior: capture or destroy?
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
I agree that attack by default is more familiar to the RTS player. maybe we also will get more widespread feedback from the RC and can make a change based on that. Perhaps a setting could be the ultimate solution. -
I guess the size isn't really that bad. The main issue is how similar it is to the arsenal. Buildings are meant to be quickly recognizable. If you want to go ahead and try, I think these are the files you need: I suppose a simple way to go about it would be something like this: @wowgetoffyourcellphone came up with this prototype:
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Custom suffix and custom rating mod
real_tabasco_sauce replied to AInur's topic in Game Modification
That’s interesting that the cases involved multiple instances. -
Custom suffix and custom rating mod
real_tabasco_sauce replied to AInur's topic in Game Modification
Disconnecting is pretty common when players have spotty internet or otherwise poor connection. It could also be crashes, or restarting to fix errors. -
So its 500bc to "0ad" with some fairly lenient exceptions, like Boudica.