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Everything posted by real_tabasco_sauce
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Game Balance: Battering Rams, the 0 A.D. tanks?...
real_tabasco_sauce replied to krt0143's topic in Gameplay Discussion
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. -
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.
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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
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Any way to make Gaia neutral towards specific player(s)?
real_tabasco_sauce replied to krt0143's topic in Game Modification
I imagine the enemy AI would also have to be allied to this 'player 3' -
@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!