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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. Currently, acceleration and other changes to unit motion in a26 have all but eliminated dancing. You can still do it, more often done with a single unit like you mentioned, but its really not problematic. To make projectile velocity infinite would introduce many more problems to fix a non-issue. Fyi, I have a collection of upgrades designed to work on individual unit classes which are researched from the barracks and stable: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...unit_upgrades?from_project_id=36954588&straight=false I have done plenty of adjustments recently for them and I think they work quite well. Among these upgrades, 4 affect unit speed and acceleration (infantry swordsmen, spearmen, as well as cavalry spearmen and cavalry axemen). The upgrades are available in town (tier 1) and city (tier 2).
  2. Idk about "disaster" but it can be annoying. But, how to address it? I think for random (or procedural) maps a good solution would be to introduce variation in the position of metal and stone. This massively lowers the odds that the situation mentioned occurs, and also puts more "random" into the random map.
  3. yes it had several forms. Another one was formation dancing, where switching a group of units in a formation made them very difficult to hit. Overall, it made battles very difficult to predict. new players would get absolutely ruined if they hadn't figured out dancing yet. And yes, homing arrows (as in aoe4) would be a really bad solution to dancing. Right, the real issue here is the lag, which will hopefully be less severe in a27 thanks to @vladislavbelov @Stan` @phosit and others. Acceleration values can always be tweaked as necessary.
  4. @Helicity, your opinion is strong for someone that didn't play in previous alphas. I am pretty sure they are still available for download. The reasons for acceleration are: Visually appealing unit motion Vastly reduced the issues of dancing in competitive play Options for differentiating unit motion (spear cavalry faster compared to sword)
  5. There appears to be tradeoffs for acceleration. With no acceleration, you get dancing and less visually appealing movements, and less options for balancing/diversifying movement mechanics. With acceleration, you lose agility. I think the main value of acceleration is the additional mechanic it provides, (ie give spearcavalry +50% acceleration compared to other cavalry for improved chasing). It allows for more interesting diversification of units. With respect to acceleration making lag worse, I would disagree. What you experience in late-game 4v4s is almost entirely lag between turns with very little contribution from acceleration. Players have certainly complained about unit responsiveness in previous alphas before acceleration, and that was also because of lag. If you set up a 1v1, I bet you will find the units much more responsive and enjoyable to use. That being said, I would be fine with some reductions to the acceleration values and/or turn rates.
  6. Ok, but what makes https://code.wildfiregames.com/D4952 bad? There are already 2 very niche heroes for Maurya, one of which has an eco/military combination as @wowgetoffyourcellphone discusses. The other is a purely economic hero. It makes perfect sense to have a more militaristic hero in the form of chandragupta.
  7. You are not executing the command in the right directory. The reason it says no such file is because 0AD is not in your home directory. If its anything like my mac, it should be in Applications. Try something like: xattr -cr /Applications/0\ A.D..app
  8. Yeah, just changing the name would allow for that mod to be played, but other discrepancies will cause Out of sync errors, which is when your version of the game differs from others'. These discrepancies can be minor, like different values for crush by elephants, but in your case it is probably a big difference, like different locations for files and/or folders. I would suggest just deleting the mod and reinstalling it with the in-game mod downloader.
  9. Honestly, I'd say it's not very conventional. Its one of 2 attack rate auras. Also its the only global buff for eles. Also, I am not aware of any "soldier" auras that affect both armor and damage. The bonus affects a archer/spear + elephant composition like no other hero does and this is a signature comp for maury. I think the Mauryans need a more conventional hero for more general purpose fighting. The two existing ones are quite niche. Sorry if I don't really follow the logic here. I think having a eco focused hero and a military focused hero would be better, because the user tailors their strategy towards what the heroes enable. In other words, choosing a hero is a strategic choice. If the heroes all have low-impact eco and military bonuses (compared to higher-impact combined military or combined eco bonuses), I think we lose a lot of strategy. Now, I have done combined eco/military heroes and I think they are good, but to make 1 military, 1 eco bonus a standard for all heroes doesn't sound fun. I'd say some "conventional" heroes to change would be the roman heroes.
