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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. nevermind, @Lopess I found them in your repo. Any idea why the oars might be going backwards when I use the already existing oars? Also, @wowgetoffyourcellphone is there maybe a way to just delete the sail portion of the existing fishing ship? emblem: Maybe a little yellow? needs more contrast?
  2. @Lopess do you have any update on those ships? Where can I find the ones you made?
  3. @Atrik i think he's talking about garrisoning into a ram, not onto a ram to kill it.
  4. A turn in a 4v4 can be quite long, so there may have been more time than you expect for these inputs to be entered. however it is a bit fishy. Maybe screen record part of the replay to see what this looks like? Or maybe give the replay so we can watch it.
  5. I'm glad to see all this discussion In the future we can try some speed balancing to see how things turn out. @Dakara I see what you are saying about cavalry, but part of balancing CS units is considering their economic roles. I recall we discussed some naval balance stuff, maybe it was in the dedicated topic. We can certainly continue to tweak the naval balance. Scout ship to p1, also nerfing the scout ship a little, decrease fire ship wood cost. I can also add in the fix for the Kushite fire arrows technology.
  6. I don't see any parallel between the naval rebalance and a cap on the number of cavalry available.
  7. The map is designed for two teams. If you try 3 teams on stronghold or river, you get people in the water.
  8. yes they are removed. The community mod is for playtesting changes, and it helps to do them in isolation. It also avoids splitting the community.
  9. This was done in community mod version 27.1. It was about 2/3 the cost and 1/2 the build time. I think it was pretty good.
  10. @Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue.
  11. hello com mod players, thanks to testing, I found and fixed an OOS. If a little more testing is error free, I'll release the mod
  12. Han should be fine, since the units and buildings already exist. There might be issues with a couple of the carthage items, like the trade colony.
  13. For rushes yes. But if you try to do an early p3 infantry attack on a large map , and anyone has cav on the enemy team, you are pretty much guaranteed to get surrounded and 2v1ed. in smaller maps, you are closer to your own buildings, walls, and importantly your allies. in any case, I’m glad there’s more sentiment for speed balancing, we try out a couple alternatives in community mod versions.
  14. in my experience, larger maps are stronger for cav because there is more space to exploit the speed difference.
  15. I’ve left it alone so far. Or are you saying it should be lowered? everyone chill out, these aren’t final! I’m setting up some stuff in the community mod. If we spend some time testing seriously, we can figure out what works and what doesn’t.
  16. @Lopess do you have any updates on the boats? I think just the bigger arrow ship should get some extra features, like shields and a sail. I'll see if I can get an emblem done.
  17. Trying to make the maiden guard units for maury more interesting: archer: 100 wood, 90 metal 1.75 sec fire rate 90 hp, higher pierce armor, lower hack armor faster move speed and accel less range less attack prepare time swordswoman: 100 food, 90 metal lower hp less pierce armor higher hack armor faster move speed and accel https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70 1546905375_ScreenRecording2025-06-15171601.mp4
  18. 3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future.
  19. i'm going to go ahead and do 3x counter. Anything else to do in the near term?
  20. units don't actually fight in the formation, and selecting a formation over another just for the bonus and not for the formation of the units is gimmicky. I think formations are fine to remain as-is for organizing troops and for cosmetic reasons. There are more straightforward ways to address the issues you raised, like some speed balance and diverging the different roles of units.
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