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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. in my experience, larger maps are stronger for cav because there is more space to exploit the speed difference.
  2. I’ve left it alone so far. Or are you saying it should be lowered? everyone chill out, these aren’t final! I’m setting up some stuff in the community mod. If we spend some time testing seriously, we can figure out what works and what doesn’t.
  3. @Lopess do you have any updates on the boats? I think just the bigger arrow ship should get some extra features, like shields and a sail. I'll see if I can get an emblem done.
  4. Trying to make the maiden guard units for maury more interesting: archer: 100 wood, 90 metal 1.75 sec fire rate 90 hp, higher pierce armor, lower hack armor faster move speed and accel less range less attack prepare time swordswoman: 100 food, 90 metal lower hp less pierce armor higher hack armor faster move speed and accel https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70 1546905375_ScreenRecording2025-06-15171601.mp4
  5. 3x spearmen/pikemen against cav. @chrstgtr @Arup I agree with you both on speed. Im doing the cav counter (2.5x to 3x) since it was widely requested earlier, but I’d like to experiment with some speed balance in the future.
  6. i'm going to go ahead and do 3x counter. Anything else to do in the near term?
  7. units don't actually fight in the formation, and selecting a formation over another just for the bonus and not for the formation of the units is gimmicky. I think formations are fine to remain as-is for organizing troops and for cosmetic reasons. There are more straightforward ways to address the issues you raised, like some speed balance and diverging the different roles of units.
  8. Oh interesting. I hadn't heard the reasoning before but it makes sense.
  9. turns are calculated 5 times each second, so depending on your input, there could be up to a 0.2 second delay for a unit to act on your orders. In laggy games with 8 players, this is exacerbated by slower players since simulation waits for the slowest players to "catch up". with substantial performance improvements, it could be lowered to 0.1 sec.
  10. I’m not sure if trying to unify team game and single player ratings would work well. I think we need 3 items, not in any particular order, to bring legitimacy back to the ratings. Constrain settings for rated games so that serious maps and map sizes are used (looking at you polar sea). I’d love to add a “balanced” random map category for this. Implement a basic matchmaking option without replacing lobby rated 1v1s. This would lead to more match variety if there’s enough players, and everyone’s ratings would be more interdependent. make 1v1s more enjoyable. Right now I’d say that team games are simply more fun than 1v1s, and a lot of great players just don’t care that much about playing 1v1s.
  11. Meh I think it can be done pretty nicely with good impacts on how the game is played. So it’s certainly worth trying out. When I get an SSD and time, I’ll set up something in a com mod version. I'm sure it will have balancing consequences.
  12. Meant to say repeat time, not fire rate, fixed it.
  13. Well near term a solution could be to reduce repeat time and damage or instead decrease accuracy and increase damage. long term, I have a PR to decrease overkill in the innate unit behavior but it’s got some issues related to OOS right now. theres also the box targeting thing but I’m not sure how I feel about introducing a new mechanic just to combat overkill.
  14. Crossbows have higher dps than slingers. The problem with xbows is overkill.
  15. Yes @BeTe what you see there is the same as what is currently released (version 27.1)
  16. I’m not saying they should be the same speed as everything else, just that they don’t need to be so much faster. A gap of 50% faster would be perfectly fine, currently mace champ cave are 240% the speed of spears. we need to do some more broad speed balancing tbh.
  17. Forts should be effective for defense, not an expensive barracks. If they are “useless” right now, work should be done to make their use for defense more effective. Forts should be for defense primarily, with some able to train heroes, unique units (champs), and unique, special technologies. I remember alphas where people would make more than 6 forts just to spam champs, and it became frustrating trying to find space to place them because of the build distance requirement. also let me stress this really important point: there are no complaints about infantry champions, save for immortals being a bit OP in the ranged form. all the complaints are about champcav, so how about we calm down a bit and focus of the specific units that are problematic instead of “moving fast and breaking things” so to speak. why are champcav OP? - high damage, high hp? Sure, but it is not much more than infantry champions, and they cost a lot more. But really the comparison with champion infantry is flawed, champcav will almost never need to fight champion spearmen. - mobility? I think this is the underlying cause as much as others want to deny it. We are talking about units that are double the speed of their supposed counter, units that may not be surrounded, trapped, or outplayed except by a larger or faster cav army. Because you can choose your fights endlessly, champcav players can bank up resources while raiding and retrain fast enough to justify taking bad fights. Additionally, since they move faster, they take less damage from buildings. if you are really adamant to try this, why not set up a PR in the com mod to organize some play testing. I think I’ve seen enough of the current com mod changes to get an idea of what might work in the future regarding capture balance, so we can move forward with a new version if you like.
  18. So they should have wooden bosses. K, I’ll add them in the future.
  19. I like that design @Genava55 but I’d prefer to stick to the original gold form. If we use the face on the ritual pot, it would also make sense to use that dark gold hue.
  20. I suppose I could add some more variety by incorporating some Brit or Gaul textures, but in general the basic units are supposed to look basic. All the other civs have pretty simple looking basic units, with advanced and elite units looking more cool and well equipped. i can’t work on much of anything for the time being, so if you want to design some new textures and some new meshes for the shields, go for it. However, what we really need in order to move forward with the civ are ships and the emblem.
  21. We will be able to do a new release soonish but I would love to see more testing and feedback on the current changes.
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