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Everything posted by real_tabasco_sauce
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Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
Hmm so i've found an unfortunate property of VS: VS automatically hides things from the gitignore in the file explorer. Now this is mostly fine when it's just files, I can click "show all files" and all the hidden files, including ones needed to build the game, are revealed. I can then build the game. However, the pyrogenesis.sln is hidden in the solutions page: which means one must navigate to build/workspaces/vs2017/pyrogenesis.sln each time to build the game. If I comment out "build/workspaces/vs2017" from the gitignore, pyrogenesis.sln appears in this menu. Its not a huge annoyance, but it would make things a lot smoother if I could just turn off "hide gitignore files" like it seems can be done in VS code: https://stackoverflow.com/questions/77939177/how-to-prevent-visual-studio-from-hiding-files-and-folders-in-gitignored -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
These look great! these could be used when I update the community mod changes into the development version. -
Do any windows builders have an idea what's going on here? Im trying to build on my clone of the gitea instance, and i've just ran update-workspaces.bat. For some reason, I cannot find vs2017 in VS. I figured something didn't go well, but there were no error messages. Furthermore, the folder vs2017 exists in git bash, but it appears to be nonexistant in vs2017. Edit: solved. VS hides things from the solution explorer if they are in the gitignore. Ive refreshed VS and closed it/opened it to no avail.
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Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
What's a good way to test someone's PR? Do I check out my own branch based off of their fork's branch? -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
When do trees get deleted? Does it apply to Roman siege walls? If immediately and yes, then it could easily be abused to eliminate enemy's wood supply. Could also be a concern for Athenian Walls in neutral territory. The walls have to be completely built in order to delete the trees. -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
I found a workflow that works pretty well for me. I can do a 'git remote update' to get the new changes to the master repository and then make my branches based directly on the remote. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Thanks for the heads up. I doubt OOS will be a problem, but I typically make a test mod and send it to a couple people for testing before releases. -
mm i think its fine only because you know what civs are capable of strong rushes like that. Also, imagine taking your starting cav off of chickens just to go find that your opponent is gauls and has been eating up chickens, so you are already at a disadvantage. Then, if they can see you, they also get info on what civ you are for free.
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Well i'd personally disagree with that. Knowing what civ you are up against helps you plan things out. Especially against civs that have strong early game units which you are unlikely to have time to notice. For instance if you don't realize you are against Maury and you aren't prepared to defend from a huge rush.
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Yeah knowing your enemies are up a phase is very valuable information. It is often easy to tell by territory changes in explored territory, but it does encourage some scouting. For instance if they are up very early you know you might be dealing with mercenaries or some other rush soon. On a separate note, I'd like it if territory lines were not visible in fog of war.
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Here are the details on this part of the reforms: Swordsmen -> legionaries, rank 3 swordsmen skirmishers -> lanciarius, rank 3 skirmisher both are trainable from the cc, barracks, and army camp for 50f 50w 15m after the reforms Cavalry availability remains the same spearmen, no matter what rank, will become "Conscript spearmen" that cannot promote. The reasons for this change was that the power spike of suddenly having so many rank 3 swordsmen from spearmen specifically was too strong. At the same time, losing the spearman unit entirely would put the civ at risk to cavalry. Also, the conscript spearman fills an economic hole that would be too problematic after the reforms. -
yeah we got cooked.
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@ValihrAnt OP
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Also, please anyone leave some thoughts on the current naval balance. I haven't seen much naval gameplay, so I don't know what to change. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls Here's a list of patches for the next version of the community mod. Feel free to leave comments. A short list: Champions trained from special buildings and temples train 25% faster carth sacred cav moved back to temple as a test. This is intended to greatly improve the viability of champions that come from buildings other than the barracks and stable. Han champ building cheaper 300s, 300m -> 200s, 200m loom 150 f -> 100 f team vision tech added to the market, still available in from the cc. Walls can be built over trees, destroying the trees upon completion (Thanks @Grapjas) Archer class buff: 0.2 more damage and +0.1 move speed for infantry archers. Han Crossbow buff: +1 pierce damage and +0.4 move speed (9.6 was very close to melee move speed) Ram armor rebalance: 50 pierce armor -> 30, 6 hack -> 7. Sparta adjustments: slightly longer train time for neodamodes (reduce spam) Champion train time penalty removed Syssition cost 200s, 200m -> 150s, 150 Champions in p1 hopefully more viable Champ move speed tech in p1 and cheaper. Macedonians arsenal available in p2, bolts available p2. (in a27) Romans update (in a27) fertility festival is not needed to train women from houses (civ bonus) unique tech: roman roads, global 5% movement speed buff. unique tech: marian reforms: Converts citizen soldiers to legionary infantry, which are rank 3 legionaries and lanciarius may be trained from production buildings with an cost profile of 50 food 50 wood, 15 metal. Centurions may be trained from the fortress Onager unlocked from the arsenal (Area of effect siege) I will add the athenian differentiation soon: https://code.wildfiregames.com/D3727 -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
@Stan` how will the gitea version be set up for releases? Will there be some actions related to signing and uploading to modio? There are a handful of things I could put together into a new community mod release. -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
Really? Nice work! Where/When did you do that? https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26 cool! its nice that these will be kind of centralized. Maybe we can make a branch a27, make it compatible with 0addev and merge it over at some point? That would be pretty slick. ^Although there would be a lot of file overlap, as in some cases, community mod features are just a27 stuff added for testing. -
Planned Disruption - Migration to git and Gitea
real_tabasco_sauce replied to Itms's topic in Announcements / News
Well it should probably need to be a separate instance though right? You don't want a lot of unnecessary files. I am working on a couple of mods and two of them use GitLab, which i've found pretty intuitive and easy to get started on. The nice thing is you can just clone the repository you are working on right into your mods folder. If you host feldmap for future development, i'd be happy to contribute! -
maybe if you cloned right into the svn directory?
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Geriatrix Stop behaving like this
real_tabasco_sauce replied to leopard's topic in General Discussion
I don't want to repeat the other 3 threads. See those and please move your last paragraph to the discussion @chrstgtr linked. I'll also admit that like you, I Iost my cool. However, I made no mention of your other games and I did not call you that word. I said "I have perfectly good GAME KNOWLEDGE, what I lack is PRACTICE, dumba**" I was discussing your mod with a player and you joined as I was writing. Just seeing that I was discussing progui made you explode, with some insults I found shocking because you had previously been polite. When you attacked my work, character, and intelligence, saying I shouldn't change the game because I am a noob with "No game knowledge," I simply had to fire back some shots. All this being said, lets all save this discussion for its real purpose please.