-
Posts
1.801 -
Joined
-
Last visited
-
Days Won
38
Everything posted by real_tabasco_sauce
-
Well it could increase the interest in multiplayer. There are plenty of players nowadays that expect some kind of quick matchmaking option to get right into gameplay. But this would be a drop in the bucket compared to the interest in single player. I think many single player users really like the art and graphics for city building. The main benefit would be to encourage multiplayer players to try competitive play more, and develop the competitive scene. Also, matchmaking is very streamable, so this could potentially contribute to viewing interest in 0ad.
-
As for beating the AI, this is probably just a little slower eco. Because of citizen soldiers and batch training, as well as other factors, one can pull of a much faster boom in 0ad than in age of empires games. This probably comes as a surprise if you are used to a slower economy like in AOE2. @ValihrAnt has a great economy guide. Here is his youtube channel: https://www.youtube.com/@ValihrAnt I wouldn't oppose changing the costs of the eco techs, but I imagine this could be a point of debate for a lot of people. You can find technology prices here: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies As for trample damage, it has been discussed a lot, but I think it would be best implemented in a unique unit, or perhaps a for a class like chariots. Things could get confusing/counterintuitive if all cavalry did trample damage.
-
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
I mean for the animation to include walking to different points. But that food is still taken constantly. Oh but I guess a huge problem with that would be that the unit is too far from the actor. XD that would be bad. -
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
well if 5 farmers all take the exact same animation during farming, that looks even more strange than staying in the same spot. -
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
I think since we have large fields and slower units farming, spreading out with points (like aoe2) would not work very well. Maybe it would be fine to allow resources to accrue even if the unit is 'walking'. in that case, it would be sensible to use a farming animation, where workers could select 1 of three or five of these animations. However, that sounds like plenty of trouble. -
Improved Farming Animation / Mauryan Palace
real_tabasco_sauce replied to Gurken Khan's topic in Gameplay Discussion
You are not even correct about the things you want to hate on: This is factually wrong and proves you have strangely little experience with 0ad compared to the amount of demands you make. That is comical, especially since you said this: -
yeah it can be easy to find which civs need more 'spice' if you go to the civilization description part of the tech tree.
-
Vulkan - new graphics API
real_tabasco_sauce replied to vladislavbelov's topic in Game Development & Technical Discussion
-
hmm, i prefer that unit limits are used only for special units, like they work well for centurions imo. I think we can use more creative means to balance their availability in p1. The economic opportunity cost is already huge as is, especially since they are trained from the syssition. One thing that can be iterated by techs would be train time. One could use it to heavily penalize train time in the early game while restoring normal train time in p3. What this does it it gives the opponent fair warning if they scout and notice the syssition, and it substantially increases the opportunity cost of getting p1 champs (increased time to get value from investment).
-
Disable unit overlapping
real_tabasco_sauce replied to Yekaterina's topic in Game Development & Technical Discussion
Yeah, as I said before, its a very steep tradeoff, so there is only so far you can optimize. But if you want to experiment more to find even better values, that would be worthwhile. The video in the patch shows pretty low overlap, but what it doesn't show are units kicking each other off of buildings and resources, and units walking in slow motion, which happens when they push each other more strongly. -
Disable unit overlapping
real_tabasco_sauce replied to Yekaterina's topic in Game Development & Technical Discussion
I'd say boom times are quite comparable between a23 and a26. I think the slinger balls had a good bit of overlap at times, hard to say it was better than current overlap. See what you think of my middle ground pushing values, I thought they were pretty good, but its a difficult thing to quantify. -
I really want to experiment with p1 champions for spartans. In fact, I have a community mod branch made to implement @borg-'s sparta patch at the ready. I'd like to try this out in the community mod once that is ready for a27. With one or two iterations, we could make it very polished.
-
Disable unit overlapping
real_tabasco_sauce replied to Yekaterina's topic in Game Development & Technical Discussion
yeah there is only so far you can optimize the current situation. The tradeoffs become quickly apparent when changing the existing values. -
Disable unit overlapping
real_tabasco_sauce replied to Yekaterina's topic in Game Development & Technical Discussion
Have you tried the values I suggested in the patch? I think they were a pretty good middle ground, as there are many undesirable behaviors outside of certain ranges. 1. being the "bog down" of pathing units. 2. bulky units can be pushed into interlocked pairs. and a few more. I think it was being considered for committing but people lost interest i guess.