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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Yeah im thinking like at least one unique unit per civ give or take.
  2. I'd like to keep up diversifying champion units. I think it could be cool to let the kushite axe champs be a bit cheaper, weaker, but fast moving. We did the chariot mixin, longsword mixin (not comm mod, but could be), we have the persian immortals weapon switching now. Any other ideas?
  3. These are the same forests in 1v1 mainland. For some reason the forest sizes change going from 1v1 to 4v4. I am not really a fan of how small they are in 1v1 games, which is part of the reason i don't play 1v1s much. imo they should be the same size from 1v1 to 4v4.
  4. I briefly put together a simple random map, a mountains version of mainland. Basically instead of the impassable cliffs, we have passable hills and mountains that don't disrupt resource placement. I suppose it could be a landscape of mainland instead of its own map.
  5. well I typically don't play past a 200 pop cap, but I have seen comments on youtube videos (like release trailers or 0ad reviews from youtubers) that seem pretty thrilled about the big battles and the graphics. So I would bet these are factors that drive interest in the game.
  6. The intent was for the neodamodes reforms to be kind of a last resort when sparta is low on military. IIRC the 180 pop debuff was there to justify superior infantry and champions, but it really wasn't worth it. When it was removed i think a lot of ppl were in favor of removing it. The neodamodes are not intended to make sparta a spammy civ, so I think they should be made a little weaker than the regular hoplite infantry, and also maybe make them unaffected by leonidas. Also, I think the p1 champs have turned out much less powerful than I anticipated, so I think i'll remove the train time penalty and move the movement speed tech to p1.
  7. I think the tendency of these large battles to happen is really a big selling point for 0ad. In other games, a "large" army might be 40 - 50 units. I think we just have to find a way to make these battles performant, balanced, and strategically diverse.
  8. i think attack move (units only) should take the place of the current attack move. That's the one I can safely say should be done by default. I have other changes that are very much just my preference.
  9. My new low-range laptop plays 0 A.D. at 100 frames per second. Well things change when you start up a 4v4 and everyone gets full pop.
  10. ok, today version 10 is out! Be sure to check out the new sparta content and the updated values for naval units.
  11. The current version works like this, where near by units are evaluated with precision, and P controls how fast the margin grows with respect to distance: The values above are arbitrary, just to illustrate. For a value to be sorted over another, it must surpass the other length^2 on the red line, and for a value to be considered lesser, it must be less than the other length^2 on the blue line. So this means the effect is more noticeable at larger ranges where a single unit is more likely to be considered the closest by many ranged units (or melee units).
  12. i think its a no brainer. No idea if 'Gain x (resource) for y deposited' functionality is in the game already, but if not it would makes sense for a handicap and for civ bonuses, unique techs (like, just brainstorming: "Hides trade: "gain 1 metal for every 5 hunted food deposited").
  13. Well, it is hard to say on performance: On one replay, I got a pretty sizeable improvement, but on a few others, it's been basically the same. @phosit had a significant detriment to performance on one replay. There are probably a few things that can still be done to optimize it.
  14. In sniping testing with @guerringuerrin, 11 40 vs 40 han xbow fights with P = 2 resulted in a mean victory of @real_tabasco_sauce +1.9 soldiers remaining (I was sniping, @guerringuerrin did attack move). In our vanilla control, sniping won all 5 battles, with an average of 12 remaining soldiers. So we have partially succeeded at least in the case of crossbows in making sniping less impactful.
  15. Now I don't know much about that game at all, but this sounds like a bad idea. It doesn't sound very beginner friendly. Eh, I wouldn't say that: in this case its a handful of players that want to use this mod. I am perfectly confident in 0ad's design and I think very, very few see fit to automate the economy to that degree. I see what the author said about "fighting the UI." In this case, we have stuff like freehand which adds functionality to make the game less click-heavy. However, progui reduces clicks by eliminating the need for those tasks to be taken by the player.
  16. 1. You blame me for the controversy when the mod is what is controversial. 2. My arguments and reasoning against progui are "provocations" now? Do they provoke you because they are good arguments? i'm sorry about that. The only real provocations I see here are you insulting my intelligence:
  17. How can you say I harass players if you haven't played in a long time??? I have done 0 harassment on anyone. There are many players that do harass the 2 progui users I have seen in multiplayer, with many many insults and unfounded assumptions about progui. All I have done in the forums and in team chats is present arguments against progui or just show people how to spot when people are using it. If someone comes in and says I have no right to my opinions because I am a noob, I defend myself. its as simple as that. Again, if you haven't played in a long time, where is this idea that I am berating progui players in every game? I have played about 40 to 50 games in total this year and spectated about twice as many. Quite a few of those games were with atrik and I think only once did I have an argument with atrik, which was because he said I am a noob and can't have an opinion on the matter. For the most part its been smooth sailing despite our different opinions. Its really only been recently that @Atrik started insulting me as you can see in the forum threads, which surprised me. lastly, it is against the multiplayer terms of use (item 8) to purposefully gain an unfair advantage in multiplayer. There is nothing wrong with the mod itself, its just morally wrong to use it in competitive play. Now here is my final stance on the matter: Hosts have every right to refuse a player if they are known to use progui or other cheats like map reveal. Its all an honor system, so if hosts don't really care, its no big deal.
  18. The only people not making mistakes are the people not trying anything. I'll admit bolts are op now, but the way forward isn't to restore 10 second pack times XD. I am working on the next steps to improve the situation.
  19. yes, but the integers are huge, so there is basically no issues with rounding. I can't tell if isqrt produces floor(sqrt(x)) or some other rounding.
  20. yeah there are also some where you don't have to use units to build buildings and ones where resources are just trickles that you capture. 0ad's style is just more complicated and its the first thing for new players to learn. I think more complicated games, with deep mechanics retain players better. I think this is why AOE2 is much better than AOE4.
  21. @Atrik Calling me a noob and putting random words in bold doesn't make what you have written convincing at all. Now you are also slandering a completely separate idea of mine you know nothing about. In the above you have written a lot of buzzwords but really conveyed nothing (like what the hell do you mean by randomized unit behaviors).
  22. Are you talking about Geriatrix here with the lies? I have never said you try to hide it, I just bring it up from time to time when I see others in observer chat saying what they heard about progui. Often they are superstitious about what other advantages you have. lastly, since this is your only real point for progui, I’ll just say i seriously doubt massively changing the way economy functions to make the game easier is a way to attract new players. Since you are interested, here are some things I bet would get new players interested: performance improvements, new civs, new units/content, lobby improvements, a ranked playlist and system for competitive play, steam support, and uhhhh a campaign. also then you would have to think about the issues of player retention by making the game’s economy fundamentally shallow.
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