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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. You obviously need to see resources. If you can’t find a place to start, the winner is the person who finds resources first.
  2. 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
  3. 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
  4. @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.
  5. you can delete unbuilt foundations and get resources back. if you delete a partially built cc, you get a fraction of your resources back.
  6. 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?
  7. For boiorix, I like this helmet. Teutobod with better resolution. Might not be too hard to use this as the start to a portrait.
  8. 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.
  9. for lugius and the above issue with colors, I just gave him the viriato armor. I think it looks pretty good.
  10. 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.
  11. 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.
  12. I might attempt some hero actor designs. Maybe from those, it will be easier to make some portraits.
  13. 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)
  14. 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.
  15. 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.
  16. maybe an alternative could be to take inspiration from this? https://en.wikipedia.org/wiki/Gundestrup_cauldron
  17. did you checkout the gitea branch or clone the mod? I'll test the branch version periodically to catch errors. What about the banner?
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. @Dizaka have you seen https://replay-pallas.wildfiregames.ovh/Replays ? edit: of course you have XD. ill be able to upload some later today.
  23. @SaidRdz has a poll about what kind of content people would like. Sub to put your vote: https://www.youtube.com/@SaidRdz0AD/community
  24. Could the sound be tweaked in a couple of ways to sound a bit more mournful/solemn?
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