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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. I think this idea could be fun and cool, but IMO it would have to be a unique chariot unit, like the scythed chariots for pers and/or seles. it would make a lot of sense for pers since they already have a champ cav archer anyway. Then other chariots like the maury ones or briton ones should just inherit the chariot mixin as they currently do in svn.
  2. I said random arrows were balanced, and I agree with that. But it was silly, boring, and resulted in a lot of unfavorable gameplay. Surely you realize we are not giving non-random arrows a fair shake here since they are not yet balanced ideally. Diving under buildings without consequence, buildings acting like a timer for the soldiers to leave, Healer auras invalidate arrows, lack of control over arrows. So the reason that non-random arrows is bad is personal preference?
  3. The fact that athens relies on what was the best hero in the game to be competitive is a problem. Anyway: https://code.wildfiregames.com/rP27779
  4. Its been discussed, also there was a patch for this at some point. Also, there are changes to chariot stats in a27: https://code.wildfiregames.com/D5119 Basically more hp, a little faster but slower to accelerate, more expensive.
  5. That poll offered no way forward. Its a bit more complicated than a yes or no situation. Another poll showed players have mixed feelings about it, but it showed 3 clear issues. The most agreed upon solution was to let building arrows be random unless targeted by the player. I tried this, but it was kind of a disaster to implement, so I went with the next most popular progressive solution which was to adjust building arrow counts. Also, I have still not heard 1 reason from anyone why the building arrow behavior is bad that could not be explained by arrow counts. So why is the behavior itself problematic @Player of 0AD? The fact of the matter is that building arrows were balanced under a random behavior and changing the behavior has clearly thrown off this balance. If we can restore balance, then we will be left with a new mechanic.
  6. @Player of 0AD, you can't represent the rank-up change by a single statistic. Please bring in more context. like this: If you insist on this "percent power", you should consider calculating it for the ranged units and including it in the question as a reference. rank 3 melee units could achieve stats almost as good as champions, and this was an issue with snowballing. Also, the mod has been out for about 2 days. Save polling for later when more players have the chance to understand the changes and their effects on gameplay.
  7. I agree, I think I overshot for towers and forts. Maybe even for CCs too. Forts really have no reason not to be formidable when fully garrisoned, so I would probably increase their firing period from 4 to 3s. I think with a couple adjustments and some techs for fort and tower arrow damage (or maybe phase dependent damage) it might work out pretty well. I didn't change the sentry tower build time, and I'm still evaluating the cost increase.
  8. on the topic of balanced maps, I made an update so the badosu-balanced-maps mod needs to be signed.
  9. ** first bug** Both the melee and ranged immortals may be trained from the barracks, the price for the ranged one is mistakenly the full champion price. The correct price is the price of the melee version.
  10. @hamdich I think they are instantly disliked just because of human discomfort with change. For instance, some players told me the game was broken because I made cavalry archers OP in 26.6 (I made them much weaker).
  11. yes, and its now in the game! Go to settings-> community-mod, and you will see the patch notes in order of release. The 26.7 changes are shown, but I had to make a 26.8 version because of an issue
  12. Yeah I think the game is very much in need of a more diverse tech tree and I think this would be a great way to introduce more interesting tech combinations for different civs. I will redo a lot of these upgrades at some point to be a little bit more interesting. Also I think ppl would be more interested in them after the naval rework, since those techs are very similar.
  13. yeah, mostly trying to optimize the rebalance and arrows situation. That and bringing in some of the more simple a27 stuff like the changes to immortals: https://code.wildfiregames.com/D5202
  14. What do you mean? Wouldn't it just be a total revert? The targeting queue is inside buildingAI and the function that fires arrows handles both default behavior arrows and targeted arrows.
  15. potential community mod ideas: 1. Let siege turn past 45 degrees without stopping (https://code.wildfiregames.com/D5201)(improves pathing and clunkiness) 2. Reduce catapult and bolt shooter prepare time (https://code.wildfiregames.com/D5131, already committed for a27)
  16. k i spent a solid couple of hours trying to make random arrows by default to work, and its definitely not as easy as I thought it would be. Unfortunately it kind of balloons the amount of code needed and the complexity. I could still do it but it would take me a lot longer than just adjusting the problematic arrow counts, so I could get ready for a new CM release very soon.
  17. https://mod.io/g/0ad/m/badosu-balanced-maps New version: fixed missing chickens in "fixed" mainland incompatibility checks turned off mod name fixed. It will be ready in the mod downloader after it gets signed.
  18. ill make a new version and fix that, thanks @chrstgtr
  19. Yeah, really the fundamental issue with the approach is that problems 2,3, and 4 will still exist, just only when ppl are targeting. It seems that 2, 3, and 4 are really more about the arrow counts when garrisoned, so I am keen to let the poll go on a little longer. Ultimately though, it wouldn't be too hard to go between closest and random default behavior. So if ppl eventually want to go back to the current behavior it wouldn't be much wasted time.
  20. Ok, after a couple of months with the new update, do you all find melee units too strong when they rank up? I have a plan to reduce the melee rank up stats (+hp, +20% damage, +1 armor of all types -> +hp, +10% damage)
  21. Ok, so it is pretty clear to me that questions 2,3, and 4 are problematic at the moment. Would you all say these issues are only problematic when the CCs and towers are garrisoned? Or are they problematic regardless of the soldiers inside contributing additional arrows? I don't think the "Make buildings shoot at random unless targeted" solution will work very well, but I can certainly do it if thats what ppl want.
  22. ok, I just figured out how to allow siege towers to benefit from targeting (with queueing and pushing to front of queue). https://code.wildfiregames.com/D4964 All thanks to the glorious @Isam f
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