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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Just download it, extract and move to your mods folder. The zip directly contains the mod files, so you may need to move things into a new folder. cimbri-refinement.zip
  2. I can add a zip here in a couple of hours so u don’t have to bother with git.
  3. @Obskiuras do you need one? I thought I had set that repository to 'public' so anyone can clone. That repository is a bit behind since i've been working on the gitea pull request. (I would link it, but gitea seems to be down atm). Is there a "contributor" role? I'm not sure which is best, but I don't think it will make much of a difference if you want to contribute to the mod. If you have some art to contribute, you could also send it to me and I can add it directly to the pull request.
  4. ! this is totally different from the hash check stutter. edit: might just be the camera + the usual stutter, its hard to say.
  5. do you want to try DE suebians, or what is being prepared on gitea? If you want to do the latter, it might be easier to just clone this mod: https://gitlab.com/real_tabasco_sauce/cimbri-refinement move to your mods folder then do: git clone https://gitlab.com/real_tabasco_sauce/cimbri-refinement.git not sure how you could get just the suebians out of DE.
  6. lungfish No, actually this is a mistake from trying to add fish to this map XD.
  7. That would be wayyyy better than mace. You still have to pay for the mace techs.
  8. 100% The division of attention and division of labor are key to RTS games. The player only has so many things that can be done at one time. This makes up a substantial portion of the skill curve, and it is very important that games have a skill curve to learn. I think we just need to develop the strategic options available to players and high APM will become less strong relative to strategy.
  9. Just throwing one idea out there: free and instant stone mining tech upon phase up. The civ is quite stone heavy, so this could be nice. Also it could help justify going for late game compositions and not being forced to make mercs to feel competitive.
  10. Is that the biggest obstacle? Honestly, I think all that needs to happen is to come up with a consistent scheme to determine what units are available from captured buildings.
  11. do you have feedback for me @Carltonus @Classic-Burger?
  12. At one time, a mod allowed automating unit teleportation. This meant buildings could be set up like roads across which women could travel extremely quickly. Likewise, barracks could quickly transport soldiers across long distances. This isn't against the "Rules" as you describe, because you could technically do this, maybe if each turn was 10 seconds. Should this be considered cheating?
  13. Its a tad strange that you call this threat "vacuous" and describe your concern for multiplayer when you haven't yet played it, but regardless, but I understand you come from open-source absolutist standpoint, so maybe that's it. I appreciate your interest in 0ad and I hope the multiplayer community is welcoming when you decide to check it out!
  14. as far as I know, they have never been even close to good.
  15. imo there should be an overhaul to add a system dedicated to turning one unit into another. It could address this, as well as the promotion 'hack', and stuff like https://gitea.wildfiregames.com/0ad/0ad/issues/7328
  16. Probably less costs actually, since there would be less frequent range queries in typical fights, but my guess is it wouldn't be very noticeable.
  17. Yeah, I think this is the safest option (least knock-on effects).
  18. Suggest values please I was thinking like 1-2-2 or 2-2-2. I see now that you mean 1-2-3 should be the values (thought you wanted to increase each tech by this much). So, what you suggested might also be fine.
  19. Keep in mind https://gitea.wildfiregames.com/0ad/0ad/issues/6946, which means some of your retreating units must stop after you give the order. So try to use just one order for your retreat to avoid this. I agree with a more cautious version of one of these. This would throw us partially back into the meat shield meta. I'd like to add a new item to your list of solutions: 5. Infantry speed values. generally, let melee infantry be faster than their ranged unit counterparts (except pikemen). This allows for potentially interesting balance considerations for ranged units This is all stuff that we can play around with in the com mod, but I'd like to try and tackle the capture situation first.
  20. unfortunately, I am not sure if the p2 and p3 mercs would show up in the structure tree.
  21. sounds like the easiest solution is to promote the village merc into town merc with ~2000xp, then promote the town merc into the city merc with another ~2000xp, and then add a modification to set xp required for promotion to 0 to the phase up technologies. you could add villageMerc, townMerc, and cityMerc classes as handles for the different modifications. you could have an infantry p1 merc promote into a cavalryman in p2 with this approach just fine.
  22. this is one of those areas where finding the right balance is good. Its probably not necessary to set in settings, but maybe the visual alert and audio alert can have separate suppression times. I think frequent visual alerts would be less annoying than frequent audio alerts.
  23. you need a sizeable number. Ive seen immortals take them down pretty effectively in the melee mode. Rams are pretty good, you can garrison them for some extra speed. With swords inside, its pretty good. Also, in many games you can take advantage of their extremely slow mobility by cutting losses and attacking other places/players.
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