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Everything posted by real_tabasco_sauce
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Honestly why not do it for all buildings? I can’t come up with solid reasons not to. EDIT: i came up with one: fort in forest vs civ without catapults XD.
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Ok great, i'd like to hear suggestions. I haven't done anything in the components related to resources and foundations.
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Walls are pretty underused. Maybe some tweaks to cost/buildtime could be done, but avoiding wall spam is an absolute must. I think instead, some improvements could be made to wall placing. Is there any way to let walls not be obstructed by trees and destroy trees upon construction? Essentially the behavior of shrubs in the eurasian steppe biome, but for stone walls (maybe palisades too). The existing mechanic is very centered around the resource rather than the building being built on the resource, so it might be quite an undertaking.
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Age of Mythology: Retold
real_tabasco_sauce replied to borg-'s topic in Introductions & Off-Topic Discussion
This sounds absolutely awful. -
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.
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Hotkey suggestions
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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. -
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.
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OP youtube channel be sure to sub
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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).
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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.
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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.
