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Everything posted by real_tabasco_sauce
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
I think from cc in p2 would be best to be honest. Perhaps Carthage could train from markets too. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
potential Seleucid civ bonus: "fertile crescent": Farmstead technologies -30% cost, research time. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
@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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
@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) -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
0 A.D. Friendly Tournament Series
real_tabasco_sauce replied to Feldfeld's topic in General Discussion
whats wrong with having a preferred username? I was once a literal DNA sequence, now I'm happy to be @real_tabasco_sauce -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
@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 -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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. -
Others RTS - Discuss / Analysis
real_tabasco_sauce replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
yes, I was worried too, but 0.26.2 is already widespread! -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
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Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
yes, if I understand things correctly. I am also new to gitlab. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
oh i see, @guerringuerrin, this is in the siege-acceleration-change branch, but not in the 0.26.2 branch. So basically it is being worked on, but not yet included in a release. I double checked by applying the 0.26.2 version in 0ad and comparing stats before and after. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
@guerringuerrin, I didn't see this in the 0.26.2 branch. Where did you find this? I can verify the other statement tho. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
here is the branch for athen heroes. https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/tree/athen_heroes my merge request: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/7#notes It seems the loot changes for Pericles are not working as well as the wall cost changes for Themosticles I will work on them, but they seem awesome on paper. multiply by 0 issue fixed by multiplying by 0.001 @Fabius i'm not sure. I guess it would be like the trumpet units from Gauls? Because the centurions were basically officers, right? -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Ok here's my idea for Pericles, I think its pretty unique: Pericles: <Periclean defensive strategy> Soldiers, ships, buildings, and siege engines give 0 loot and + 10% damage, buildings + 50% capture points <Democratic reforms and classical literature> All technologies - 25% resource cost, -50% research time. for periclean defensive strategy, I wasn't sure if +10% damage or +1 armor was better. An alternative would be Allies soldiers, ships, buildings, and siege engines give 0 loot. Im thinking that if armor/damage is involved, <Periclean defensive strategy> should operate under an aura, with the buildings capture points remaining global. Im a little on the fence on this one, so if anyone has ideas for improvement, i'd love to hear it. At least the new hero stats are useful now lol. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
sure, yes I am just referencing the walls made in part of rubble. That works too