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Everything posted by real_tabasco_sauce
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Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
yeah, but you can set it to just "ctrl" and make the other one unbound. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
I recommend binding "attack move (units only)" in place of the current attack move. -
This is a fair complaint in my opinion, generally related to the pacing of the game. while I think the pace of 0ad is in part a strength, slowing down the game some could allow for “a story” to develop as famous aoe streamer t90 has said. As opposed the current dynamic of boom or rush. also, I think this issue is related to others such as “booming = turtling” and “units die too fast”. while I don’t think flatly increasing train time is the solution, targeted adjustments to train time could be part of a broader solution. i have some ideas brewing that could help in these areas and I’d like to test them out in a future community mod release.
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Ok the next release of the community mod is near. I have heard a lot of player concerns and with this release we can try out some changes to see if they improve the situation. Walls may be placed over trees, causing the tree's destruction once complete. Additionally walls give to the garrisoned troops a range bonus in addition to the existing vision range bonus. When destroying walls, they will do damage in a 10 meter wide box (length the same as the wall). Destroyed walls would create a cascade of rubble that would be dangerous to attacking and defending troops. Players have been complaining a lot about hero baiting, so I have some ideas implemented to fix that. Hero acceleration is greatly reduced down to 5 m/s^2. To compensate for being very easy to shoot, they gain an additional 1000 hp. Since the Han have been lacking, I made some changes to the ministers to make them more interesting for dynamic gameplay. In p1, they gain 5 hack damage for each unit they kill. in p2, they gain 10 m/s movement speed. in p3, their last modification is that they trade the sword for a club and do 50 crush damage. This last part is a bit of a stretch historically but I think it will make for an excellent contribution to the way the Han play. Let me know your feedback, and lets get ready to play! (April fools)
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What is the 'Arabia' of 0 AD?
real_tabasco_sauce replied to Thorfinn the Shallow Minded's topic in General Discussion
Nope i can access -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Any suggestion? Basic units are generally boring compared to elite ones. One idea is to use some of the furs, like what is used for the wolf warriors and Teutobod. I could also give them cloaks/capes. Could you maybe draw on this .png which helmets are problematic? @Genava55 Could you also indicate which bosses are problematic? My thoughts are that simple bosses and/or no bosses would be ideal. Some of them clash with the geometric artwork on the shields. For Boiorix, I like the idea of using one of those simple iron caps (but shiny :D). -
What is the 'Arabia' of 0 AD?
real_tabasco_sauce replied to Thorfinn the Shallow Minded's topic in General Discussion
Mainland -
Overhaul of the Citizen system
real_tabasco_sauce replied to Deicide4u's topic in Gameplay Discussion
Its been talked about before, but citizen soldiers are quite fundamental to 0ad. There's a big discussion here: Citizen soldiers allow for big battles that distinguish 0ad from aoe2, and they are quite historically accurate which is something 0ad strives to achieve. That being said, they contribute to snowballing, and mainly contribute to the "booming = turtling" phenomenon. I would like to not abandon citizen soldiers entirely, as it makes 0ad unique, but we can increase the importance of non-soldier gatherers by changing gather rates and/or by introducing a new "laborer" unit. -
yeah we could test even a proof of concept like this in the com mod. I think it could be made quite intuitive, like by using the right click button for making a box while holding f. I am working on a different solution but couldn't be added to the mod anyway.
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unfortunately for now, there is no autosave feature.
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yeah the acronym choice is quite a reach.
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You have mischaracterized this second one. It is about preventing units from getting stuck endlessly attacking a building when higher preference targets are nearby. On group target selection, I am 50/50. I prefer a more elegant approach to the problem, but as of now I see no harm in it.
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DLC DLC CRATO CRATO POS BODOLAAY I think there is a slider that should reduce these and leave music and things alone no? Or maybe i confuse it with the UI audio.
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
The current soldiers have a mix of these, and some without helmets. -
New Release: 0 A.D. Alpha 27: Agni
real_tabasco_sauce replied to Itms's topic in Announcements / News
well a new market would be nice, but the old one is okayish. @Obskiuras maybe this is something you could do: It would be good to have a better emblem for the civ, and this face engraved on a huge metal pot would be pretty cool. A drawing inspired from it would be ideal, sort of in the style of the other civ emblems. In terms of gameplay, I might need to nerf a hero bonus, but other than that, I think its ready. -
A GUI mod should not change the way the game works underneath, only the way you graphically interface with it. Yes, but you are forgetting that the spirit of competition drives one player to be better than another and that as a direct result, players with high APM do better than players that cannot keep up. This is inescapable. Automation generally is not the solution because it just decreases the number of actions a player can do, which flattens the learning curve. Instead, the ways in which an action can be better than another action, strategic options, should be increased. This allows one players fewer, smarter actions to have more of an impact. I'm trying to help with this last part
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Art Goals -- Release 28
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Art Development
Oh interesting, maybe I just assumed from the commit author. -
Roman military standards (Aquila, Signum, Vexillum)
real_tabasco_sauce replied to nifa's topic in Art Development
I'm not sure if a technology can change something like the standard, but I think that would be a really nice touch. I feel like a standard bearer unit would be a bit redundant with the animated standard when using formations no? Plus, we already have the centurion for the romans, so its hard to imagine a gameplay role for them too. That being said, it might be useful for campaign development/cinematics. -
Art Goals -- Release 28
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Art Development
I used the style of @Sundiata. The drawings are quite similar to the heroes from existing factions. (except for some props like the shield, sword, and hood. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Disco Local -> Users -> Documents -> My Games -> 0ad -> mods -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths That’s still not the right place. this link shows where you can find it. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
The same error? Different one? inside cimbri-refinement-main, do you see a single folder, or do you see "simulation", "art", and "mod.json"? -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Your mods folder should be something like: Documents/My Games/0ad/mods/