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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. In part of a multi-mission campaign, you can have some section of it be very similar to a 1v1 vs ai, like a scenario. That is a nice bridge to how civs are played in multiplayer. Also, on bridging to multiplayer, its good for some campaign missions to explain how mechanics and balance works (like naval units, damage types, auras). Then why not just use the civ as is? Why are new civs required? If some historical group is important, you don't have to represent it in totality (Ie protagonist can be ambushed by Thracian units on the way to Persia, even while we don't have a complete thracian civ). Well it completely changes the way 0ad works, so even if the ideas were excellent, having to start from scratch would mean a ton of balancing pains. The design is questionable: some civs can evolve with each phase, while others like the Han or Mauryans cannot? How do you balance that? If the Greeks can become athenians, spartans, thebans, corithians, and syracusans how on earth do you plan to play against them when any of their options can be completely different after a single phase-up? Let me explain the one click strategies part too: if strategy boils down to "I clicked syracusans but you clicked spartans, i win", this is very lame gameplay. In aoe4, casters talk less about build orders and more about which monuments players chose to beat the other. It makes it almost like a card game. Lastly, here is the worst part. Campaigns are a huge effort, i understand. But TONS of creativity is allowed! So why completely rework the multiplayer side, which depends on intricate balance and multi-layered civ design in order to supply a more rigid framework for campaigns? So, i still don't see why this system is required, unless choosing between Spartans and Athenians is an important part of a mission? <- which also makes no sense
  2. I also fail to see why completely reworking the civ design benefits campaign design. If you add on the massive detriment this would have for multiplayer in exchange for this supposed improvement to campaigns, and the work this would involve, it becomes clear that frankly this isn't a good idea.
  3. Hannibal's trip to Rome would be cool. Perfectly suited for a campaign, we have the civs, and its famous.
  4. Well it’s not prevented 100% it’s just that there is less time for the unit to travel past the max range and therefore it’s not so egregious. ie overshoot by 0.5 sec isn’t as bad as overshoot by 1.5 sec. For bolts, it’s overshoot by 1 sec versus 6.
  5. I just had a question about how this affects unit chasing when cavalry are chasing infantry. It turns out the difference is pretty minimal and is hard to capture on video. The concern was that the range checks during the repeat time would cancel a jav cav's attack, making chasing buggy and ineffective. So, i did a quick test: 5 mercenary skirm cavalry chasing 20 regular skirmishers. with the change, it took 1:46.65 to kill all the units and without, it took 1:56.49. I don't think there is a mechanism for interrupting the jav cav's attack: once the cav can attack an enemy unit, the attack will take place. What this approach eliminates is the case where a cav can launch 2 projectiles from the same spot in a chasing scenario, with the second one being substantially farther than the unit's range.
  6. Also sparta enthusiasts, I added a slight buff to the spartan hoplite itself, a 10% damage buff in the form of repeat time. This way the unit is strong without having to get the full tech tree.
  7. When i re-introduced non-random arrows to the current version, i balanced p1 building arrows on the weaker side out of an abundance of caution. 2 default arrows is closer to the sentry tower's original dps, so i think its appropriate to try it out with 2 arrows. the change to the sentry tech is important because the value of adding 1 arrow to a tower depends on the number it already has.
  8. https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls pull requests: 1) implementing the additional range checks to fix unit overshooting, 2) some miscellaneous fixes balance adjustments, and building arrow adjustments: sentry towers get 1 additional default arrow (minimally affects fully garrisoned damage). CC repeat time decreased from 4.500 to 4.000 seconds, as many players said it was too weak. army camp repeat time 2.500 -> 3.500 (it was mistakenly unchanged in the current mod) sentries tech now uses 50% more arrows instead of +1 arrow. This makes default arrows go from 2 to 3 for sentry towers, and 4 to 6 for defense towers "professional garrisons" tech buffed a little: +4 default arrows to +6. for the romans, I gave onagers a slight buff and made roman reforms a little bit cheaper.
  9. Basically, its because the min range is not checked with a parabolic approach, while the attack is parabolic.
  10. https://gitea.wildfiregames.com/0ad/0ad/issues/7188 from what I can tell, the bolt shooter fix will need to be in the c++ code, so it can't be done in the com mod :C
  11. In the community mod, you can also get a nice experience with spartan hoplites. Basically you can train them in phase one and they promote to Olympic champions which are the best spear infantry in the game. People tend to play the community mod fairly often, and the changes are less sweeping than what @Emacz has put together. you can get the mod in settings->mod selection-> download mods
  12. 99% of the time you want all 5 farmers. I'd only recommend less farmers if you don't need all your farms fully occupied (ie you move some women over to food). Even in that case, its not really worth the clicks to spread the women out.
