Jump to content

real_tabasco_sauce

Community Members
  • Posts

    1.797
  • Joined

  • Last visited

  • Days Won

    37

Everything posted by real_tabasco_sauce

  1. this is pretty easy. If you want to test my changes, just clone my repo and copy the directory "community-mod" into ur 0ad mods folder. I will do this sometime soon for my merge requests.
  2. i'd say we should have a more sizable set of changes to justify a release. Tournament concerns aside, we also don't want to annoy community mod users in general.
  3. yes, @Philip the Swaggerless. It is hard to say. From what I have heard about @ValihrAnt's mod, it was well recieved. I bet it will change the game flow quite a bit to be honest.
  4. ok: new values for CC: 300 wood, 300 stone, 250 metal new values for colony: 200 wood, 200 stone, 150 metal 80 75 meter radius. ^ maybe both the CC and colony should cost 150 metal. The rationale is that they both give a new territory root which is represented by the metal cost. In principle, for gaining a new position on the map (a foothold) a colony is just as useful as a cc, so in that regard colonies are much stronger. This is why the metal cost could be made the same.
  5. I agree, we can pick a cost and try it out. I understand what you said about slingers, however, for the most part, stone is used mainly for p3 and fortress, with very little used for barracks stable. Right now stone is very underused for most civs. This is why I made the cc cost more stone than any other res. However, the symmetric wood and stone cost is probably better anyway, so I will change that. Should I increase wood for colonies or decrease stone? I am worried about colonies being too strong compared to CCs. perhaps with the reduction in area for each phase, I should decrease colony territory radius a little?
  6. what about this? @chrstgtr@Philip the Swaggerless @ValihrAnt @LetswaveaBook
  7. i guess so. I was thinking Marian reforms were enough justification, but perhaps they were more standardized later. To be honest, Rome has enough units in my mind already.
  8. my observation is that they restore to default after installing/removing mods.
  9. As far as I know, it is default. not sure why it wasn't for you.
  10. ok ok enough off topic. We can agree to test out this unit type in the mod no? I am on board with this. I am also on board with adding a centurion type unit for romans. Anyways, any other feedback on the 3 additional merge requests I added above? @BeTe my thoughts are expansion is not required but rather encouraged.
  11. it would be nice to use a very general term so we don't need to worry about historical accuracy on a civ by civ basis. Alsoo, it would be obvious that it is the same unit with the same stats.
  12. ok some additional merge requests: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests 1. ptol houses -40% capture points, +50% build time (could be too much of a nerf, might make it 33% build time later) 2. axe cav buff: unit deals more damage 3. territory expansion and CC/colony cost: town and city phase territory increase is 25%, from 30% and 50% respectively CC cost: 300 wood, 350 stone, 100 metal colony cost: 150 wood, 200 stone, 100 metal. This change is designed to increase the importance of expansion and resource management. my thoughts are also that it will make maps "feel" larger, basically more options for strategy. compare to @ValihrAnt's mod:https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946
  13. We don't have to give athens 2 new top tier heroes. Just two heroes that are worth training. I can adjust their strength very easily, its just I thought Pericles in particular was a unique and interesting bonus.
  14. One of the best parts is that we can experiment with some things, which is something we never could on phabricator. It would always be an endless argument and usually the status quo was just maintained. In this mod, we can try a simple ptol nerf to the houses for example, and if this makes a good difference during play on the next mod release, we can keep it, or change/remove if needed. Also people are actually willing to test features XD.
  15. These are a lot more generic than my proposal for the two heroes. I will soon add some things to my fork of the mod: Seleucid civ bonus, ptol nerf described by @chrstgtr and others. Do you all remember the discussion on CC cost and territory expansion with each age? Should I add something like that?
  16. I think from cc in p2 would be best to be honest. Perhaps Carthage could train from markets too.
  17. potential Seleucid civ bonus: "fertile crescent": Farmstead technologies -30% cost, research time.
  18. @Fabius I Iike the general idea, but I think it requires new unit models. As for the building to train them, fortress could work, maybe barracks. I think a p2 fortress honestly wouldn't be all that bad, but others might want them trained from CC or barracks. It would also be wise to avoid too much overlap with heroes because of additional stacking of bonuses. Movement speed is good, building, and some minor attack bonus sounds interesting @chrstgtr what should be the % increase in house, storehouse, and farmstead building time? I think 40% would be too much. Maybe 33.3% more so 40 seconds build time? maybe @vinme has an idea here too? I think this should still be a net buff for ptol, just not quite as OP as it is currently.
  19. Hi all, title is self explanatory. The hotkey for delete without confirmation does not work for me, no matter what keys I bind.
  20. if you clone the repository and copy just community-mod into the mods folder it should work, just don't include put the whole repository with README etc. This is how I got the in-game screenshots of the heroes I updated, also how I know they work fine.
  21. @Philip the Swaggerless my understanding was that the mod would contain balancing solutions and some content/gameplay features (aka fun) There are parts of the game that are underdeveloped like some civ bonuses/team bonuses which could make the game more interesting. For example, how about we come up with a seleucid civ bonus? (i guess the heroes from cc is now a civ bonus)
  22. my point is the discount on temples is completely removed. Instead there is 2 bonuses for pericles: 1) Soldiers, Ships, Buildings, and Siege within 60m give the enemies no loot (including xp) and buildings +50% capture points. 2) technology discount of 10% and faster research time. It may not be super strong, but 1) is definitely a unique and interesting option for gameplay.
  23. theres now no such temple cost discount. This is for ALL ships versus the single ship that the hero is garrisoned in. right, thats why that hero has a potentially powerful non-naval bonus as well. BTW, I have put accurate information everywhere: gitlab, description, and screenshots of in-game tooltips, no need to guess. The whole point of this patch is to just increase the usefulness of these heroes, they will not necessarily compete with the top 5 heroes.
  24. the ship benefits Themistocles gave before these changes were miniscule. Notice that the updated Themistocles isn't a damage/armor hero (nor is Pericles, at least directly) 1. Ship discount is actually meaningful, also has effect on ship gameplay. 2. Wall discount is designed to increase the use of the Athenian Long Walls tech, which could be interesting in some games.
×
×
  • Create New...