  10. Ok, there was some disagreement with naming Chandragupta's first aura "Great Standing Army." What do people think of the new name "Empire Builder" (Thanks to @wowgetoffyourcellphone) https://code.wildfiregames.com/D4952 And also, any last comments on the bonus itself? aura 1: +10% damage, +1 armor for non-elephant soldiers, 60m aura 2: +15% attack rate, +10% speed for elephant units, global
  11. I am a little bit concerned about this feature. If a corral can both garrison livestock and train livestock, then one could use autoqueue to establish an exponentially growing amount of unraidable, 0 pop food economy. This wouldn't be great in the early game (I think) but later in the game, making more and more corrals and autoqueing to fill each one from one another could result in a disastrous gameplay consequences. Players could make dozens of corrals just to garrison each one. Then, there is much more pop space for more champion cavalry AND it is economy that can't be raided, at least like women can be raided. I think if the trickle is low enough to avoid this, then it will be weak/unused and if it is higher, then it will probably be used as above which I don't think is the intended use case of this feature.
  12. If you are more familiar with AOE gameplay, "cycling" through CCs is common, but in 0ad, gameplay is much less CC oriented because economy largely comes from the barracks. In a typical more competitive game, players will end up with 1 or 2 CCs. With additional CCs used for resource acquisition or offensive positions. I'm not saying you shouldn't be able to cycle through the CCs, but that it might not be as helpful as it is in AOE2.
  13. Looks like the idea came full circle Anyone have thoughts on this aura? 1- global 15% attack rate for elephants, 10% movement speed 2- 60m radius: Non-elephant soldiers +10% damage, +1 armor of all types For bonus 2, I could make it only infantry or non-elephant, as it could be too OP with ele archers. -> Done, I made it apply to non-elephant soldiers. https://code.wildfiregames.com/D4952
  14. @zxphxr I think the issue may be that the mod is not installed correctly. The mod appears to be housed in the "user" folder where it should be in a folder called "community-mod" within "mods". I am pretty sure one of the checks for mod compatibility is that the folder names are the same. to access the mods folder: Go-> Go to folder -> Library/Application Support/0ad/mods Here is where you should see a folder called community-mod alongside other mods like BoonGUI. Did you get the community mod from mod.io? You could redownload the community mod from the mod downloader, perhaps after deleting any community mod related files from the folder "user". If you see "community-mod" within user, then all you have to do is move it out of user and back one directory into "mods".
  15. Yes you are right, the concept is the main thing. What I was mentioning earlier was not to make the resource icon smaller, but to just stratify the two, so that they are less overlapping. With the resource dead center, it is a little bit visually confusing.
  16. It also improves performance for some users. Some have a much better experience, while others don't see much of a difference. Probably depends on your computer. For me it was smoother movements and about 15 more fps. This is @leopard's video on the differences in performance: I should mention that "A26" in the video was actually the development version of a27 which included the spidermonkey update which was also a performance enhancement.
  17. Ah I see, well there will likely be at least 3 to 4 weeks before the first is released, just for enough branches to accumulate. Also it might take a bit to get it set up.
  18. They are all already in a27: Here is the changelog for community mod version 4: community_mod_changelog (1).txt
  19. I considered this, but I decided on the flat +50% train time because this would be a flat upgrade compared to normal champions. Too many strengths without tradeoffs will be OP. Remember that these units promote to olympic champions (even stronger unit) with xp from fighting, so allowing them to be cheaper and train faster in the late game would be OP for sure. The nice thing is that if they prove to be weak, this civ bonus can be easily fine tuned between community mod releases.
  20. Assuming we make a version of the community mod for a27, I will request to merge a branch for @borg-'s sparta ideas. I left out the two kings idea because of regicide issues and also 1 hero seems like a good thing to hold constant across civs. As for the champions, I think access to spartan hoplites in p1 is a must as this seems like part of the spartan identity. The current model implemented as a civ bonus is the following: Champion hoplites may be trained in p1 from the syssition, cost double population and half resources. This is a nice idea but my concerns are that they will become unhelpful later in the game by taking up lots of population, and that deviating from the 1 pop per soldier is introducing too great of an inconsistency. So, I thought of an alternative to the current model that would allow hoplites to be trained in p1, but retain their usefulness over time: Champion hoplites may be trained in p1 from the syssition with a universal -25% discount of all resources and costing 1 pop. However, their train time compensates for this discount: +50% train time. Note that a train time of 30 seconds means it will take almost a minute to train a batch of 2. Importantly, the +50% train time becomes less of an issue in the late game as the spartan player may build more syssitions. It may also be necessary then to add a limit to the number of syssitions available, perhaps 5.
  21. On button placement, I'd say moving them close to the bottom would work pretty well. Another option could be to add some transparency, but this might end up looking worse. But really it's good enough as is in the middle.
  22. yes from around 27390 to 27400 you can see community mod features. I'm pretty sure they all made it into a27. https://trac.wildfiregames.com/log/ps?action=stop_on_copy&mode=stop_on_copy&rev=27411&stop_rev=27390&limit=200&sfp_email=&sfph_mail=#
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