  13. I guess it works ok for campaigns, but like @wowgetoffyourcellphone said, its seems fine to just make a campaign only civ as needed. However, I am completely and totally opposed for what this near complete rework of 0ad civ design would mean for multiplayer. 1-click strategies (chosing civ specifications upon phase up) results in cheap gameplay. If the civ design itself depends on what option you choose then the game could be decided by clicking A when your opponent clicked B. The same thing goes for the "cards" you get in aoe3. additionally, it would mean each umbrella civ is capable of a massive number of strategies which makes trying to counter them or shape the game early on pointless. (an example would be denying metal when your opponent is likely to go for mercs). Since phase 1 is the generic "umbrella" civ it means we will lose many interesting and fun p1 civ bonuses, like the spartans p1 gameplay, or briton p1 gameplay which often involves slinger rushes and forward builds. How would Iberian walls work? Would this not force the Lusitanians to start with walls?
  14. Hello, community mod players This is possible to add this to the community mod, although it comes with a pretty minor performance decrease. On the upside, we get more responsive engagements and unit ranges hold true no matter where the target travels. The benefit to testing this in the com mod is we get an idea of the balances effects as well a more complete idea of the performance impacts. On the balance changes, I expect this to make retreating less punishing, improve spear cavalry chasing, and make ranged units easier to micro around melee units (ie like for ram ships). Are you all ok to try this out? I'll also look into the bolt shooter unitAI.
  15. How would you get a rating in that case? I thought the problem only existed for those with a rating.
  16. https://gitea.wildfiregames.com/0ad/0ad/issues/7185 i made an issue for it.
  17. bolts for sure, but others aren't so clear. I think slower speeds in general would be more enjoyable though.
  18. speed is just the projectile speed. Units account for the direction of their target when attacking, but not any changes after that. So speed effectively controls how easily projectiles may be dodged. I think for a few units, projectile speed is too fast.
  19. Wouldn't it be a good fix to only execute degarrison commands if there are units to degarrison? It seems sub-optimal to have a ton of commands that don't do anything.
  20. Hey @AInur, A decent number of multiplayer players like to use the community mod. Basically it is a balance and gameplay experimentation mod that has been updated a few times since a26 released. I think most of the com mod players would say that balance is overall better than the base game. In the case of champ cav, they are still strong of course, but they are not almost invulnerable like they are in vanilla. If you would like to give it a try, go settings->mod selection -> download mods
  21. This one is hardish to detect as a spectator. You can see that players with "quickstart", which is both in proGUI and a standalone quickstart mod, will often have all their units gathering or building by the 2 or 3 seconds, while the fastest players without this mod cannot do it so fast.
  22. I think I see your complaint, @Genava55. You're worried that using the Cimbrian wars to set up the "Germans" civ closes the door to the later germans. I'm afraid that's true for the current version, but nothing is ever set completely in stone. I think it would be reasonable for some content to represent post cimbrian war germans, setting up what players would probably expect as "Germans" like you said earlier. I'm not sure what that would look like or how it would work, but I'd be fine with it conceptually. It just has to make gameplay sense. Could change a hero, wonder. for now though, I think we should solidify what we have already done so we can get it over the finish line.
  23. @Atrik you are alone in thinking that it is not an advantage. Also, individual games are not evidence. In order to truly determine the advantage, some data should analyzed with and without the mod. Why even debate whether or not its an advantage. We want to move forward and find a solution.
  24. I figure we should have a discussion so that players know what certain macros and automation mods look like. This way there is hopefully less superstition, and more awareness. I think it helps for hosts to know what to look for instead of relying on "hackusations". This is the progui autotrainer: 20241104-1713-04.6220386.mp4 Notice the end where the player gets housed, production and attempts to produce immediately cease. Basically well-distributed large batches of the highest size are produced as long as there is pop space. The unit composition is also very even. This shouldn't be confused with well timed batches, which are possible with one or two barracks, but not possible to do this consistently.
  25. @Samulis any chance you could cook up a ram ship sound? I'm thinking like an oar stroke into a big crash, with a little debris falling loosely into water afterwards.
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