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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. https://code.wildfiregames.com/rP25001 in here are the reasons for the change back to 200ms.
  2. I am not sure what you mean by the second half here, but I would be fine with either disallowing winning players to flare or re-activating the button and UI icon.
  3. hm, maybe try deleting that empty folder, and anything else in the mods folder that might be related to the community mod.
  4. I think that looks really good. Personally, I'd recommend using a slightly different color for the dirt mound part because it is very similar to the color of the stones.
  5. I'm not sure but IIRC units have preferences with regards to their target e.g. the Elephant class. Oh no, I was asking about the rangefinder (maybe its the rangefinder..). Ie, say 2 units are exactly the same distance away from my archer, how is the tie broken? Even if it isn't wanted for building AI, I think it might be helpful for a number of reasons to have a "coarse" rangefinder for situations like these, ie finding the unit's position to the nearest x meters where x could be 5, 1, 0.5, 0.1, etc. Then maybe x could be a property in the templates. For instance, archers have a bit of a problem with overkill, so you could set X to be 3 or 5, so that they more often choose different targets. Then for short range units, something like 0.5 could be used. In buildingAI, it could inherit an array of the closest units and target randomly from those. That way with the fort you could set x to 5 so that the closer units are shot when they are farther away, but when the fort is surrounded, you kind of have a "fire at will" appearance, shooting the closest at random. might be kind of a mess though for buildingAI, because a ton of functions would probably need to use arrays where they don't already.
  6. yeah I tried to set up a pause between firing rounds, but I couldn't figure it out. I think it would improve readability and the micro options. Anyways thanks everyone for the ideas for improvement. I'll use these ideas to better refine the non-random approach the next time I introduce it sometime in a27.
  7. I was thinking something like this would be an elegant way to achieve this effect:
  8. So is it a realism argument? Missed arrows damage nearby units. To be fair, the accuracy pretty effectively accomplishes this, especially for forts. Also, the natural movement of units often spreads damage over a handful of units, as the "closest unit" changes often. If the player notices this (not easy, to be fair) keeping that unit in motion will dramatically improve its survival and even decrease the effectiveness of the building arrows. So there is ideally a nice back and forth should a player use the manual targeting like this. I suppose a max number of attackers value could be used sort of like something @wowgetoffyourcellphone proposed a while ago. IMO this approach is heavy-handed. One idea I brough up on overkill discussions was this: add a new range query for determining the closest unit with a flexible degree of rounding. In these large scale battles mentioned by @Feldfeld, what is currently "the closest unit" could be 2 to 5 units, or maybe more. @Stan` is there already some sort of tiebreaking mechanism when two targets are exactly the same distance?
  9. AFAIK, ships will currently try and aggro enemy ships. Yeah the only practical difference is that the Building AI is a stream of arrows (or a multi-arrow blast :D) that can be done while moving.
  10. ok so basically unitAI is responsible for just about all the entities, so ships and siege towers have UnitAI. BuildingAI is responsible for the building arrows. in @wowgetoffyourcellphone's work, they no longer have anything to do with buildingAI, and instead behave like infantry, cavalry etc. By default they will target the first enemy they see unless you give a specific target, just like regular units. I think the ship classes do an excellent job on emphasizing ship positioning: Keeping vulnerable ships protected, flanking with ram ships, massing arrow ships together, raiding fish with scout ships. The main thing is that ship gameplay won't be a total snooze fest XD.
  11. not sure what you mean with this. The ships are now like any other unit, (archer, pikeman, etc) in that they don't have buildingAI. So there is no buildingAI to be had. im sure there will plenty of strategies and micro involved.
  12. They are, the rework makes ships behave like proper units rather than water siege towers. And they have classes: scout ship, arrow ship, fire ship, ram ship, siege ship.
  13. Well @wowgetoffyourcellphone has already put together a pretty awesome rework for ships, which goes a lot further. I'll die on the hill that ultimately a non-random system is superior, but I can agree that the implementation of non-random arrows haven't hit the mark I was going for: Manual targeting isn't used much, some buildings are too effective, and others like the fortress are still fairly ineffective. I'll put out an update sometime removing the non-random arrows, which may also help to serve as a negative control. I will bring them back at some point, with improvements for user control, cursors, audio cues, and more careful balance.
  14. When I did the melee/ranged rebalance, I reduced all ranged unit damage. I could apply that same damage reduction to the a26 building arrow values. I think that would be the simplest way to go about it. i won’t have time to make a new version for a while tho.
  15. AOE4 has this with the ninjas and they can damage/destroy buildings and drop smokes and run fast. I don't recommend this kind of mechanic. Now, it might be cool for a civ to have a unit equivalent of the scout tower. I think that would be cool for an american civ.
  16. So that disqualifies me from making points here? What are you talking about? siege towers can attack while moving. Bolts and catapults cannot. That is a masssssssive difference. This was probably historical accuracy. Also, this would be a very simple fix to make them balanced: Keep the low movement speed, adjust damage and accuracy. challenging for the wrong reason: you have to wait 10 sec + (2 sec prepare time) to shoot. They have never been OP because of their mobility and they wouldn't even if the pack time was removed. A better challenge would be to focus on rewarding manual targeting to make the most of passthrough damage by increasing linear splash and decreasing the single unit damage the same amount.
  17. @Atrik both bolts and catapults have been op before, but not because of their pack time. it was because of their damage. What would happen is a ball of 30 or so bolts could be formed that basically became invulnerable but immovable.
  18. I would say just high risk. Its pretty rare to get them in a position you actually get the rewards (because they are so clunky). Yeah, they are rarely seen in TGs and almost never in 1v1s (except for when vali pulls some wizardry).
  19. yes and I have these set to nothing. Can you successfully make batches? hold shift -> press 1111111111
  20. hmm, using shift+1,2,3 etc? I can use the numbers to queue single units, but not batches. You mean restarting the game, or uninstalling and reinstalling?
  21. ok so since this is a general siege discussion, I would like to post about siege pack times. Currently catapults and bolt shooters take 10 seconds to convert between packed and unpacked. I think this is a needlessly long conversion time and it basically makes the use of catapults and bolt shooters highly clunky and annoying. Also, it massively reduces the surprise factor, which is important in 0ad. Often I see players prefer to use rams even when up against turtled civs that heavily counter rams like iberians. Lastly, pushing a player with siege ends up taking too much time for most games. in team games at least, the rest of your team may have lost the game before your catapults have made progress. I'd like to reduce the pack time to 5 seconds and the pack time upgrade to -50% prepare time, so they come up to 2.5 seconds.
  22. on "officer" type units, I don't really see the need to simulate these except for civ - specific reasons, like the centurions. Other than for special cases, there is really no point in simulating officers and lower level military leadership. It just seems like a complication that may as well be baked into the soldiers anyway.
  23. Well I unassigned the control group hotkeys, and this is also something you can do on mac. Now that I am on windows I am surprised this is different.
  24. no i mean more like a civic equivalent of the heroes we have. The ministers are more like an economic version of the trumpeters.
  25. @Vantha yes but it seems using numbers like this does not work and produces some strange behavior, like not being able to click. Can anyone else on windows confirm?
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