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Everything posted by real_tabasco_sauce
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Hi @Duileoga, These look really good! @wowgetoffyourcellphone and I are interested in developing these nomad civs for vanilla 0ad. For the xiongnu, I really like 3 of your buildings for the role of "royal yurt". Also, the barracks, stable, and market would do great. I see you have a lot of permanent buildings too. I have tech for the xiongnu called "han diplomacy", and its basically meant to unlock some of the influence from the Han dynasty. So for the dock, it would be really cool to start with a simple yurt-based boat yard (basically what you have here, but with a small boat frame or skeleton on the ground near the yurt), and then upgrade to the dock here with the tech.
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@guerringuerrin the merge requests are all in: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests I just need to check the maps compatibility with feldmap. I suppose I could just copy over the resource balancer so they are identical and then in theory, players could apply the mods in either order.
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Well its moderate effort in general, but there may be a couple of things that would need to be done differently in a26 vs a27. I think I would just do sparta, roman, athens, carth, and mace updates in another community mod update. (carth and mace ones are pretty small). btw, if anyone just blurts out an idea for a briton team bonus I could do that super quick.
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Ok I thought about it and I decided not to reconsider. I can't think of an example, at least not in an RTS game. no, damage would do that, also remember that ranged units can currently kill catas and bolts easily. I would argue 5 seconds easily achieves that. Its not like you can't plan their position if they pack faster. So "countering bolts" is just "Oh I see a group of bolts packing up, I guess I will walk away and take no damage." yeah that's really fun and cool, well played. Your last point really highlights their enjoyability (or lack thereof) to play at the moment. @Atrik I don't think you realize how much 10 seconds is. Its literally almost 1 percent of an 18 minute game.
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yeah fair points all around. if some tech boosts construction speed, better to let it be standalone. any other recommendations for this next version? I have the following: non-random arrows reverted, -25% building arrow damage (fire rate) to equalize melee unit TTK. This means ranged units survive a little better compared to a26 vanilla arrows, but otherwise its the same. Pack time for bolts, catas 10s -> 5s. Immortals cost is now equal for ranged and melee, switch time now reduced a little more to 4s. Stone wall garrison space is doubled, allowing for 16 to fit on large stone walls and 8 on medium walls. Loom cost decreased from 200 food, 40s to 150 food 20s. the last two there are committed to svn already, so may as well test.
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ok, heres an idea: Let the carry capacity upgrades in the storehouse have a flat bonus to construction speed. Why: Wicker baskets, wheelbarrow, and cart are fairly underused, since in many games it is preferable to just build additional drop sites when gathering becomes inefficient. I think it would be great to add a small bonus to construction speed to each of these, something like 10%. It is perfectly realistic, and could add more options for civs that find themselves in need of many buildings. just a thought, and it would be easy to do in the com mod.
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How slow? On a good machine it's about 2-4 mins. I meant the game once it is built. For me, the build process is quite fast, under a minute. in game, we are talking 1 to 4 fps as soon as I start moving the camera. on anything but windows, yeah that's (hopefully) because I don't yet have code to use the GCC builtin.