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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. ok ok enough off topic. We can agree to test out this unit type in the mod no? I am on board with this. I am also on board with adding a centurion type unit for romans. Anyways, any other feedback on the 3 additional merge requests I added above? @BeTe my thoughts are expansion is not required but rather encouraged.
  2. it would be nice to use a very general term so we don't need to worry about historical accuracy on a civ by civ basis. Alsoo, it would be obvious that it is the same unit with the same stats.
  3. ok some additional merge requests: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests 1. ptol houses -40% capture points, +50% build time (could be too much of a nerf, might make it 33% build time later) 2. axe cav buff: unit deals more damage 3. territory expansion and CC/colony cost: town and city phase territory increase is 25%, from 30% and 50% respectively CC cost: 300 wood, 350 stone, 100 metal colony cost: 150 wood, 200 stone, 100 metal. This change is designed to increase the importance of expansion and resource management. my thoughts are also that it will make maps "feel" larger, basically more options for strategy. compare to @ValihrAnt's mod:https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946
  4. We don't have to give athens 2 new top tier heroes. Just two heroes that are worth training. I can adjust their strength very easily, its just I thought Pericles in particular was a unique and interesting bonus.
  5. One of the best parts is that we can experiment with some things, which is something we never could on phabricator. It would always be an endless argument and usually the status quo was just maintained. In this mod, we can try a simple ptol nerf to the houses for example, and if this makes a good difference during play on the next mod release, we can keep it, or change/remove if needed. Also people are actually willing to test features XD.
  6. These are a lot more generic than my proposal for the two heroes. I will soon add some things to my fork of the mod: Seleucid civ bonus, ptol nerf described by @chrstgtr and others. Do you all remember the discussion on CC cost and territory expansion with each age? Should I add something like that?
  7. I think from cc in p2 would be best to be honest. Perhaps Carthage could train from markets too.
  8. potential Seleucid civ bonus: "fertile crescent": Farmstead technologies -30% cost, research time.
  9. @Fabius I Iike the general idea, but I think it requires new unit models. As for the building to train them, fortress could work, maybe barracks. I think a p2 fortress honestly wouldn't be all that bad, but others might want them trained from CC or barracks. It would also be wise to avoid too much overlap with heroes because of additional stacking of bonuses. Movement speed is good, building, and some minor attack bonus sounds interesting @chrstgtr what should be the % increase in house, storehouse, and farmstead building time? I think 40% would be too much. Maybe 33.3% more so 40 seconds build time? maybe @vinme has an idea here too? I think this should still be a net buff for ptol, just not quite as OP as it is currently.
  10. Hi all, title is self explanatory. The hotkey for delete without confirmation does not work for me, no matter what keys I bind.
  11. if you clone the repository and copy just community-mod into the mods folder it should work, just don't include put the whole repository with README etc. This is how I got the in-game screenshots of the heroes I updated, also how I know they work fine.
  12. @Philip the Swaggerless my understanding was that the mod would contain balancing solutions and some content/gameplay features (aka fun) There are parts of the game that are underdeveloped like some civ bonuses/team bonuses which could make the game more interesting. For example, how about we come up with a seleucid civ bonus? (i guess the heroes from cc is now a civ bonus)
  13. my point is the discount on temples is completely removed. Instead there is 2 bonuses for pericles: 1) Soldiers, Ships, Buildings, and Siege within 60m give the enemies no loot (including xp) and buildings +50% capture points. 2) technology discount of 10% and faster research time. It may not be super strong, but 1) is definitely a unique and interesting option for gameplay.
  14. theres now no such temple cost discount. This is for ALL ships versus the single ship that the hero is garrisoned in. right, thats why that hero has a potentially powerful non-naval bonus as well. BTW, I have put accurate information everywhere: gitlab, description, and screenshots of in-game tooltips, no need to guess. The whole point of this patch is to just increase the usefulness of these heroes, they will not necessarily compete with the top 5 heroes.
  15. the ship benefits Themistocles gave before these changes were miniscule. Notice that the updated Themistocles isn't a damage/armor hero (nor is Pericles, at least directly) 1. Ship discount is actually meaningful, also has effect on ship gameplay. 2. Wall discount is designed to increase the use of the Athenian Long Walls tech, which could be interesting in some games.
  16. I understand with your point on understanding the alpha first (ie letting the "meta" settle), but these heroes have been and remain awful with, as you said, nobody using them. The idea is to make them useful, which is content. Why not add these? I could understand not changing mercenaries yet for example, as its not clear yet how effective the nerf was, but the heroes seem harmless to add.
  17. well there are 5 already, but I wonder if we should also do a ptol nerf like @chrstgtr and @vinme suggest. I think we can increase build time for houses, storehouses, farmsteads and give pikes -2 hack armor and some additional pierce damage. the 5 existing merge requests: details here: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests feedback anyone? @chrstgtr, @BreakfastBurrito_007, @vinme, @LetswaveaBook Speed up rams by improving the turn rate and acceleration of siege units improve ram pathing/usability Pericles and Themistocles update see aforementioned auras and screenshots. Rebalance healers by making them cheaper 100 food, 25 metal cost temple techs cheaper Move tier 2 blacksmith technologies to Town Phase self explanatory Nerf heroes Iphicrates and Ptolemy Iphicrates gives +2 armor of all types instead of +3, and ptolemy -35% merc cost to -35% merc train time. ^ I think if the ptol hero is changed to train time, it should be a massive difference. Something like 60 to 75 percent faster.
  18. whats wrong with having a preferred username? I was once a literal DNA sequence, now I'm happy to be @real_tabasco_sauce
  19. @LetswaveaBook I can't see ur repository. Did you make a fork of the main repository? https://gitlab.com/0ad/0ad-community-mod-a26/-/forks
  20. yes, I think a ptol nerf is something we can experiment with in the mod. I wanted to take aim at some tradeoff for the cheap houses, storehouses, farmsteads, but I am undecided. Honestly, I agree with pikes, 1 hack, 1.5 pierce damage per second is almost negligible, (as seen in fights where you lose your slingers). I think pikes should have the armor/damage model of the halberdiers (ji) from Han, while the ji get even more damage, even less armor. note that these are still quite different from spearmen, as the attack strength of pikemen is that many can attack the same unit at once.
  21. I think our realism enjoyers would take interest in this. I don't know how this could be made multiplayer, but the graphics, design and vision for the game are awesome. Might be more of a sim than an RTS, but they will have some fighting mechanics apparently.
  22. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/8 fixed merge request XD.
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