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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
maybe an alternative could be to take inspiration from this? https://en.wikipedia.org/wiki/Gundestrup_cauldron -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
did you checkout the gitea branch or clone the mod? I'll test the branch version periodically to catch errors. What about the banner? -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Yeah the github i linked is a mod. Its just a mod for a27, not a26. So, if you clone the repo directly into your mods folder, it will work. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
I suppose a svn patch could be made, but i've already moved on from svn entirely. In any case, I think the easiest way would be to git clone the mod directly into your mods folder and then apply the mod in the version of 0ad you have access to with svn. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Testing is welcome on gitea: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 to apply the patch, make a remote of my fork and checkout the branch 'add_germans', then build. Also, you may test by: 1) navigate to mods folder 2)git clone https://gitlab.com/real_tabasco_sauce/cimbri-refinement.git Cloning the repo should work for the nightly build too. Hopefully some art contributions can be made, we need hero actors and portraits. -
Sometimes, I notice cases where I think I can set a rally point somewhere and I frustratingly cannot, because the selection box of some structure is larger that it appears it should be. This is often a problem when trying to set rally points behind structures. It turns out that garrison flags contribute greatly to this frustration: 1) the garrison flag adds a lot of height to the selection box, to the point that ~1/3 of selection box on the left is actually the house. 2) the added height proves doubly problematic as this greatly increases the "inaccessible" area behind the selection box due to the default camera POV. Since nobody is selecting buildings by clicking on the flag, I made a patch to exclude the garrison flags from the selection box: https://gitea.wildfiregames.com/0ad/0ad/issues/7131
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@Dizaka have you seen https://replay-pallas.wildfiregames.ovh/Replays ? edit: of course you have XD. ill be able to upload some later today.
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@SaidRdz has a poll about what kind of content people would like. Sub to put your vote: https://www.youtube.com/@SaidRdz0AD/community
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Hero Death Notification
real_tabasco_sauce replied to Vantha's topic in Game Development & Technical Discussion
Could the sound be tweaked in a couple of ways to sound a bit more mournful/solemn? -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
@nifa any chance you could help with hero actors? -
you got part of it.
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Hero Death Notification
real_tabasco_sauce replied to Vantha's topic in Game Development & Technical Discussion
I think the second one is the current 'player resigned' sound. The first is rather complicated and similar to the resign sound. I think it should be quick and simple. -
Hero Death Notification
real_tabasco_sauce replied to Vantha's topic in Game Development & Technical Discussion
Yes, the first one is rather busy and would likely get lost among the other game sounds. The second one is much better. -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
That sounds great to me! -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
https://gitea.wildfiregames.com/0ad/0ad/pulls/7104 We have great progress on the civ, but among the remaining art tasks, we need heroes above all else. Both actors and portraits. German heroes: Boiorix Cimbri leader local attack range aura and global damage boost inspired by battle of arausio. should be a cavalry unit imo. Lugius cimbri leader loot bonus reduces enemy vision range inspired by raids on roman territory and the romans' fear of the unpredictable german forces. should be cavalry, but can be made an infantry unit for balancing reasons. Teutobod of the teutons Should be an infantry unit 500 extra HP like agis from the spartans provides a large speed boost to melee infantry inspired by large groups of charging infantry reportedly taking place at battles with the romans. Of these, sources only describe teutobod. Apparently, he was foreboding and athletic figure. Other than that, as far as I'm aware, basically nothing is known about these historical figures. I think creative liberties are fine here, like the use of some captured roman armor. -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
@Itms, I'm not sure if this is something you can change, but the top left button (WFG logo), seems to link to my personal dashboard. I think it would be nice if this linked to either https://gitea.wildfiregames.com/0ad/0ad or https://gitea.wildfiregames.com/0ad -
I think it should be a map resource that you could build farms over. However, I would only advocate for its use on select maps where the intent is to fight over "fertile" land. If this was a property of gameplay in every map, I would consider it gimmicky. An example random map would be team placement on mountain ranges near a fertile and resource rich valley. The valley should be easy to take but hard to defend due to the elevation bonus. Even in that case, though I'm not sure the fertile lands idea would work.
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
community mod version 13 is out! -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Ah, I didn't realize (left) and (right) would be misinterpreted. These are just to explain the three options shown in the image. All the actions are completed by the right click, since left click is for selections. It looks like you figured it out anyway, but the middle option is what you describe above: ctrl + click to just set the rally point. This is so that setting a rally point to a ram does not waste arrows or require you to re-set the arrows back onto units. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Thanks for testing @Effervescent Did you find the building AI controls intuitive? I recommend binding the hotkey "Focus Fire" but its not essential. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
community-testing.zip Ok, here is a testing version of the next community mod. A little bit of multiplayer testing will help us avoid the crashes we experienced last time. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
My understand is that 6948 was just meant to deal with the building vs. unit issue. A unit will still be high priority (despite not being hittable) if it is within min range. In checking that a higher priority unit exists, this unit would also have to be in the allowed range, so I think a single solution could solve both these issues. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
I think the target reset thing could be limited to siege units maybe. Siege units don't chase anyway, and I doubt performance would be bad since siege units have slow repeat times and you rarely see more than 25 of them. On the overshoot situation, I'd like to think its just about when the target is acquired, but I suppose we wouldn't want units to wait a whole repeat time before deciding to follow a unit that is out of range! There's surely a solution, and to be honest, I'd be ok with dipping a little into performance to find it, same with @wraitii pathing patch: https://code.wildfiregames.com/D5037 imo such significant improvements like these are worth a little decrease in performance. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
I figured this discussion would come up. Unfortunately, I think some improvements are needed for how bolts and catapults behave, and as will be seen later, all units. I made both of these reported as issues: https://gitea.wildfiregames.com/0ad/0ad/issues/7074 https://gitea.wildfiregames.com/0ad/0ad/issues/6948 What i noticed in regard to the first one is that bolts and siege towers may massively overshoot their min or max ranges depending on the movement on the chosen target: If you retreat units away from a catapult during the repeat time, the catapults will take the movement into account and still shoot the unit if it is outside the attack range. This results in shots that fly far away and very high. For bolts, this means a unit may be shot one time if it crosses the min range after the target was acquired, then it seems the bolt goes idle and keeps trying to shoot this unit because it gets shot as soon as it leaves the min range, even if other targets are available. What is interesting to think about is what this means for everyday units. Have you ever been retreating from some group of units and thought "how could that hit me?". Likely its been crossbows, pikemen, or ram ships, because they have a slower repeat time. Even if the amount a unit can move in 1 to 3 seconds isn't that far, I think everyday gameplay would be more readable if no overshooting was possible. I am almost sure of the reason: Range queries are done after the completion of the last attack.