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Everything posted by real_tabasco_sauce
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
fishing_boat.dae This is what I have so far, as exported. I deleted the sails, but left the animation in because I didn't want to mess up the fisherman and the fish basket. I just realized that even if the oars are in place, I don't know how to get the fisherman to row them XD. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
nope, that didn't do it :C -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Fishing ship is making me lose my mind. I copied over two oar prop points from another ship and set the parent to this "VikingBoat", however, the actor cannot identify prop points "oar_1" and "oar_2" in the mesh. -
I understood you perfectly well. I was bringing up an issue related to browser searching which is a little suboptimal. Its good that people don't need to search exactly "0 A.D." to find the game. 0ad, oad, zero ad, Oad, o ad, Zero A.D. all get to the game too. I don't think "Ancient Empires" will be more discoverable, I'd think quite the opposite for the reasons i brought up earlier.
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I disagree, 0ad is very searchable. You pretty much cannot miss it in a google search unless you heard about it via word of mouth (zero ay dee, maybe). Using just three characters means the game is very easy to search and remember. While a full set of words might at first seem easy to remember, "Ancient Empires", "Empires at war", and even "Empires Ascendant" come across as fairly generic and thus not memorable. unfortunately this topic comes up very often in google searches of "0ad", maybe we should consider renaming it, since the discussion proves 0ad will not in fact die, at least not in the foreseeable future. If the name was "Ancient Empires", we would be in conflict with not only real history information, but also a history channel television series, books, and another videogame.
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
How do you change prop points? Is that done in blender too? Might just have to download. *edit: fixed the hovering ships, it was pretty easy. I did the oars correction too, now i just need to change the fishing boat some. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
@Lopess the fishing ships also need a couple changes. We should not use a sail on these, and instead give them a paddle or a set of oars. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
I don't have blender, should I get it? or could you make that change, and I'll get the new mesh from the endovelico github? I'm not sure how prop points are added, but we should add a couple near the bow of the arrow ship for mounting shields. better emblem: -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
20250707-1630-58.7562044.mp4 now sure how to fix the oars going backwards. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
nevermind, @Lopess I found them in your repo. Any idea why the oars might be going backwards when I use the already existing oars? Also, @wowgetoffyourcellphone is there maybe a way to just delete the sail portion of the existing fishing ship? emblem: Maybe a little yellow? needs more contrast? -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
@Lopess do you have any update on those ships? Where can I find the ones you made? -
I'm glad to see all this discussion In the future we can try some speed balancing to see how things turn out. @Dakara I see what you are saying about cavalry, but part of balancing CS units is considering their economic roles. I recall we discussed some naval balance stuff, maybe it was in the dedicated topic. We can certainly continue to tweak the naval balance. Scout ship to p1, also nerfing the scout ship a little, decrease fire ship wood cost. I can also add in the fix for the Kushite fire arrows technology.
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Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
The map is designed for two teams. If you try 3 teams on stronghold or river, you get people in the water. -
yes they are removed. The community mod is for playtesting changes, and it helps to do them in isolation. It also avoids splitting the community.
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This was done in community mod version 27.1. It was about 2/3 the cost and 1/2 the build time. I think it was pretty good.
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Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
@Gurken Khan it can be fixed by giving them a "selection group name". I'll make an issue. -
Release Preparation of A27.1
real_tabasco_sauce replied to Itms's topic in Game Development & Technical Discussion
i installed it and everything is working fine -
For rushes yes. But if you try to do an early p3 infantry attack on a large map , and anyone has cav on the enemy team, you are pretty much guaranteed to get surrounded and 2v1ed. in smaller maps, you are closer to your own buildings, walls, and importantly your allies. in any case, I’m glad there’s more sentiment for speed balancing, we try out a couple alternatives in community mod versions.