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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. How about instead of selecting "random" for map biomes and team placements, the users could use a checklist with something like "select all" and "deselect all" to make things quicker. That way particular biomes and placements can be avoided, while still allowing for some surprises.
  2. did u restart? Also be sure to disable 26.6 first. U might also need to check the folder name in case the zip file from mod.io hasn't given it a new name (like community-modXqu8.zip or something)
  3. @Player of 0AD https://mod.io/g/0ad/m/community-mod Click "other versions" in the bottom right.
  4. @Player of 0AD thanks for the suggestion. I could do it the other way. This is just the way that was first suggested to me. On the other point, I found that the healing ability was mutually exclusive with the ability for the hero to provide a discount, which isn't ideal. I can certainly make changes, but I would probably just make them for a27 rather than make a new community mod release.
  5. Community mod version 6: Melee/Ranged rebalancing Melee units: +50% damage, less armor Ranged units: -25% damage (roughly the same damage vs melee because of reduced armor) Buildings and siege adjusted for higher hack damage Melee infantry slightly faster 9.5 ms base movement speed. clubmen get a small hack attack so they have fighting use. Non random building ai Buildings target closest units by default click to target units and select rally point on unit ctrl click to just set rally point to unit Accuracy for cc and forts reduced. Han fixes: poison arrows tech cost changed to 1200 food 1200 metal Fields easier to place Elephants get a splash attack Maury Heros: Chanakya: doesn't need to garrison for tech discount, slightly lower discount. Chandragupta: global ele bonus for speed and attack rate, local armor bonus for all soldiers Catapults smaller range and gain a splash attack
  6. https://trac.wildfiregames.com/wiki/Alpha27 I added a lot of the gameplay and balancing changes and added a maps section.
  7. also, I doubt this will be a problem. Dancing was a problem when whole armies could avoid damage. In this case, someone might be able to avoid a little damage, but that will be very situational. Raiding units would not want to spend their time dancing, especially when the entities attacking them don't cost pop, and when they need to be still to attack.
  8. Well, I would argue this is more about the rams and less about the arrows. btw I have a patch for that too.
  9. @Purgator_ were you playing as the romans with the marian reforms? If so this is a bug report already placed:https://trac.wildfiregames.com/ticket/6888# https://code.wildfiregames.com/D5206 This is a patch on the way to fix it, but there are a couple other problems with it.
  10. Really professional casting nice work @RangerK
  11. Here is a replay of a 1v1 using the mod between @ValihrAnt and @hamdich. non-random_1v1.zip
  12. If you capture an enemy barracks, you can build a CC smack dab in the middle of their city. This is because the captured barracks is a hole in the enemy territory. Possible solutions I thought of: Make cc not buildable in own territory somehow allow enemy territory to exist within captured buildings change the territory radius for barracks change the build area of the cc so it needs more territory to be built. I like the second option the most, but I have no idea how the territory works. Maybe there are other solutions. Duplicate post, my bad. Other one should be merged or deleted i guess.
  13. not too hard to make a26 compatible: @chrstgtr @borg- @ValihrAnt maybe try some 1v1s with the mod? it is compatible also with community mod. btw you can use ctrl by default to set just a rally point and not target arrows. non-random.zip
  14. yeah I still can't seem to get badosu's maps approved in mod.io, I think trying to get mods through there would take too long. I could just post a mod here as a zip. Maybe would you and @borg- be interested in doing a couple 1v1s with the mod? that way you could pretty quickly see the effects wrt rushing and large armies. I still have one last thing to change on it first.
  15. Yeah I can never get anyone to join RC games XD.
  16. Also, just because you are content with something doesn’t mean it can’t be better
  17. I don’t think your predictions are all that reliable. We can’t really know how balance will turn out, but I can assure you it will be less of a significant change than other changes you don’t seem worried about. My prediction is that a27 might be a clean slate balance-wise. My point was that if you asked an RTS player unfamiliar with 0ad if they would rather control their towers or let it be random they would be much more likely to support player controlled buildings. also, there isn’t a chorus of people demanding anything to be honest. I’m sure players would like a new civ, but you don’t see them begging for one. letting the buildings be random just seems like we are missing out on content. its not really preference though, the change makes building arrows interesting, fun, and even exciting.
  18. Well at first it was to fix a couple bugs that made it into a26. Then there were some balance changes like for hyrcannian cav. Then gameplay ideas came through like the Pericles and Themistocles, also team bonuses. the issue though is that all the changes basically made it the de facto 0ad experience for a lot of players, dividing the community. personally I think it should be more like a community test environment. Where balance changes, new units, and even some new mechanics can be tested.
  19. Well it is strong to get a kill out of 3 weak cav, so I agree with @chrstgtr there. But we have a bit of a concern where a number of cav can dive civic centers and remain in range for a long time. Then you also have cases where heroes can negate building arrows. I certainly don’t doubt that this will cause balance issues but these can always be addressed. For example in the case @chrstgtr pointed out, it might be good to bring in the CC range a little. my point here is that we are already in uncharted waters for a27 balance. I am sure svn is already very imbalanced so we will need to do serious and organized balance testing on the RC anyway, so why not go ahead and commit once it works how we want it to? in principle it is undoubtedly better than random arrows (more interesting, more exciting, more fun, more player controlled content, basically more STUFF to do). If you want examples of far more imbalanced stuff: women don’t defend from capture attack when garrisoned, romans start with ff, and the cataphract mixin made cataphracts even more tanky. We will have much bigger balance problems on our hands. That being said, the patch could be made into a mod for a26. If @wraitii or @Stan` could show me how the CM GitHub works, I could make an experimental 5th release with this and the unit rebalance to address sniping and meat shield meta.
  20. It wouldn't be too hard to do, but I am not sure what would be most popular/logical. @borg- @ValihrAnt @chrstgtr any comments on what behavior is preferable? Before, I had them fully separated, but that might be clunky. Now setting rally point and the target happen simultaneously when clicking an enemy unit, but I can imagine a couple uses for a separate rally point (ie degarrison onto rams). Yeah I think it makes sense. I'll use the autorally hotkey.
  21. so default to placing rally and targeting unit, and hotkey to just set the rally point?
  22. Absolutely not. Although I imagine gui mods that don't provide additional information would be permitted. like the disappearing leaves @Atrik mentions.
  23. I wouldn't call ProGui a GUI mod. BoonGui is tho. Not sure what the second point is. Perhaps these translate to: 1. Prevent unequal access to gameplay altering mods. (one player has an unfair advantage)(or you can call it cheating because that is what an unfair advantage is). 2. By better/resilient mechanics and better features, do you just mean your mod should be in the game? Anyway, I think @BreakfastBurrito_007 is right, just some transparency on the mods used is needed. Then modding public in multiplayer should be considered a breach of the terms of use.
  24. non-random.mp4 Here is a little sample video from the last working version. Rally point selection and unit targeting are the same for simplicity's sake.
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