Jump to content

real_tabasco_sauce

Community Members
  • Posts

    2.240
  • Joined

  • Last visited

  • Days Won

    51

Everything posted by real_tabasco_sauce

  1. Sorry nobody filled you in @Vantha these units belong to the spartan civ in the working version of a27. The civ was reworked to be more differentiated and interesting. These "olympic champion" units are stronger than regular hoplites. The current champion hoplites are actually available in p1 and promote to the discussed olympic champion.
  2. Personally, using svn and Phabricator has grown on me. It is quite easy to put together a patch and it seems like a lightweight and flexible approach. I have had to do large pushes to git repositories like my vanilla-ified version of the nomad civs and in some cases it didn't complete, possibly due to the internet upload speed. One thing I am still unsure of is how to add .png files to a patch in Phabricator. Overall, I think everyone could get up to speed if everything moved to git, but it would take a while. "If it isn't broken, don't fix it" is kind of an applicable mantra here. That being said, if someone puts together a well organized and well documented repository with instructions on how to contribute, it would be convincing (at least to me).
  3. berries should be replaced with cookies with a gather rate of 15 so that the citizen soldiers become chubby.
  4. My understanding is that there is only relative elevation, which is used for things like the elevation range bonus. The issue would be how to change the value also by the direction of the unit with respect to the elevation change. You wouldn't want units going uphill to also speed up. So it think this would require a handful of changes to the game that would probably also affect performance. I believe the a road 'building' could have an aura in the same shape as its footprint, but I am more in favor of a general tech to represent this concept: https://code.wildfiregames.com/D5183
  5. Well siege range is already improved, now being 85 meters, which is just outside the range of archers with the tradition upgrade.
  6. if @Gurken Khan is right, this was the fix: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/6
  7. Hi @kennethmartin I am sure others will welcome you and get you up to speed, but I figured I would share you a few helpful links. This is where you can see all the tickets: https://trac.wildfiregames.com/report/3 How to build the latest revision https://trac.wildfiregames.com/wiki/BuildInstructions Writing patches with svn https://trac.wildfiregames.com/wiki/SubmittingPatches phabricator: https://code.wildfiregames.com/
  8. Right now the issue with garrisoning walls it you cannot get enough units up there to make a difference. No matter how strong the buff is, they will still be hugely outnumbered. With this in mind, I already doubled the garrison space on walls so that this approach can be much more effective. https://code.wildfiregames.com/rP27527 It also looks much cooler. I see the discussion on the wall protection and I have thought about this before, for example to restrict ranged attacks that can pass walls. However, this can be a pretty complex problem. For some of the above suggestions, the wall would need to have a 'direction' whereas they currently don't have one. So you can imagine the user accidentally placing the walls inside out and causing issues. I believe aoe4 does things like this but i'm not sure how successful that was. Potentially one option could be to restrict certain attack types over stone walls for any player, but even then there would be so many cases to take care of: would you make projectiles collide with the walls so that harmless arrows don't hit their targets? Would you make ranged units try to path around the wall when tasked to attack a unit inside? Would you make units within the walls unavailable for units to attack? It is intricate for sure. @gui456wSERTDYF were your walls stone walls or just palisades that were destroyed so quickly? Were you playing as the mauryans with stone walls? They have much cheaper but also weaker wooden walls. In general I think stone walls stay up for the right amount of time vs non-siege units, and that maybe palisades are a tiny bit too weak vs sword cavalry.
  9. to be fair, my browser thumbnails look pretty great. Maybe google already knows what I want XD
  10. I said 'bad idea' because letting the fish be infinite and significantly faster than farming would basically guarantee a player's victory if they have a 'safe' fishing source and their opponent doesn't. There should be a need to transition to farms at some point, or reach for more distant and dangerous fish.
  11. I think it could be possible to avoid the 'death' of the resource and let it reach 0. That way the fishing rate would be limited to the regen rate. One could even make a fish_depleted model where there are fewer fish in the water and only 1 bird circling above.
  12. I could just eliminate the small metal mines, and just keep the small stone ones. I see, in that case, I could increase the separation a good bit. You will still be able to access both with a cc of course just because of how much territory a cc has, but you won't be able to have both wood and the mines right next to the cc for protection.
  13. Ok I "managed" to add stronghold, both circle placements, river placement, and grouped lines which is nice.
  14. map_placement.zip This has all the placement options on the random maps, and also contains the new migration as well as the Coast Range map. For coast range, there is a bug with a couple of the biomes, so just use subalpine for the time being.
  15. The nice thing is this will also work with the 'Grouped lines' placement option, and probably the stronghold team placement. The Circle and Alternating circles could work if there was an approach to convert the circle to an oval and align the teams to either side.
  16. Personally, I am a fan of the chopping sounds.
  17. Hi all, After my enjoyment of 'hyrcannian shores' which is a nice hybrid (water+land) map, I decided to make something a little similar. Coast Range is a hybrid map with players placed in the middle with forests, food and some small rolling hills. The nearby sea has plenty of fish, but on the other side, a plateau rises from the hills with plenty of metal and stone, but no forests and no food. There is stone and metal among the middle, 'rolling hills' section, but it is only the small stone and metal mines. There's a couple additional things I'd like to do: 1. Make the coast a little more beach-like. 2.Give the plateau a little variation. It looks too straight. Any other suggestions?
  18. Basically, the goal of 0ad is not to simulate. There are other games that do this extremely well. Adding details like the population needing a trickle of food, or buildings needing wood/stone for 'maintenance' is a detail that need not be simulated. In my opinion, this will only result in annoyance and inconsistency. What I mean by inconsistency is if we try our best to simulate some detail like the operational costs of the city, but keep other things abstracted, it results in a contradiction.
  19. admittedly i only watched the last one but the civ design/balance decisions seem very questionable.
  20. Yeah, I already have siege and building's hack armor adjusted to essentially cancel out the 50% increase in melee damage. So the time it takes for melee units to kill buildings and siege is the same.
  21. Also I feel like many modern games would just call what we have a live service and charge a fee for each update.
  22. Its a pretty huge advantage for maury, but it is part of the civ's balance.
  23. essentially, yes. The armor reduction on melee is supposed to roughly match the -25% ranged damage. This way melee units do more damage to melee units + ranged units, but also take more damage from only melee units. The move speed change may or may not be needed.
  24. I would be more concerned with losing a lot of consistency and predictability in fights if %HP affected damage. I feel like its one of those details that need not be simulated in a game. To be honest, I think this will not be an issue at all after when melee/range damage is balanced.
×
×
  • Create New...