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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. I would be fine with giving skirms some armor as a way of differentiating them from other ranged units. Ranged units don't have the same diversity that melee units have. However, I strongly disagree with giving units dual attacks en masse. All this will do is make the gameplay confusing. The core units should remain very simple, so I would only be ok with 1 or 2 unique units with dual attack abilities. Ie only legionaries can do the pilum throw, but not pre-reform swordsmen.
  2. yeah, my concern was that some people would have the old version, but it looks like the last release seems to have been for a25 anyway. I think the zip file name was the same, but maybe the mod.json wasn't correct. Idk. I'd like to merge it with feldmap with @Feldfeld at some point anyway.
  3. Ok, the updated mod is up on the mod downloader now, and I tested a few generations. The only issue is that for some reason it is called balanced-maps-2 after downloading, which was a previous name of the mod found here: https://github.com/0ad-matters/balanced_maps_2. I probably forgot to change something. Nevertheless, it does work as far as I can tell, and it includes old favorites like slopes and cross.
  4. Do you mean other players? Are there settings which minimize memory usage? maybe turning off model appearance randomization? Maybe I should recommend windows users try those settings to help prevent oos?
  5. @borg- @chrstgtr @wowgetoffyourcellphone and I have been doing this somewhat. https://trac.wildfiregames.com/wiki/Alpha27
  6. @chrstgtr maybe see if one or two of the other players can post their replays here.
  7. I must be in a huge minority thinking 1v1s should be played at 200 pop.
  8. Catapults can get stuck shooting a building indefinitely if their vision cant see enough of a structure to reveal it has been destroyed. Yes, thats why I think aoe2 is far better a source of inspiration than aoe4, especially when it comes to strategic depth and mechanics.
  9. @hamdich the current range is 85, not 80. I would rather improve mobility than bump range back up. The current values also prevent the infinite catapulting situation. On a bit of a side note, I don't think aoe4 should be a source for inspiration.
  10. I think both the 85 range catas and the time to pack and unpack pretty punishing. I would agree with either bumping range up to 90 or decreasing the pack time some or both. @Philip the Swaggerless I was initially inclined to switch it to 4, but I was made aware that melee cav would have no chance to catch the archer form off guard before they switch to spearmen and get the cav bonus. i like your idea to let both forms be available from the barracks.
  11. idk about arcanist since I don't use it, but in svn you would use something like: svn revert -R <files> svn up (update to the most recent version)
  12. ahh I see. In that case, I think it makes more sense to make maps from scratch using the newer release than to try and update the existing ones. I could probably come up with some additional maps too.
  13. @Feldfeld Is your balancer based off of @badosu's balanced maps? If, so I wonder if we could merge the maps from badosu's mod into feldmap. I have already fixed the badosu balanced maps mod for a26 and a27 and submitted it to mod.io (not yet signed). https://mod.io/g/0ad/m/badosu-balanced-maps If your balancers can work for these maps, I think that would be a major win.
  14. Ok, I think the poll tells us what is more popular. changing pop costs might be too indirect a change. Instead, we will stick to the simple options. I didn't add a "1 and 3" option, but I imagine this would be popular. What I will do is 60 crush (half of previous) and 25 hack splash.
  15. It is pretty loosely 40 minutes. Sometimes it is 36 mins, sometimes, 42, etc. Another thing is that when this happens, it also seems that spectators are sometimes OOS, even though they are not players. It is an interesting problem, since relatively few games reach ~40 minutes.
  16. https://code.wildfiregames.com/D5202 This patch is committed for a27, and changes the immortals quite a bit. Rather than reverting them to standard champions like those that many civs have, they are cheaper, weaker, and retain their weapon switching. This allows the Persian player to field a lot more of the immortals. I also removed their speed penalty, which was a little excessive, and slightly reduced their switch time to 6 seconds from 8. I could make this into a community mod patch if you like. It would be worthwhile for testing anyway.
  17. yeah @wowgetoffyourcellphone, personally I would go with either 2 or 3. They may still destroy buildings, its just you need more of them to do this. (which is something achieved by lowering pop cost). certainly the risk would be being able to mass a lot more of them, possibly too many.
  18. Hi everyone, I think most people would agree elephants are in an awkward spot in the latest community mod. They have been given a splash hack attack to improve their utility vs soldiers, and in turn their crush damage for destroying buildings is reduced. Right now, elephants don't feel good enough vs buildings to be used as siege, and they don't feel good enough against soldiers to justify their high cost. There are a number of ways to improve this, but they all involve the unit design somewhat, so I added a poll to gauge popularity and generate some discussion. Add some crush damage back to elephants Reduce elephant population cost to 1, as they are now more of a fighting unit rather than a siege unit (elephant archers also to 1 pop cost) increase elephant hack splash damage.
  19. It seems like it could be a good idea for the future of modding in general, but for the time being I think what @guerringuerrin cooked up is pretty ideal for near-term use in the community mod.
  20. Looks great @guerringuerrin, my only concern would be mod compatibility. Could you just test with a few mods to see if there are any issues. I am not sure if any other mods that make use of that panel.
  21. @guerringuerrin this is the gitlab page for the community mod. https://gitlab.com/0ad/0ad-community-mod-a26/-/tree/main/community-mod?ref_type=heads Feel free to make your own fork and submit a merge request. However, I think the scope of the community mod is really just to modify gameplay aspects. This is why all the simulation files are there, but the gui section is basically empty. That being said, I think it is fine to have a tidy patch notes section, especially since the mod is to be a long term project. If you can submit a merge request, I could edit the contents when the next release comes out.
  22. I never advertised it as a fix. non-random arrows were not broken, just a little lame compared to how they work in other RTS games.
  23. perhaps. We will have to see. I would have a couple of concerns with letting the default arrows be random. I think a lot of people might not realize these consequences: First, if non-random arrows are stronger as deemed by many players, then it could be seen as beneficial to be constantly targeting single units with buildings, which would be a pretty sub-optimal scenario. In addition, we might have to balance buildings both in their capacity to target random units (how they are currently balanced) and in their capacity to target single units (what makes them strong in 26.6). My last point is more on appearance: I don't like the idea of completely changing the way the arrows function upon a click. It just would look and feel clunky and possibly counterintuitive. (Opinion if you can't tell :D) I am certain that the issues a lot of people have with defaulting to the closest unit are really just balance concerns and can be addressed by modifying building arrow count (default and max arrows) and damage. However, if everyone agrees that what @wowgetoffyourcellphone suggests is the best way forward, I would begrudgingly concede.
  24. @Nobbi thanks for the suggestion on changing damage on phase ups. This is also something I have been considering for addressing the issues with building arrows at the moment. I think most would say the arrows are too strong when fully garrisoned and it leads to too much turtling at the moment. You can really see this in p1 when enough units garrisoned can be overly punishing of any attempts to rush. I get that part, but are you saying cavalry archers/ camel archers are too strong now?
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