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Everything posted by real_tabasco_sauce
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Why can war dogs not be garrisoned?
real_tabasco_sauce replied to rejoicing's topic in General Discussion
Yeah, arguably there is less historical accuracy to train them from the stables, no? -
0AD Memes, jokes
real_tabasco_sauce replied to Yekaterina's topic in Introductions & Off-Topic Discussion
Slingers when Vercingetorix shows up: -
Much improved migration script. https://code.wildfiregames.com/D5129 Use radial spawning so that players may be either grouped with their team or spread out.Use space more efficiently: larger islands, more spacious islands. Main 'continent' is located in the center.Fix player islands merging with higher player counts (even on medium map size)Make starting islands larger and give them wood. Reason: players should not be forced to leave their home island, but instead decide a good time to leave to fight for control over the middle.Savannah generation gets 1 group of main huntable animal since there is little wood, giving the biome a considerable effect on gameplay, depending on the animal.
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0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
well that too, but I was talking about the oxford comma XD. -
0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
In favor of? I thought it was decided to use American English as default, but metric for measurements. Oh no, I meant I thought most people nowadays use the comma because its more legible, logical, and sensible. In other words, I thought the comma users triumphed. -
0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
interesting, I thought the debate was settled on this. -
0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
figured I would look at this and happened to catch "beveling" Sparta, like the rest of Ancient Greece were polytheistic, beveling in all the Greek gods. However, thanks to their materialistic society they had special affinity to warlike gods such as Ares and Apollo, however they were eager to please all gods. -
Do Carthaginian docks come with a free quinquereme?
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
Actually, what more likely happened is that the foundation was briefly spotted and then went into fog of war all while being constructed. Then when @krt0143 went back to look at it, the fog of war updated to it being completed and a ship had already trained. -
Do Carthaginian docks come with a free quinquereme?
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
not to my knowledge. I suggest you check the replay to know what exactly happened. My first guess would be that they already had a quinquereme and it garrisoned and degarrisoned from the shipyard shortly after the shipyard was constructed. -
Im currently working on reviving @badosu's maps for a26 and a27 function getFoodAmount(multiplier = 1, biomeConfig) { let initialFoodAmount = Math.floor(1 * biomeConfig.initialFood()); dWarn("Mutiplier:"+multiplier+" biomeConfig.initialFood():"+biomeConfig.initialFood()+" resulting initialfoodamount:"+initialFoodAmount); if (biomeConfig['evenInitialFood']) { if (initialFoodAmount % 2 == 1) initialFoodAmount++; } Have we done an update on the js version since a23? multiplier = 1 in the function declaration ends up being: <p class="warning">WARNING: Mutiplier:[object Object] Thus giving NaN to initialFoodAmount, unless I replace multiplier with 1 in the line defining this variable. Not sure why defining multiplier in the declaration doesn't work. Would it be the same do do it within the function with the following? multiplier = 1;
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Grouping mix-up when selecting grouped and ungrouped units.
real_tabasco_sauce replied to krt0143's topic in Bug reports
In the options, if you click off 'battalion style formations' at the bottom under session, this shouldn't happen. Also, if you right click on the 'no formation' formation, that will be the new default. -
yeah this is a pretty objective situation.
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Game Balance: Battering Rams, the 0 A.D. tanks?...
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
Well the rams are designed to be used later in the game when players often have full population. In that case, you would have a lot of melee units to work with, as well as some melee damage upgrades. With some practice in your economy and some familiarity with the units that can beat rams, I am sure you will be able to put a stop to them! -
Game Balance: Battering Rams, the 0 A.D. tanks?...
