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Everything posted by real_tabasco_sauce
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Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
So far, I have run into no problems. I have adjusted CC spread to 2.5 from 1.5, and forts to 3 from 1.5. I don't really see the point of just adding it to ships and siege towers, because it's most important that it is a change for buildings. @wowgetoffyourcellphone has future system for ships envisioned, and I have a plan to change the primary role of siege towers to a capture attack (community mod). There won't really be a need to split anything, since buildingAI is a quality you can enable in the templates for units. For instance, you can give archers buildingAI and they will act like little siege towers. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
I would have to make a copy of buildingAI, call it "shipAI" and only give shipAI to the siege towers and ships. also, here is the patch: https://code.wildfiregames.com/D4964 -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Well, since it is a modification of BuildingAI as a whole, I can't just add it to ships and siege towers. I can open a patch and make a merge request if it doesn't wind up in a27. I think this kind of change is probably far too late to add in release process, but I am not sure how long the last two release blockers will take. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
if u want to try it, you can use this mod:temp.zip It is just based off of the community mod (which explains the large file size), so when you install it, you might want to disable the existing community mod version first. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Ok, so I fixed the following today. No freezing, and buildings are targeted last. I'll make a patch in a few hours. -
It does happen fairly frequently, although I personally haven't seen it for a couple of weeks.
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Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Well the way I did it, the closest unit is selected as the target and it will be targeted until destruction. Whatever is closest is attacked until death, so If the target is a building, it has to be destroyed. Obviously, this solution is really just a proof of concept so I could make the video above. Ideally, the script could check for any soldiers within range before resorting to attacking a building. Also ideally, one attack's worth of arrows (default+garrisoned arrows per 2 seconds) would be sent to the closest target in targetUnits. After all the arrows are sent, the closest unit would be searched for again, rather than shooting the now more distant unit to death. The second task might not be too hard, but for the first, I have no idea how to check the class of an entity in targetUnits. And then there are the freezing issues. I can open a patch later today if people think we should go ahead with this idea. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
My little hack seems to work for buildings and siege towers until the crash, I haven't tried it with ships. yeah it works with ships too. I had to remove the weighted list for targets for it to work, so currently buildings are equally considered alongside units (since it's really just by proximity). Would it be fine for towers to shoot buildings if they are the closest unit? Or would it be better to first find a soldier within range and only shoot buildings if there are no soldiers? I am very inexperienced with javascript (this was my first time writing js), so should I open a WIP patch or would someone with more experience rather take up the idea? -
I remember someone told me it was related in some way to the custom rating mod, but I can't confirm.
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Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Here is a video of what I made. It works as intended until the spearman crosses the minimum range, then 0ad stops responding. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
My thoughts were more to the effect of: structures with more default/garrisoned arrows (forts, ccs) would have more spread, while towers would have less spread. This way towers are more precise at longer ranges, with less risk for over kill. Forts and CCs on the other hand would get a slight spread increase compared to towers, with forts probably more than CCs. Then going further, I think it would be better to allow player control of the building arrows than provide stances to adjust building behavior, but that's just my opinion. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
I think with the right spread values, this could be optimized to be less of a problem, but I see what u mean. -
Non-random BuildingAI
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
what do you mean by snapping around? I'd say ideally, ships could end up with something more like unitAI for fighting (I think we talked about this in the naval overhaul discussion). -
I've long had my qualms with the random arrow damage provided by buildings, ships, and siege towers. While I guess it might appear more realistic, random arrows make defensive buildings unfavorable: defensive buildings do little to deter small groups of units because damage is spread across all units. These units may still deal the damage their full numbers allow. In addition, they can just go home and heal. On the same thought, this makes them less interesting for offensive purposes. defensive buildings are very effective when enough towers and forts overlap on an enemy army. Since all arrows find damage (no overkill), the towers accomplish area denial more than simply aiding the defender to beat an army. I think building defenses would be more interesting and relevant to gameplay if all building arrows of a given attack targeted 1 unit, which by default would be the closest unit to the building. In theory, this would also make player controlled building arrows a little more logical. Out of curiosity, I made a little hack on BuildingAI to try this out and it "worked", with arrows targeting 1 unit at a time. However, it was not consistently the closest unit, and it caused freezes. Is anyone else interested in this kind of change to building AI? That is, non-random targets? Has it been attempted before? ********************************* Current testing mod (based off of community mod): community-testing.zip *********************************
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
These look great. I am fine with either nerf option discussed for the super cc, as this is one of many han strengths. Perhaps we could also consider https://code.wildfiregames.com/D4952 here? It's a similar balance/minor content addition patch for maury. -
Incredibly fast training times
real_tabasco_sauce replied to wang_wei_2's topic in General Discussion
If it's the Han super CC, this building has a bonus for batch train time. Maybe there were ministers garrisoned as well? -
Right clicking on the image shows the units base stats. if you want to know the full details of the unit after any upgrades and hero auras, hover your mouse over the sword and shield icon after selecting a unit. This is found at the bottom of your screen. Also, if you want details on a unit upon train time, be sure to select "detailed tooltips" from the options under "session"
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Well thats pretty interesting, but I was really just suggesting some refinements/additions to the existing formations. Perhaps we have diverged from the thread too much. Would it be a complete departure from the formation code to allow something like this? I know the box formation seems to sort melee units to the outside with healers and ranged units inside. What do you think about this?
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I think the intent was that giving the cavalry a buff just because they are in a triangle shape seems artificial/forced. Instead, one could increase unit pushing values so they cannot stack super well as a blob. Then, you could increase the compactness of some formations so that an easy way to get a nice compact force is to organize. For example, box and wedge could be made a little tighter, and the phalanx even more so. (perhaps disable unit pushing for formations? not sure how that would turn out) Formations are used in competitive play sometimes, but its just box. There are cases where I would like to use a formation, but it's not quite the shape I am after. There are also some kind of redundant formations. In addition to the previous idea, you could diversify some of the more generic formations (one super wide single file line; maybe a tightly packed outward facing circle) Here is another idea: formation for splitting melee from ranged: enemy -Melee units- some midsized gap -Ranged units-