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Everything posted by real_tabasco_sauce
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Thank you for all your work over these years Stan! I so appreciate your immense leadership on the project, and always coming in to help out even volunteers with very little experience like myself. You always made everyone feel very welcome and I can't thank you enough for that! Best regards for your future endeavors.
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===[COMMITTED]=== Achaemenid Siege
real_tabasco_sauce replied to LordGood's topic in Completed Art Tasks
true, but their cavalry can cover so many bases better than swordsmen and slingers. Its just such a strong mid game and late game civ, i'd hesitate to add the additional capabilities. -
===[COMMITTED]=== Achaemenid Siege
real_tabasco_sauce replied to LordGood's topic in Completed Art Tasks
I think adding catas and bolts would have to come with some kind of nerf because then there would basically be nothing the civ can't do. -
I'm confused by Greek houses...
real_tabasco_sauce replied to Hemachandra's topic in Gameplay Discussion
Well the balance here, especially for siege is that you will have a lot of units nearby to defend rams and catapults. That being said, a current problem I have noticed for the last couple of alphas is that melee units are very highly armored and that ranged units do much more damage than melee units. So its not just the elite units that are 'unkillable' its really more about the ranged vs melee balance. to address this, I have a patch and a merge request in the community mod (https://gitlab.com/0ad/0ad-community-mod-a26), which may eventually be accessible in the mod downloader for testing. -
autociv hotkeys in base game
real_tabasco_sauce replied to BreakfastBurrito_007's topic in Gameplay Discussion
Well the point here would be to allow changing those files if all players have the same mod, but ensure that they are inaccessible if the checks are disabled. If this can still be fouled, then maybe increase number of files that are off-limits to mods. -
autociv hotkeys in base game
real_tabasco_sauce replied to BreakfastBurrito_007's topic in Gameplay Discussion
I have made a few mods and I have fixed mods. I do not hate contributing with mods. I love that modding 0ad is so easy and I really dislike that you are selfishly trashing the honor system that has worked until you showed up. And people will continue to believe that the earth is flat and that space doesn't exist against any line of actual reasoning. -
autociv hotkeys in base game
real_tabasco_sauce replied to BreakfastBurrito_007's topic in Gameplay Discussion
right, so now all you have to do is package it as a mod and it will be used more frequently. Perhaps going forward, some files should be made impossible to overwrite using a mod when checks are ignored. -
autociv hotkeys in base game
real_tabasco_sauce replied to BreakfastBurrito_007's topic in Gameplay Discussion
Stop saying this. You are gaslighting users that don't know better. I have never seen evidence of players revealing the map, and I have only once seen a player reading allied chat. Revealing the whole map is on the same tier of cheats as having the computer do part of the game for you, aka highly egregious. Furthermore, your mod is threatening because it is packaged nicely and highly distributable and it contains multiple cheats under the guise of a GUI mod. The difficulty of making their own cheats is an obstacle to 99% of would-be cheaters. In most games, cheat developers are the reason for cheating problems, not individual cheaters. The real solution would be for you to own up to your mistake and only use your mod against proGUI players. -
autociv hotkeys in base game
real_tabasco_sauce replied to BreakfastBurrito_007's topic in Gameplay Discussion
I think its also done in age of empire, but I can't confirm. -
autociv hotkeys in base game
real_tabasco_sauce replied to BreakfastBurrito_007's topic in Gameplay Discussion
You forgot: Autoqueue: Acts individually per production building, must be turned on manually. Trainer: Acts globally on production buildings with no user action required for training. -
This priest is on the juice for sure.
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Hi artists of 0ad, the nomadic factions need some additional buildings to fill up the tech tree and round out their content: Royal Yurt (xiongnu) : This is supposed to be a larger and more decorated yurt that would house the leaders of smaller subgroups within the xiongnu people as a whole. Each royal yurt will allow for 3 warlord units and provide 10 pop just like a house. Dock (xiongnu/scythians): This should be a very simplistic building. Its completely ahistorical, but a necessary structure for the nomads to fit in. It could basically be a yurt on land with a rope ladder serving as a boat ramp. Possibly some scrap wood could be added, or the 'skeleton' of a small canoe or river boat. Stable (xiongnu/scythians): This should be a simple cover for horses and/or equipment, possibly tarp-based. A small fence would complete the structure, making it rectangular. Ovoo (Scythians): The scythian ovoo is currently the xiongnu one, where it was actually built differently with mostly wood piled up and an ornament at the top. Wonder (Scythians): Kurgan (burial mound). https://www.cam.ac.uk/stories/gold-of-the-great-steppe-exhibition Some help on these items would be awesome!
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https://www.sciencenews.org/article/asia-xiongnu-nomadic-empire-expansion nice article about xiongnu.
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===[TASK]=== Crowd Sourced - Thracians (Faction)
real_tabasco_sauce replied to Cleo's topic in Game Modification
Sorry @Genava55, I'll keep quiet on history lmao. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
https://github.com/0ADMods/suebian_art/tree/main/art/actors Seems like garamantians are in the suebian art repository. I was going to just check out the units and buildings, but I think surely this is a mistake and something else was supposed to be committed? -
===[TASK]=== Crowd Sourced - Thracians (Faction)
real_tabasco_sauce replied to Cleo's topic in Game Modification
They are great! Did you draw them, or are they from screenshots? I think they would just need to be resized into 128x128 or 256x256 pixels. And I think it would be pretty easy to make the mercenaries green toned. If you share me the png files I can go ahead and do this. I would also crop them to have the same framing as the vanilla icons, if you don't mind. Apparently the chariots are in fact historically accurate, look at this amazingly well preserved chariot: https://www.rferl.org/a/bulgaria-tomb-raider-thracian-chariot/31324243.html -
===[TASK]=== Crowd Sourced - Thracians (Faction)
real_tabasco_sauce replied to Cleo's topic in Game Modification
@Duileoga where are you working on this civ? I'd like to check it out. Like do you have a github link? -
===[TASK]=== Crowd Sourced - Thracians (Faction)
real_tabasco_sauce replied to Cleo's topic in Game Modification
Icon for this could be 'shields_wicker.png' -
Its high time we remember this absolute gem:
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How does Batch training (not) work?
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
so you can train just 1 unit but not a batch? Ive never seen this before. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
Well spearmen should be roughly the same, as they do a mix of hack and pierce damage. But with this change, ranged units kill rams 10% faster than they do currently. You could make it -3 or -5 pierce armor if you wish. Feel free to increase or decrease the armor to suit your preference, but the idea I had was to make more units decent at destroying rams, not just hack and crush damage.