-
Posts
2.235 -
Joined
-
Last visited
-
Days Won
50
Everything posted by real_tabasco_sauce
-
I thought user.cfg would have a couple of options to change scroll speed. The reason I say "default" is because you can change scroll speed with hotkeys, but the change does not persist.
-
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
The main feedback I got from hesitant players was that these upgrades are complicated. So, in an effort to simplify the overall system of upgrades proposed, the upgrades now affect mercenaries as well. In addition, projectile velocity modifications have been removed since this information is not very accessible to the player and its kind of obscure. I plan on proposing these upgrades again for trial in the community mod for a27, but this will likely not be for a while. I received a suggestion to allow all civs to access all the upgrades if they have the corresponding units. advantages: simplify the system further community mod playtesters would have access to more of the available upgrades at any given time. more content in general disadvantages: possibly OP units (ex. infantry sword upgrades + iber champ swords + speed hero = very fast fellas) too many upgrades in the GUI (clutter) -
Hi all, I mean for this topic to be a place to share items for the config file that might be useful for gameplay. For instance, if you find the new map icons too large, you can change their size with the followng: gui.session.minimap.icons.sizescale = "0.6" I'd like to know what variable sets the default mouse scroll (or panning) speed.
-
Suggestions for handling offensive players
real_tabasco_sauce replied to real_tabasco_sauce's topic in General Discussion
This is true, the real solution is to completely silence the hate speech, but my point is it would be nice to allow players some control. Just something like the opposite of "mark as buddy" A blocklist is better here, because one would have to "allow" a lot of players, while you might only need to block one or two bad actors. Also we should encourage inclusion of new players to team games and 1v1s, and I'm afraid that an "allow" list for game setup would exclude new players. -
Suggestions for handling offensive players
real_tabasco_sauce replied to real_tabasco_sauce's topic in General Discussion
I meant mute an offending player for the user. Ideally setting them to blocked pretty much eliminates them from your experience, except for when the blocked player joins a TG that you are not hosting. In this case there could instead be a warning flag: “a blocked user “bad guy” has joined the game” -
I did this pretty fast, could be an error or two. https://code.wildfiregames.com/D4914 @Freagarach They all look great, but there is a slight bit of clipping for britons, which has a very narrow garrison space.
-
I'd say it doesn't have to be all or nothing. For instance, if we are ok with changes after the feature freeze, I could just submit the wall doubling patch for the release candidate, and further changes can be done in the community mod.
-
This is a touchy subject at the moment, but I have a suggestion (in addition to player mute) that might help. In the settings, one can select "only buddies" are allowed to join a game late to spectate. There could be another player status called "blocked" which both mutes the player for you in the lobby but also forbids them from joining games you host.
-
I would think the only difference would be players might want to put units up there more frequently, making the feature more used. The units on the walls already are stronger with more armor and vision range. I predict the only type of player that would play with more units because of this would be someone trying to build some kind of mega city, with a lot of units up in the walls. I think a flat attack range increase of 5 or 10 meters could be interesting, much more impactful for skirms which are usually not garrisoned. I would say between doubling garrison space, decreasing build time, decreasing wall turret costs, and adding a range bonus to garrisoned troops, we have a lot of options on the table for potential improvements. I will think of an appropriate and balanced combination and we could try it out in the CM.
-
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
an additional row of soldiers looks great on walls: This was just a quick test, so I only did it for the Athens long wall, but I think it would work for all the other walls too. https://code.wildfiregames.com/D4914 -
What do you all think? I'd say it looks like a proper garrison force. We could try this out in the community mod along with faster build time. perhaps this is off topic, as the discussion is really on AI. I will post a pic in the community mod discussion.
-
yeah, my point was it would be nice if they could be better used to bide precious time to gather a defensive response. Ideally, the defender can benefit from the time the attacker wasted by pathing around or having to take down the walls (ie more time for a technology to complete researching before starting to fight). I agree, they should also be a significant advantage for a defending army, but I think this should come from adding another row to turret space, rather than giving wall turrets arrows again.
-
This is true, but it would be nice if walls could be more useful for quick defenses, rather than exclusively for turtling (i guess palisades are used just to limit the movement of cavalry around one's base, but this is done long in advance). I think build times should be reduced for both palisades and walls. For instance, you have just scouted a large group of infantry moving to your town from rather far away. In this case, one should be able to at least put up some palisades in anticipation.
-
Interesting. fn didnt make a difference for me. Apparently the default is just shift, which works fine. Not sure why it was shift+backspace for me as I don't remember changing it. I probably should have realized its a modifier of another command (delete). So it makes sense that shift+delete and delete can not be used together here.
-
Vulkan - Testing
real_tabasco_sauce replied to leopard's topic in Game Development & Technical Discussion
It appears "A26" in the video is actually the development version of a27 with using openGL (according to @leopard's comment). So I would think differences between the second and third test can be attributed to the Vulkan backend and/or slight differences in the testing conditions. -
Vulkan - Testing
real_tabasco_sauce replied to leopard's topic in Game Development & Technical Discussion
Great video @leopard! -
At the start, you probably don't need 5 houses. This is wood you don't need to spend yet. First get units for gathering food and wood, then make houses one by one as needed. if you can put the farmstead near berries, these are gathered much faster than farming.
-
@TerryF first, try "booming" with only women and soldiers gathering food and wood only. Any new units you train should also go on food and wood. The main thing is to gather the resources you need (food and wood only for the first 10 or so minutes), and immediately spend those resources to get more units gathering. Get upgrades or additional barracks if you have excess wood. If you find that you have 1000 or 2000 food or wood, it probably means you are not spending it appropriately. You should avoid having to "save up" resources for something. Don't move to get stone or metal until you need absolutely need it. You can practice by yourself without any AI once or twice, and if you can manage to get to 200 population by 15:00 minutes of game time, this is a great start.
-
Vulkan - new graphics API
real_tabasco_sauce replied to vladislavbelov's topic in Game Development & Technical Discussion
perhaps a good way to control would be to just watch a 4v4 replay using GL and then using vulkan. Not sure if replays would be compatible tho. -
Vulkan - new graphics API
real_tabasco_sauce replied to vladislavbelov's topic in Game Development & Technical Discussion
I wonder if a 0ad youtuber could try posting a short 1 to 2 minute comparison. I am very curious about the potential benefits, but I will need to wait for a mac compatible release candidate. It seems some players report significant performance improvements, and some report none at all. it seems a lot of potential 0ad players are turned away from 0ad by performance issues, so perhaps this could be a popular video. @ValihrAnt @leopard @seeh @Darkcity -
Ah yes, I remember this patch. In theory, the best solution would be to allow buildings to be considered visible with a smaller portion of their area in vision range. However, the most practical solution would be to increase vision range a little and decrease range a little as well.
-
I have had this happen too, what are the scenarios where siege can shoot farther than its vision range? (100 meters range vs 110 meters vision range) Perhaps it has to do with whether or not a large building is considered fully in view? I would think even seeing the corner of a fortress should allow the status of the building to be unveiled. Since large buildings like forts are a lot larger than 10 meters on one side, I think it would not be ideal to just increase vision range to like 140.
-
Age of Empires IV
real_tabasco_sauce replied to borg-'s topic in Introductions & Off-Topic Discussion
This is also true, they seem very bland. My main issue with it is that they are so forced as a gameplay mechanic. The developers seem to be unnecessarily messing with the classic conquest formula. -
Vulkan - new graphics API
real_tabasco_sauce replied to vladislavbelov's topic in Game Development & Technical Discussion
@BreakfastBurrito_007 give this a try, might be great on ur pc.