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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. I agree on points 1,2, and 3. modders are free to do what they want, but if I was in a tournament and my opponent was using Progui, I would call it cheating. I can tell you for sure that with all players using automated eco, and even more so for automated sniping, the game would simply be a lot less fun.
  2. yeah I guess the britons were also without potatoes. Maybe an ancient incan 'easter egg' can be 'would you like potatoes with that'. A 1/1000 chance maybe.
  3. I think the point is it is supposed to sound awkward. I am a fluent english speaker, but when I tell my briton soldier to go chop wood, it is more interesting to hear an ancient language. If I hear "Would you like fries with that?" it would seem out of place coming from a 100 BC slinger. Obviously its not always possible to do this accurately, but a close attempt is still awesome.
  4. Woah now, definitely stick to 25% for each upgrade. Remember that 25% is already a greater change to gather rate with each technology. The game is already well balanced around 25% increase for each upgrade, so 50% would be unpopular in my understanding. As for the pricing, it is best to try and avoid upgrades costing more than 2 resources, but I wouldn't be 100% against it. The reasoning here is to keep costs simple so you can set up your economy for particular strategies. As for the problems in a27, I can't see the new version in mod.io. what is the current version number? Often things that cause mods to not work are files in the wrong directory, missing commas and other syntax, and misspelling modification paths.
  5. I can only test things so much by myself. Gameplay impacts of changes take multiple games to assess, so it makes a lot of sense to maintain them in one mod. Just like a community test environment which used to be common in many games.
  6. Releases should still be well balanced. We don't want to divide the community as it is with the current community mod. balancing stuff can be done in the community mod, why not, but it is more helpful and impactful to try more experimental things in the mod. Basically we can try stuff that will really shake up the meta (and possibly balance) without risking a release being poorly balanced.
  7. I support this decision. As for balancing, there is not a whole lot changed, so it shouldn't be too hard. Some things to consider: Check how the ele nerf turned out. consider removing elephant friendly fire. catapults overnerfed? if so, consider adding a small splash radius of 1 or 2 meters. depending on timing, maybe it would be worthwhile to consider @borg-'s updated sparta patch for a27?
  8. There's probably just not enough space. Another good reason to reduce ship sizes.
  9. This is the case where I would love for 'enter' to mean confirm or submit. In theory the same could go for the delete unit confirmation. @wowgetoffyourcellphone I like the redesign. The additional context provided is good too.
  10. Sad, but it makes sense. The release is already delayed a little (from ff)
  11. Will some of @wraitii's optimizations make it into RC2 or are these considered features, which have to wait?
  12. @alexroses47 are you using a27 or a26? if you are using a27, the config file will be in a different location for some reason. I ask this because I was changing my config for a26 and confused why no changes were being applied to a27. Mine is in: /Users/me/Library/Containers/com.wildfiregames.0ad/Data/Library/Application\ Support/config/ I think this has something to do with the app now being signed. @Stan` probably knows more. Sorry I was confusing. @Stan` is right.
  13. while I like AOE2 a lot, one thing I disagree with is how much vision buildings and units have towards the end of the game. It just makes it very difficult to be surprising, even more so in a game like 0ad where counters are less strict.
  14. to be honest, it sounds more complicated than the current system. I don't mind the animation, since it kind of represents capturing. You can think of it like a mob of soldiers surrounding a building and forcing the occupants out. If this was a non-visual process, it would be very difficult to prevent your buildings being captured. Also I don't like the idea of units fighting "inside" a building, as I wouldn't be able to see what is going on without clicking the building. Perhaps one way to improve capturing mechanics would be to calculate a 'garrison strength' (affected by phase, units and/or hero inside) and provide this metric in the UI for your own buildings and also enemy buildings. Although, maybe this would give the attacker too much information.
  15. I've only looked at some random map generations. I guess if the spawn points are handpicked in skirmish maps, this can happen.
  16. some units or just their models might get designed and later removed from a civ due to balance concerns or historical accuracy reasons. However, it is nice to keep them since different mods may make use of them, and they may be used in new ways in the future. An example of this are the centurions for rome.
  17. This is a configurable option actually. you can turn off "battalion style formations" in the options.
  18. { "value": "Identity/Tooltip", "replace": "Counters: 4.5× vs Cavalry."} { "value": "Identity/Tooltip", "replace": "Counters: 1.5× vs Cavalry" } Neither of the above work for elephants and pikemen respectively.
  19. I think most players (if they have to choose) would choose better performance into the late game than slightly less input delay at the start.Now I admit that is a bit of a false dichotomy, so if you think it will work out to increase turn rate after all those awesome optimizations you have been working on, then I would be happy to test it out.
  20. @wowgetoffyourcellphone https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...unit_upgrades?from_project_id=36954588&page=2&straight=false They are working, but I cannot seem to modify the tooltip to change the displayed counter. Its supposed to be "replace": "string" right?
  21. if you get the mod "Autociv" there is a great implementation for building hotkeys.
  22. https://code.wildfiregames.com/D1971 ^for attack ground
  23. I just think that level of control of your units should not be automated. I agree that whoever has the faster clicks should not always win a fight and that sniping is not a desirable meta, as @BreakfastBurrito_007 pointed out, but can we let the-fine tuned control of units remain a learnable skill? there is fun in trying to find the lowest HP cav that rushed your early eco and being able to kill it as they retreat. Also there is fun in sniping if you know it will be effective because you have learned when it is effective. Adding a stance to do automatic sniping will add a level of automation that doesn't fit with the behavior of other stances, or any other configurable behavior in the game. Also, when the sniping meta is fixed, automatic sniping will probably just mislead new players into thinking ranged targets should be prioritized, when in reality it depends on many more factors. perhaps you would take interest in attack ground? I would find this to be a much more generally applicable attack mode. Its got a few nuances in terms of implementation, like how to smoothly choose the radius while selecting the area to attack, and whether or not the attack should be one volley or endless attacks.
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