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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Thats simply because the swordcav in p1 patch was good (balance, differentiation, etc, etc, etc,) and the last 5 things you have suggested are bad (numerous reasons). Your complete absence of respect for anyone is creepy.
  2. Just say you are terrible at the game and want it to be easier for yourself, because that is what I am beginning to understand from you.
  3. ah thats it. Yeah, I have it on because it fixes screen tearing I get from vulkan. Once it is on, things are very, very smooth so I prefer it on.
  4. One thing is that FPS throttling seems to have no effect in a27. I can set it lower or unlimited, and its always around 60 fps.
  5. https://superuser.com/questions/1146874/how-to-install-two-versions-of-software-under-windows-10
  6. I think changing the location of the first 0ad, then installing the new 0ad should work. Not sure how the user config files will be handled, but I can run both with different graphics and mod selections (on macos). Maybe windows doesnt handle that smoothly idk.
  7. Ok no worries, I could successfully download from here: https://releases.wildfiregames.com/rc/
  8. Only the ARM download worked on firefox. Seems like the ARM download works everywhere/ x64 didnt work for chrome,safari, or firefox. I think just the ARM link was fixed.
  9. Nobody will listen to your ideas if all you want to do here is hate. You have to realize that popular and plausible changes are made, and that fringe out-of-scope changes are not. If you expect you can personally redirect the design of the game, I am sorry.
  10. Nice! hopefully that will eliminate players being discouraged thinking the game is malware.
  11. @Stan` is the signing issue referring to apple signed applications so that ppl don't get the 'malware' warning, or is this for actually making the bundle?
  12. Neither of these links work btw. There are no unnecessary buildings, just some buildings which are not as impactful as others. Fortresses are for defense and heroes/unique upgrades if applicable. Allowing all units to be trained at the fort would be redundant and messy.
  13. I guess this is kind of an aside, but It is very weird behavior to maintain multiple accounts. I just don't understand the point, is it exciting? I can understand longtime players coming back with a funny name to prank people in the lobby, but maintaining and sharing smurf accounts, multiple lobby accounts and claiming to be different people is just plain weird.
  14. you could also set the body decay time to 0 so that tons of dead bodies don't need to be kept track of. I think this is in template_unit.xml, not sure what else you would have to change.
  15. Wow, I actually never realized this. Garrisoning turret points does not affect territory decay. That seems like a problem to me.
  16. Unfortunately, I failed to double the siege wall garrison space like I did with all the other walls. Some people will probably not like that inconsistency, and it means it will remain a chore to keep the walls from being captured. Fortunately the siege walls are fairly easy to destroy if I remember correctly.
  17. I think that was actually brought up by @wowgetoffyourcellphone. (to change all walls). Yeah I think it would be fine to grant siege walls the exception to territory decay. After all, they already have the exception of being built in enemy territory.
  18. if "buildings" are allowed a capture attack, siege towers could be the only unit capable of capturing walls. Let the garrisoned units modify the capture attack (by quantity), then units from the siege tower could garrison the wall once it is captured. Also, if I CC drop an enemy base, it would be good for their walls to become mine.
  19. Hi @Duileoga this looks like a great lineup, and I think it will make for a well-differentiated civ. Here I will add some thoughts on the lineup in terms of civ balance compared relative to current civs. This looks like a strong CS lineup, and it might be necessary to remove one of the ranged units (probably the archer). I don't understand the idea behind this concept. It should represent a generic Odrysian leader? What would be the role of this unit? Why on foot? I could imagine this being a centurion type unit, with a training limit. That being said it doesn't quite fit super well, as @Genava55 mentioned. I am not sure if I can see a champion skirmisher in that image, but if one of these was a champion skirmisher, that would be awesome. I think this would be a great civ to reintroduce this unit. Perhaps the hoplite should be replaced with heavy skirmisher following @Genava55's point that there were only mercenary hoplites. Does the fortified village have the template of the military colony? I think this would make sense. It would be awesome for these mercenaries to provide units not available as citizen-soldiers (swordsmen, axemen, and clubmen would be a super cool trio, but a mercenary archer would also fit here). I think a swordcav champion would be great for this civ, wielding a rhomphaia would look very cool. The archer chariot is fine from a gameplay perspective, as they would need a unit with range and mobility. Limited ram and ship selection makes sense for the civ. It seems a bit gruesome to train heroes from a mausoleum, no? Jokes aside, it might be good to sort out the unique buildings situation: Currently, the palace trains some champions, the mansion trains other champions, and the mausoleum trains (undead) heroes. How about the following as a solution: The palace trains heroes and any unique champions, like the commander unit (if it is included). This is similar to the gaul theatre building, where heroes and trumpeters are trained. The remaining champions are trained from the barracks/stable. The mansion is a special house available in p3 The mausoleum serves some symbolic role, perhaps providing a global aura, and/or some trickle. Overall, this is looking great! Really nice work!
  20. https://code.wildfiregames.com/D4990 (gulf of bothnia gets berries in the berry spot, not deer) https://code.wildfiregames.com/D4992 (mainland QOL update, small gaps between cliffs and forests, options for team placement)
  21. I also just modified mainland to allow custom team placements just like frontier does.
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