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
women are also good vs rams because they do a little hack damage. -
tool or factor influences game wins
real_tabasco_sauce replied to seeh's topic in Introductions & Off-Topic Discussion
What are the other functions of the autociv mod? I thought it only had to do with selecting civs before the game starts lol... The hotkeys are great. Also, you can set the limit on the number of dead bodies so that the game runs a little faster. I notice it on my computer. -
tool or factor influences game wins
real_tabasco_sauce replied to seeh's topic in Introductions & Off-Topic Discussion
Why do people keep saying I assume everything I am talking about? Of course I have played with the mod. It feels like I am sitting 'above' the game and not actually controlling the structures. I was playing an entirely different game. Right, but this is unintended and relatively harmless. And it is also not due to autociv, as far as I understand. There is a separate discussion for it. I do think it should be patched so that directing units while paused is no longer possible. So, this is not a good comparison. -
@wowgetoffyourcellphone Does this sound reasonable? I think it is just the onager part that you and @Genava55 are unhappy with, so if a future imperial rome civ uses these onagers, it would be simple to move them to the new civ.
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tool or factor influences game wins
real_tabasco_sauce replied to seeh's topic in Introductions & Off-Topic Discussion
The GUI part is for sure. And I am sure @Atrik's intentions were not to create cheats. But the intention does not matter here, since the end product includes cheats. There is lots of good game development going on, but this is not it. What this does is effectively remove a large part of the game. I wound not consider it a new feature. It doesn't enhance gameplay and it doesn't equalize parts since the players are already on a level playing field. -
tool or factor influences game wins
real_tabasco_sauce replied to seeh's topic in Introductions & Off-Topic Discussion
It's not so much the faster boom that wins games at the higher level. Its the fact that you need to give much, much less attention to your economy. I haven't seen you do this yet, but the best player I have seen using this mod will just do a full p2 cavalry attack with 100% attention to micro while their economy is growing on its own. RTS games have an important factor of multitasking. Where the player divides their attention is extremely important, and the ability to multitask is difficult and only improved by practice. The degree to which proGUI automates the eco loses part of this important aspect of the game. No, user experience is just the user's enjoyment of a product. And making things easier does not always make them better. I think players are just enjoying it because it is making it easier for them to win against people without the mod. I really doubt players would have fun if this was standard for everyone, since everyone could execute perfect booms and then balance would come down to civs and micro. The reason I say that is because with this optimization, you are removing part of the game. Sure its not a glamorous or particularly exciting part of the game, but it is an important one and one you have to learn. No I don't. Thats not very nice. Yeah I would say players that use the automatic features of the mod are cheating, but I also think its just an experiment that didn't really work out and that your efforts would be better put elsewhere. -
tool or factor influences game wins
real_tabasco_sauce replied to seeh's topic in Introductions & Off-Topic Discussion
ProGUI inherently degrades the gameplay experience because it removes part of the game from the user experience. The economy is managed 'above' 0ad so you don't actually play the economy part of the game other than build buildings. I am not saying you are here, but going forward, lets not confuse a skill gap and level playing field. In a 1v1, if both players take the same civ (and let computer specs be basically the same), it is a level playing field. If both have proGUI it is also a level playing field. If I go up against @ValihrAnt this is also a level playing field. If a player beats another because they are better at 0ad, this is not unfair. Automation to the degree of progui decreases the skill gap aka decreases the amount of learnable skills it takes to be better than someone else. Decreasing the skill gap generally makes for less enjoyable gameplay. -
Help with my first test mod please...
real_tabasco_sauce replied to krt0143's topic in Game Modification
The 'child' template inherits the values from the 'parent' and may update that information and/or add new qualities. So template_unit_champion_infantry_spearman.xml has a cost defined but units/gaul/champion_fanatic.xml, which inherits the champion infantry spearman template has a section giving a new cost profile to the unit. So they don't stack, they are just the new values. Sounds like it worked. Another way to do this would be to add this to the <identity> section of hero_boudicca.xml: <Requirements> <Techs datatype="tokens">-phase_city</Techs> </Requirements> Since heroes inherit the requirement to be in phase city, the - sign means it is removed for boudicca. Then to train her from the CC, add a line to <Trainer> in structures/brit/civil_center: units/brit/hero_boudicca