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Posts posted by real_tabasco_sauce
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@Player of 0AD the reason the chanakya hero was changed is because it is very awkward to have a hero with two bonuses that are mutually exclusive. You could not heal AND get the discount bonus, so after only seeing the healing properties in games, I decided the change was necessary. idk about you, but I have never seen the hero garrisoned except to try and heal up.
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your second voting point here is incorrect. 5 armor corresponds to 40% less damage, which means units that deal hack damage have a net +10% strength vs buildings.
Please reserve your judgments until the gameplay effects are well understood! I saw players complaining that archer cavalry were dealing more damage to women, this is simply the opposite of the case. I think the differences have simply pushed many players out of their comfort zone. Yes, maybe you don't like it as is, but this is experimental, and it is done with the long term growth of 0 A.D. gameplay in mind.
So please give suggestions over the next couple of weeks and I will update it one way or another.
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hmm actually I cannot reproduce the error. Neither manually targeting the captured tower nor letting the default AI attack it enabled the cc to shoot the tower after it switched back to my side.
If you select a replay in your replay screen, you should be able to see the folder that has the replay in question. You could upload those here, or just send it to me directly.
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Thanks so much for reporting @axi
I think I know what this is and it should be simple to fix. I will add this fix to my patch, and fix it if we have time for another community mod release.
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thanks for the suggestions. I will collect the suggestions (and also observations from games) and put together an update in a while. Depending on timing with respect to a27 release candidate(s), it might take the form of another community mod release.
If that is the case, I will probably add in something like this: https://code.wildfiregames.com/D5232
and maybe a couple other a27 features that need more testing.
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How about instead of selecting "random" for map biomes and team placements, the users could use a checklist with something like "select all" and "deselect all" to make things quicker.
That way particular biomes and placements can be avoided, while still allowing for some surprises.
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did u restart? Also be sure to disable 26.6 first. U might also need to check the folder name in case the zip file from mod.io hasn't given it a new name (like community-modXqu8.zip or something)
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@Player of 0AD thanks for the suggestion. I could do it the other way. This is just the way that was first suggested to me. On the other point, I found that the healing ability was mutually exclusive with the ability for the hero to provide a discount, which isn't ideal.
I can certainly make changes, but I would probably just make them for a27 rather than make a new community mod release.
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Community mod version 6:
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Melee/Ranged rebalancing
- Melee units: +50% damage, less armor
- Ranged units: -25% damage (roughly the same damage vs melee because of reduced armor)
- Buildings and siege adjusted for higher hack damage
- Melee infantry slightly faster 9.5 ms base movement speed.
- clubmen get a small hack attack so they have fighting use.
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Non random building ai
- Buildings target closest units by default
- click to target units and select rally point on unit
- ctrl click to just set rally point to unit
- Accuracy for cc and forts reduced.
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Han fixes:
- poison arrows tech cost changed to 1200 food 1200 metal
- Fields easier to place
- Elephants get a splash attack
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Maury Heros:
- Chanakya: doesn't need to garrison for tech discount, slightly lower discount.
- Chandragupta: global ele bonus for speed and attack rate, local armor bonus for all soldiers
- Catapults smaller range and gain a splash attack
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Melee/Ranged rebalancing
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https://trac.wildfiregames.com/wiki/Alpha27
I added a lot of the gameplay and balancing changes and added a maps section.
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they look really good!
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On 16/01/2024 at 2:14 PM, Atrik said:
Dancing: Good micro with non-random would be to try to engage with a fast moving unit and dance to wast turrets shots until the opponent react and order the turret to attack another unit. I consider this not desirable.
also, I doubt this will be a problem. Dancing was a problem when whole armies could avoid damage. In this case, someone might be able to avoid a little damage, but that will be very situational. Raiding units would not want to spend their time dancing, especially when the entities attacking them don't cost pop, and when they need to be still to attack.
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1 hour ago, Atrik said:
If you try to ram a fort with garrisoned swords (something extremely difficult already), you have have very low chances because your army shrinks every time you go into the fort's range. In others words every time you get into a defensive building attack range, it cost you permanently (can't heal dead mens) more then with random arrows.
Well, I would argue this is more about the rams and less about the arrows. btw I have a patch for that too.
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@Purgator_ were you playing as the romans with the marian reforms?
If so this is a bug report already placed:https://trac.wildfiregames.com/ticket/6888#
https://code.wildfiregames.com/D5206 This is a patch on the way to fix it, but there are a couple other problems with it.
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Really professional casting nice work @RangerK
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Here is a replay of a 1v1 using the mod between @ValihrAnt and @hamdich.
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If you capture an enemy barracks, you can build a CC smack dab in the middle of their city. This is because the captured barracks is a hole in the enemy territory.
Possible solutions I thought of:
- Make cc not buildable in own territory
- somehow allow enemy territory to exist within captured buildings
- change the territory radius for barracks
- change the build area of the cc so it needs more territory to be built.
I like the second option the most, but I have no idea how the territory works. Maybe there are other solutions.
Duplicate post, my bad. Other one should be merged or deleted i guess.
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not too hard to make a26 compatible:
@chrstgtr @borg- @ValihrAnt maybe try some 1v1s with the mod? it is compatible also with community mod.
btw you can use ctrl by default to set just a rally point and not target arrows.
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yeah I still can't seem to get badosu's maps approved in mod.io, I think trying to get mods through there would take too long. I could just post a mod here as a zip. Maybe would you and @borg- be interested in doing a couple 1v1s with the mod? that way you could pretty quickly see the effects wrt rushing and large armies. I still have one last thing to change on it first.
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53 minutes ago, chrstgtr said:
Testing in RCs has obviously missed some very big meta changing balance issues in the past
Yeah I can never get anyone to join RC games XD.
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Also, just because you are content with something doesn’t mean it can’t be better
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I don’t think your predictions are all that reliable. We can’t really know how balance will turn out, but I can assure you it will be less of a significant change than other changes you don’t seem worried about. My prediction is that a27 might be a clean slate balance-wise.
My point was that if you asked an RTS player unfamiliar with 0ad if they would rather control their towers or let it be random they would be much more likely to support player controlled buildings.also, there isn’t a chorus of people demanding anything to be honest. I’m sure players would like a new civ, but you don’t see them begging for one.
letting the buildings be random just seems like we are missing out on content.
its not really preference though, the change makes building arrows interesting, fun, and even exciting.
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Well at first it was to fix a couple bugs that made it into a26. Then there were some balance changes like for hyrcannian cav. Then gameplay ideas came through like the Pericles and Themistocles, also team bonuses.
the issue though is that all the changes basically made it the de facto 0ad experience for a lot of players, dividing the community.
personally I think it should be more like a community test environment. Where balance changes, new units, and even some new mechanics can be tested.
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Building shooting at own building
in Bug reports
Posted · Edited by real_tabasco_sauce
yes, it should be impossible. in the case where the tower is recaptured by @axi, the cc will try shooting at it and fail because it is not an enemy building. After failing, it will be removed from the both the player controlled targeting queue as well as the list of available targets.
It could be that I have misunderstood @axi tho.