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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. Some example upgrades. The layout always seems to group upgrades for one unit together, so I don't think they need some special location in the menu.
  2. ^forgive me, I had to XD. In all seriousness, these upgrades make much less impact than the general damage/armor hikes. Instead, they are ways to differentiate units into roles as desired. It was not the wrong direction btw, the blacksmith was absolutely full of upgrades, and it they were very, very expensive. It is much better the way it is, more streamlined, straightforward. I would say these upgrades are much more interesting and logical than pre a23 forge technologies. They are also pretty cheap, so doing a composition switch is absolutely possible. (in fact, this makes them more impactful). Lastly, I would like anyone commenting to please actually download the mod, and back up what you are saying with what you have found in the mod. *btw I made a seperate topic for this: https://wildfiregames.com/forum/topic/93787-unit-specific-upgrades/
  3. Hi Everyone, After discussion from @BreakfastBurrito_007 and others in the suggestions for a27 topic, I made a mod to test out some of these potential additions to the game. Plenty seemed interested. UPDATED MOD for a26 feel free to try it: UnitSpecUpgrades.zip Some things to take note of when checking out the mod: They come from the production buildings, not forge. Not all civs receive every possible upgrade. Civs get 4 to 8 of these. They do not effect mercenaries or heroes. They do effect champions. I only used the clenched_fist.png icon, so I will need icons in the future. Community mod link: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...unit_upgrades?from_project_id=36954588&straight=false
  4. Thanks for the tip! Also @LetswaveaBook I understand your arguments but maybe let me explain a couple of other things before you make your mind up. 1. Not every unit from every civ receives these. Each civ gets anywhere from 4 to 8 of these upgrades. 2. The forge upgrades have a much more powerful effect on overall gameplay, and the point of this patch is to somewhat dismantle the dominance of the forge arms race. Instead, I would like to see players consider their options and the way these upgrades might give them the upper hand against their enemy. Better adjusting the costs could make this an important decision to make. 3. I have given these unit specific upgrades to factions in such a way as to make the currently least used units more viable. 4. The upgrades diversify units: Take for example the first spear cavalry upgrade. This increase in acceleration changes the behavior of spearcav to make chasing ranged cavalry much more effective. The second upgrade does something more impactful, but notice I have not given it to gauls, persia, or sele which have crazy spear cav champs. 5. lastly, this is actually an excellent gameplay feature. When players pick upgrades, for example, to fully maximize their ranged attack and pierce armor (meat shield meta) they have an enormous weakness that can be exploited not only by making units that counter the enemy's but also by researching upgrades (in this case swords and hack damage perhaps). This is found in other RTS games, including 0AD. It is part of the strategy. I wouldn't say its that complicated. It's just more content really.
  5. I still have not figured out how to give archers some fire damage as a technology, but here is a tentative set of unit specific upgrades. I don't have any icons, so I just used the clenched fist from will to fight. You will notice I removed the generic cavalry speed and HP technologies from the stable to make room for this more sophisticated upgrade system. As far as I have tested, everything works. This is version 1, but I would like to figure out any other issues before I make a separate topic. My thoughts are that this is a way to bring increased differentiation to civs and units, while also serving as a balancing tool for difficult balancing cases. The upgrades do not affect mercenaries or heroes. I will make a patch too, and we will probably need to adjust some costs/values but at the moment it looks pretty exciting.
  6. yeah, I agree with you. I was actually not aware of the repeat time change until now.
  7. fire cav will need a buff in a27. a25 damage per second (without fire): 36 pierce/1.25 sec = 28.8 dps a26 damage per second (without fire): 25 pierce/1.5 sec = 16.66 dps compare to CS skirm cav: 14.4 dps Its a bit heavy handed to be honest. meanwhile chariots still do 36 pierce/1.25 sec = 28.8 dps without boudica!
  8. I know this is probably very difficult to simulate, but wouldn't it be awesome to add a burning animation to buildings when they are taking fire damage. The size could scale with the damage rate of the fire.
  9. I don't know if having a mixture of percentage base upgrades and addition based upgrades would be problematic.
  10. I believe it used to be because the "successors" for example were a large portion of the civs, and to get more visual and cultural diversity, the groups were picked first, then the civ within. Now that we have 14 civs and plenty of differentiation between them (even between groups), an equal chances model was deemed more appropriate.
  11. Really? it was my understanding they had to be equal chances. If I can predict that it's more likely to pick mauryans over seleucids, then there is some predictability. I guess you still can't know for sure, even though it may be more likely. I guess that makes it still random.
  12. i shouldn't say bugged, it actually looks intentional. I just wish I could chose one over the other.
  13. unknown, isthmus generation. I love these bugged islands all squished together, it makes for amazing gameplay. A central crossing with multiple potential flanking routes. Ships are possible but not as effective as in the open ocean variant: and idk why anyone would want this generation, i guess it looks kinda cool. The islands don't really make for great gameplay. One could reverse engineer the bug and find a way to make the map generate like the first picture every time.
  14. I would say biomes should effect flora, fauna and conditions as you mentioned like frozen lakes. I don’t think the biome should effect terrain generation all that much. Major differences in terrain should be a separate map script: for example, aside from mainland, you could have “foothills” - a mainland style random map but with elevation as a focus. This would then have its own biomes, desert, snowy, alpine, etc. basically the map should have some core features, lake, river, mountain etc and the biomes can change how these look (frozen lake, dried up river for example). I think the “unknown” maps go in this direction somewhat, and I would love to have a few more of these style of maps!
  15. another suggestion: add some boars to 1 or 2 mainland biomes. Some biomes just have deer.
  16. suggestions for settings stuff: Allow the user to set scroll/rotate speed in the settings menu (currently this is done in game with a hotkey and resets every game) allow user to choose a resolution that fits their computer best.
  17. Yes, I like the sound of added functionality while keeping just the one bell icon.
  18. yes I think so. All bushes do not obstruct buildings. I like it tbh, it makes this map in particular feel very open.
  19. 0ad mention by major AOE YouTuber at 1:07. unrelated: I think performance is a pretty strong turn off for many potential gamers. I am happy to even wait frame by frame in some cases (in bigger multiplayer games), but I am sure many players find frame rate and lag issues much more debilitating. Some lobby players have said to me that they would be more exited for performance and "quality of life" improvements than content and balance changes. Obviously, these are much harder improvements to make, but what I am saying is they would make the game more appealing to new players and more entertaining for existing players.
  20. I'm guessing it's two separate issues. savegame-1171.0adsave 899 kB · 0 downloads Ok i reproduced, I think its just because the trees on those hills are not gaia. They are not resources, and are instead part of the map. Not a huge issue IMO, but I agree @BreakfastBurrito_007's issue is different.
  21. I wonder if it's just because the hill is elevated. Perhaps try zooming in and out or panning around away from the hill. In any case, it seems like @BreakfastBurrito_007's issue is more severe, but they might not even be related.
  22. Earlier in this discussion, I posted that they flickered in RC2, but were mostly present. (using a small laptop computer). I have had no problems in RC3, however even on the same map. I wonder if anyone else with a big monitor has issues?
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