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Everything posted by real_tabasco_sauce
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@Gurken KhanI have a patch for it, but I suppose I could add it as a mod here.map_placement.zip This mod also has all the maps from https://code.wildfiregames.com/D4948 and related patches, so if you can test other maps as well that would be great. I know migration works for a26 and a27, but I don't know if the others will work as well.
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I suppose I should have added the option for "keep both"
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Which migration map generation do you like better? (use the screenshots as reference) Old migration: 3000 wood instantly as a "Treasure Resource", no trees other than starting trees. Island radius is 1/2 new migration island radius Central continent is larger and skewed off center. Players spawn right next to each other and Islands run together with higher player count. New migration: Small woodlines depending on biome, ~130 ± 15 trees per player. Savannah generations get 1 hunt per island. Island radius is 2x larger than old migration island radius. Central continent is centered and typically smaller. Players spawn either circle grouped or circle alternating, Always with enough space between each other.
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Why can war dogs not be garrisoned?
real_tabasco_sauce replied to rejoicing's topic in General Discussion
Yeah, arguably there is less historical accuracy to train them from the stables, no? -
0AD Memes, jokes
real_tabasco_sauce replied to Yekaterina's topic in Introductions & Off-Topic Discussion
Slingers when Vercingetorix shows up: -
Much improved migration script. https://code.wildfiregames.com/D5129 Use radial spawning so that players may be either grouped with their team or spread out.Use space more efficiently: larger islands, more spacious islands. Main 'continent' is located in the center.Fix player islands merging with higher player counts (even on medium map size)Make starting islands larger and give them wood. Reason: players should not be forced to leave their home island, but instead decide a good time to leave to fight for control over the middle.Savannah generation gets 1 group of main huntable animal since there is little wood, giving the biome a considerable effect on gameplay, depending on the animal.
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0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
well that too, but I was talking about the oxford comma XD. -
0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
In favor of? I thought it was decided to use American English as default, but metric for measurements. Oh no, I meant I thought most people nowadays use the comma because its more legible, logical, and sensible. In other words, I thought the comma users triumphed. -
0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
interesting, I thought the debate was settled on this. -
0 A.D's Built-in Encyclopedia
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
figured I would look at this and happened to catch "beveling" Sparta, like the rest of Ancient Greece were polytheistic, beveling in all the Greek gods. However, thanks to their materialistic society they had special affinity to warlike gods such as Ares and Apollo, however they were eager to please all gods. -
Do Carthaginian docks come with a free quinquereme?
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
Actually, what more likely happened is that the foundation was briefly spotted and then went into fog of war all while being constructed. Then when @krt0143 went back to look at it, the fog of war updated to it being completed and a ship had already trained. -
Do Carthaginian docks come with a free quinquereme?
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
not to my knowledge. I suggest you check the replay to know what exactly happened. My first guess would be that they already had a quinquereme and it garrisoned and degarrisoned from the shipyard shortly after the shipyard was constructed. -
Im currently working on reviving @badosu's maps for a26 and a27 function getFoodAmount(multiplier = 1, biomeConfig) { let initialFoodAmount = Math.floor(1 * biomeConfig.initialFood()); dWarn("Mutiplier:"+multiplier+" biomeConfig.initialFood():"+biomeConfig.initialFood()+" resulting initialfoodamount:"+initialFoodAmount); if (biomeConfig['evenInitialFood']) { if (initialFoodAmount % 2 == 1) initialFoodAmount++; } Have we done an update on the js version since a23? multiplier = 1 in the function declaration ends up being: <p class="warning">WARNING: Mutiplier:[object Object] Thus giving NaN to initialFoodAmount, unless I replace multiplier with 1 in the line defining this variable. Not sure why defining multiplier in the declaration doesn't work. Would it be the same do do it within the function with the following? multiplier = 1;
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Grouping mix-up when selecting grouped and ungrouped units.
real_tabasco_sauce replied to krt0143's topic in Bug reports
In the options, if you click off 'battalion style formations' at the bottom under session, this shouldn't happen. Also, if you right click on the 'no formation' formation, that will be the new default. -
yeah this is a pretty objective situation.
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Game Balance: Battering Rams, the 0 A.D. tanks?...
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
Well the rams are designed to be used later in the game when players often have full population. In that case, you would have a lot of melee units to work with, as well as some melee damage upgrades. With some practice in your economy and some familiarity with the units that can beat rams, I am sure you will be able to put a stop to them! -
Game Balance: Battering Rams, the 0 A.D. tanks?...
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
women are also good vs rams because they do a little hack damage. -
@wowgetoffyourcellphone Does this sound reasonable? I think it is just the onager part that you and @Genava55 are unhappy with, so if a future imperial rome civ uses these onagers, it would be simple to move them to the new civ.
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Help with my first test mod please...
real_tabasco_sauce replied to krt0143's topic in Game Modification
The 'child' template inherits the values from the 'parent' and may update that information and/or add new qualities. So template_unit_champion_infantry_spearman.xml has a cost defined but units/gaul/champion_fanatic.xml, which inherits the champion infantry spearman template has a section giving a new cost profile to the unit. So they don't stack, they are just the new values. Sounds like it worked. Another way to do this would be to add this to the <identity> section of hero_boudicca.xml: <Requirements> <Techs datatype="tokens">-phase_city</Techs> </Requirements> Since heroes inherit the requirement to be in phase city, the - sign means it is removed for boudicca. Then to train her from the CC, add a line to <Trainer> in structures/brit/civil_center: units/brit/hero_boudicca -
And the version on gitlab has compatibility check disabled? That's pretty disingenuous since that allows players to use the mod when their opponents don't have it. I am not asking you to remove it from mod io, since players can get it elsewhere and the cat is already out of the bag so to speak. Also, it is ultimately your work, so its up to you. I do think this is a mistake of your doing and that if you go on to make a version for a27, it should be a GUI mod only (as advertised), not a cheat mod.
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The goal, surely, is to maintain integrity in the tournament organized by @70H4NN2S, and for that matter in the 0ad multiplayer lobby. If players are openly cheating using a mod that is supported by the in game mod downloader, I think that's an issue. Don't bring up less available and less abused means of cheating as a way to excuse proGUI. Since there are so many other upsides to the proGUI mod, why don't you either remove the automated eco or disable it for multiplayer. Maybe another option would be to add a setting to allow a host with progui disable the automatic eco function for all players in that host. It seems like that would be quite difficult to set up tho. I would just suggest making the word official on what mods are permitted. I think the respectful players will oblige and anyone that doesn't will get called out eventually.