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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. Its high time we remember this absolute gem:
  2. so you can train just 1 unit but not a batch? Ive never seen this before.
  3. yeah this was meant as a psa. I haven't heard from @wraitii either, hopefully nothing has gone wrong.
  4. There are a lot of bots recently making comments copied from other comments adding a link at the end. See below for an example. A lot of them are very similar. Don't click the link. Hopefully all these accounts can be removed and their comments too.
  5. 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.
  6. I think it could be used, perhaps as a tech pair similar to the seleucids. But for the time being, I think we want to see how the current changes play out.
  7. Yeah you have been rambling on and on, but without clearly stating what should be done. You seem to do more writing here than reading other's posts. I do read your posts, and it takes a while. Just try to be succinct like I am in the above. A good writer can say a lot with few words.
  8. and cool unique units like the fanatics, trumpeters, fire cav.
  9. good news: https://code.wildfiregames.com/D4736
  10. So then @krt0143, what would you like done about rams? I have seen a lot of comments but no succinct suggestions. I proposed something I thought you would be interested in earlier, but maybe you didn't see it.
  11. Before you complain about being attacked, be sure not to attack others.
  12. Yikes. It was put nicely in the video, but its clear that the design here is questionable.
  13. Athens works doubly here since both phasing up and getting the hoplite tradition is faster. I'd say gauls would be a good 4th civ since upgrades are cheaper, and melee damage determines how fast they get xp in a fight.
  14. ok, then please do not insult game design or the careful balance we have worked to achieve in a26, and continue to improve.
  15. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/29 new version uses repeat time to nerf ranged units damage. This is in the interest of performance and so that the same number of units may 1 shot an enemy.
  16. I'd like to test this as would a number of people. I think @wraitii and @Stan` are either on vacation or have some more pressing matters. They have been the ones to release new community mod versions in the past. @s0600204 do you think you could release a version 5 of the community mod? This would help us test a few a27 patches as well as the proposed melee rebalance.
  17. I have two technologies for pikes within 'unit specific upgrades' one is longer pikes and the other is buttspike for increased cavalry counter.
  18. Not an ideal solution. Could a check be added that if (unit is moving and does not have orders to move), it does not receive the bonus of the formation it is in? I think this encapsulates all the possible cases where a unit of a formation can move and still count as 'in formation'. Although this might include pushing, pushing occurs very briefly and very rarely when in formation. While this would have a performance cost, I would expect it to be less than a bunch of overlapping and stacking auras, each with their own range.
  19. Maybe you made a new unit and didn't update the classes.
  20. The formations aura is possible and it is interesting, but there are a lot of details and nuances: Formations break: Should formation bonuses apply when units are no longer constrained to the formation? Sure the testudo should improve pierce armor for the formation, but why should it when the units take their own path to go fight? If you do give the formations auras as is, you will likely see players clicking a formation exclusively for the stat benefit and immediately surrendering the formation to unitAI. To account for this, I think the best strategy is to let the bonuses be tradeoffs: Ex. testudo: Units +5 pierce armor but -30% speed.
  21. On the reforms upgrade, I think the upgrade should just be about accessing them from docks and boats, with the marines already available from the gym in p2. If this is OP, the cost of the gym could be adjusted. so you mean they should be more generally applicable?
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