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Everything posted by real_tabasco_sauce
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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.
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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.
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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.