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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. this is inspiration for the wolf skins, like on lugius and the axe champion infantry.
  2. No, its a more a mix (not melting bot) of cimbrian and gaul culture. Suebians were much later as I understand.
  3. Maybe someone can work on turning this into an emblem? Needs to be a bit more circular, maybe needs to be desaturated some.
  4. yes especially with the animal on top. Also we know that animal symbols are not common. That being said, the Cimbrian wars were almost in the first century. Tbh, I think it would be cool to either go really simple or use a captured roman helmet.
  5. Ok well with that information I can come up with some new ones instead of just converting Celt patterns.
  6. Some progress. I'd like to restore the woody texture of the white portions, like look like marble rn. Managing player color is not what I expected. Is there some file I should know about? I am aware of the shield texture and the "base" texture for celt shields for example: celt_shield_spec.png
  7. I think there might be one like this. The armor from the second pic is very similar to those already in use for the gauls swordsmen champions, so I chose something similar but more simple. I'll try the padded armor and see how it looks. Pretty sure its brown/tan
  8. I don't know if a Greek linothorax is the best. You have to look for chainmail or some Celtic armor. The filename started with "Gaul" so i figured it was gallic. There are also padded-style armor that isn't being used by anything atm. The celtic chainmail is problematic because it comes with celtic tatoos on the arms.
  9. I almost have some shields. I meant for the black part here to be player color. For some reason the wood details are player color XD.
  10. using the old linothorax looks cool for boiorix. With a white shield this will look really cool.
  11. maybe the most popular autociv items can just be merged to 0ad: the building placement and selection hotkeys, in-game mute, /link, and gamesetup functions.
  12. So this would be like the host is signing what mods can be used vs letting this be determined by what mods are signed by WFG. I suppose its good too, but it might not be user friendly. Should @Dunedan's idea constitute a 'competetive mode' with higher standards for fairness, I think it would be more intuitive. Its easier for hosts to simply select or deselect a button than to manage lists of mods, especially when they might not be aware of the mods players are using. I think the default setting should be off tho.
  13. The option to allow or disallow unsigned mods on the host side seems like a good idea. It can allow more casual hosts that don't feel strongly about the use of this mod to let players use it, and allows hosts that want a level playing field to disallow this mod. Secondly, the argument that "there are other cheats, therefore a cheat mod isn't bad" is not valid. From what I've seen from the gaming industry as a whole, anti-cheat is as much about making it harder to cheat vs. actually stopping cheating. Lastly, just because this cheat mod improves the experience for a select few players, doesn't mean it's features should be added to the game as a means to level the playing field. We shouldn't completely rework the GUI and gameplay style of 0ad just because a select few players want high-level automation.
  14. There was one player that I think fit this more sinister category, but I don't think that's the case with the mod creator. I think the creator just insists that the game should be played that way (highly automated) and doesn't see an issue with playing against those without the mod. in other words, its not like "rage cheating"
  15. What you have identified as a cheat in the above is consistent with proGUI. The version of proGUI that you see in the mod downloader is required to have compatibility checks on, so all players must have the mod. This was required for the mod to be signed and allowed on mod.io AFAIK. The individual behind proGUI has a github where you can get the version that has these checks turned off. This is the version that you see individuals using when they are playing against players that don't have the mod.
  16. Maybe, I have a long list of things to do first though.
  17. You obviously need to see resources. If you can’t find a place to start, the winner is the person who finds resources first.
  18. Scouting, build rate, civ bonus starting units. its really important that your starting units can move quickly and see in nomad. just having 4 women would slow the build rate substantially. when playing nomad, a different set of civs become “meta” which I don’t really have a problem with. If we just start with women, 3 civs lose their special starting unit. lastly, with more experience this problem with nomad isn’t very bad, you just learn to place your cc near your units and to delete it if necessary. So the situation doesn’t call for a hotfix, I’d much rather wait for the ideal fix which is making foundations invisible for the enemy until they begin construction
  19. I already designed new an unique hero bonuses a couple months ago. Did you read the descriptions? last paragraph here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7104
  20. @wowgetoffyourcellphone beat me too it, but I'll add that the civ already has an wide selection of infantry. My only comment on the champ cav is that it would be neat to let another civ access champ swordcav. Only the romans have this unit right now while many other civs have a champ spearcav. I've seen the simplistic, white-themed shields in a number of places and I like the concept. We might only need a small number of these designs, like 2 to 4 since we can justifiably mix with the celtic shields, especially for the "celto-german" slinger for example. On the topic of heroes, I'll experiment with some armor for boiorix, and I think I'll give the furs texture to teutobod, who is designed as a kind of fast-moving commando infantry unit.
  21. you can delete unbuilt foundations and get resources back. if you delete a partially built cc, you get a fraction of your resources back.
  22. https://gitea.wildfiregames.com/0ad/0ad/pulls/7153#issuecomment-103686 Ok, so after seeing a few games on naval maps, I realized that many naval maps and hybrid maps (land and sea, like hyrcanian shores, lake, continent) do not have enough fish to justify making fishing ships. Take as an example Aegean Sea: The bottom two players don't have a single fish accessible, and the top few players only have a handful, with some of those fish being close enough to the shore. In this case, players may only be able to gather 3000 food with an investment of not only as much as 500 wood (dock + boats), but also lots construction and walking time. This is not enough fish to justify making fishing ships and it means naval gameplay is only relevant for controlling passage to the other side. It also means there is rarely any fish to kill with ships, and if there were fishing ships, they would have already gathered most of the accessible fish. Also, if you look at lake, you would see a map that should be pretty enjoyable, but because there are such a small number of fish in the lake, the middle lake is basically just an obstruction unless you use it for transport and siege ships. Here is Aegean sea after adding the fish: I didn't apply the same exact change to all maps. For maps where there was a comically small amount of fish, I added plenty, but for maps like continent, I added just enough to make fishing worthwhile, but not mandatory. Thoughts?
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