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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. On the reforms upgrade, I think the upgrade should just be about accessing them from docks and boats, with the marines already available from the gym in p2. If this is OP, the cost of the gym could be adjusted. so you mean they should be more generally applicable?
  2. I would bet most keep trying to figure out the game and all its nuances, and try to get better. Rams are balanced for the PvP part of the game as PvP players are more affected by balance than players going up against AI. So it would be a bad call to nerf rams for everyone just because one person said it would be better for single player. I could see benefit in spreading out the hack/pierce armor a little. This would be something like +1 hack armor -1 pierce armor.
  3. Your cheats are the only ones i've seen being used in 5 years of 0ad. Save for a player seeing spec chat which was also recent and less problematic. You seem to be trying to deflect. To act as if there are many cheats and that they are rampant, and that yours are just a drop in the ocean of cheating. You are trying to distribute and normalize the use of a set of cheats, allowing anyone to start cheating right from your repository. If cheat publishers are not publishing cheats, that eliminates the vast majority of cheating, and any cheater in the future will likely be a single bad actor. In FPS games, the games with cheating problems are the games for which cheat developers have made cheats.
  4. A lot of the other civs are receiving new content and balance changes, so Athens will probably seem less strong as a result. Technically they already have p2 champs, its just they are very hard to unlock. They will get a unique p2 hero hippocrates, which is like a much weaker version of the Maury healer hero. In addition, their spearmen can promote directly to champions with xp, so that could be very strong. see more here: https://code.wildfiregames.com/D3727
  5. Yeah, that might have to be a reality. It was nice to have such flexibility back before this whole nightmare.
  6. For a fun time, carth, iber, kush, and gauls. it makes for an epic p2 push with clubmen and the infantry javelins mercs. If the carth and kush player are the same side, it’s really awesome.
  7. Nah that argument is completely illegible. I don't follow the logic. To clarify what I said before, you have less things to do, less tasks. A smaller game. For all you care, we could remove the entire barracks UI and your gameplay wouldn't change. You hardly ever click the barracks. So yeah, you play a different, easier game because you dislike how difficult the game is, and now you use this advantage to beat up on newer players without the mod. Then you go and claim it is justified because its how you think the game should be in vanilla and that its not cheating. Furthermore, now you call efforts from the community to call out your cheats harassment. Lets just say that since your reputation is literally in the gutter, players are bound to suspect you for other cheat developments.
  8. plenty of us did, and I can tell you it is like playing a different game. Imagine a racing game where the steering is done for you. It takes about 6 seconds of observation to tell who is using it or not.
  9. No, but because of the balance, they can become front and center for winning the game. AFAIK there are builds for civs that are specifically designed to 'cheese' an early sacred site victory. I think I saw this in a aussie drongo video.
  10. You know all 4 of the civ "versions" are just going to be massively PTW versions of the original civs to force people to buy the expansion. Also saves a ton of art development effort. That's so messed up.
  11. About time they added some content XD. Hopefully its not goofy. edit: its all goofy
  12. Well then just set it to "defensive" if you don't want to be attacked as soon. But to say it is not human like is misktaken: the typical multiplayer game lasts about 10 to 30 minutes depending. Most players consider rams to be balanced or a little weak. If you want them changed, you could mod it for your scenarios.
  13. not sure about 1000, but 3000 would be a reasonable short term change. I would also support further reducing the territory increase each age. it would be true that the rng of having extra metal and stone nearby would have a much bigger effect as well. I have mentioned this before, but I don't think the starting metal and stone should be so close to the cc. I think it would be good to randomly choose a radius and angle for each, within a reasonable range of the cc. Sorry to go so far of topic XD.
  14. You can set this in game setup btw, if you would like 200 more.
  15. Also, look here: https://code.wildfiregames.com/differential/query/all/ There is plenty of recent work in this direction.
  16. The point is that you need a strong economy in order to afford all of your scheming here. If you find yourself 'saving up' for every tower and fortress you want, then chances are that's why the AI seems so fast to you. I suggest you spend the first 15 minutes investing in economy so that you have enough resources and workers to carry out your plans.
  17. No, plenty of original effort went into the towers and forts in 0ad. The fact of the matter is that this is a videogame, and making everything into a reality simulator makes the game boring. For example, lets make all the buildings take hours to build. Nice. Also, we can let sicknesses randomly kill a unit every 5 seconds. Nice.
  18. Well of course if you put a lot of players on a small or tiny map, things don't generate as intended. But I did a bunch of typical 1v1 and team game arrangements and everything looked as expected. I suppose it is a bit weird, but the abundance of hunt could make this biome play very differently, with players migrating cavalry earlier on to get more hunt and win map control.
  19. Yeah they are all basically giving a bunch of placement options to random maps. rmgen1 and 2 are basically just two different map generation approaches. if you select a random map you will see that the option for “team placement” near “biome” has been set to random. you can try leaving it in random and generating a few maps. If you like some more that others you can just select the placement you want. known issues: “alternating circle” and “grouped circle” are reversed, so selecting grouped will actually give you alternating placement. ”river” is a bit counterintuitive
  20. @andy5995 are you still heading up the git for the community maps mod? Any chance you could update it with this? It works for a26 and a27. I also asked @badosu directly on mod.io but I doubt he will respond.
  21. I imagine the enemy AI would also have to be allied to this 'player 3'
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