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Everything posted by real_tabasco_sauce
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There has been an effort to reduce the territory increase with each age and to decrease the cost of civic centers. https://code.wildfiregames.com/D3601 Also, @ValihrAnt made an experimental mod for some changes, including less CC,colony territory increase and decreased CC, colony cost. I think the patch is good, because the city phase in particular has too much area. If more changes are needed after this patch, then the cost and base territory radius (without phase increases) should be reduced.
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Ok I see @nani's point. However, usually hosts shouldn't lag behind their own server right? Another point: I have joined more "complicated" games (4v4, late game, many units, lots of fighting) and had to lag up to 8 seconds before I caught up the the action. After that, I didn't lag behind at all. It should definitely be an option, but I think if '-1' is not ideal, something like 50 turns would be fine too.
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yes, many hosts don't know about it and it seems like a feature that is better off enabled by default in most cases.
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Would it be possible to set observer lag -1 as default? I think this would be a good change.
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suggestions Thread for posting suggestions for Alpha 27.
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
Some change to how they fight would also be welcome as part of a larger naval overhaul. I am not a fan of how they behave like siege towers/towers. -
suggestions Thread for posting suggestions for Alpha 27.
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
I figured I would assemble some of the more popular/ more discussed ideas here and in suggestions for 0ad. Naval overhaul, including but not limited to: scale down all ships differentiate ships into different classes (transport, scout, warship, siege, special (e.g. fireship)) decrease dock build time debate adding turret points for garrison Unit specific upgrades: 0, 1 (town phase), or 2 (city phase) unit specific upgrades, see @BreakfastBurrito_007 post for examples. available in barracks/stable, each unit type gets 2 upgrades, but civs vary in which/how many they have access to. make siege towers a capture unit, with arrows a secondary feature. additional statistic: "effectiveness ratio" = value of enemy units, buildings killed/ resources spent spec flare (only for specs, and options to disable/mute) differentiate chariots, cataphract units. Hyrcanian cav buff (2 options: stat increase and raiding unit) https://code.wildfiregames.com/D4683 and https://code.wildfiregames.com/D4674 respectively elephant archers increase rate of fire with each promotion, more XP to promote. walls changes: palisade resistance to cavalry damage wall gate HP decrease, add a row of garrison space, doubling garrison points to 16. make walls easier to place, perhaps destroying trees upon wall completion. possibly a "fortified wall" upgrade available to some civs CC cost/territory gain changes: less territory gained in each phase, decrease CC cost slightly less colony territory raise all attack repeat times for performance, damage adjusted accordingly. starting metal and stone: not so close to CC positioned separately on some random angle from CC with fixed radius perhaps decrease to 3000, using 3 1000 res "clumps" of each metal and stone. -
suggestions Thread for posting suggestions for Alpha 27.
real_tabasco_sauce replied to Lion.Kanzen's topic in General Discussion
Yes, I think the game could use more unit specific technologies. I think it is too easy to just fully upgrade all units, rather than pick and choose upgrades strategically. If we could assemble a chart of these upgrades (unit type in rows, phase 2 and 3 tiers in the columns with price for each listed) I think these upgrades should be pretty impactful, but also very expensive ( @BreakfastBurrito_007 suggested prices are fine I think, but if its a particularly strong upgrade, the price could be increased a necessary) they also shouldn't outshine the blacksmith techs too much. -
interesting. I just always unzip, because often mods do have parent folders, and also because opening a .zip download off of google chrome will automatically unzip it.
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Many mods can be found in game, however if you want to install a mod yourself, you can download, unzip, and move it to your mods folder: to find it on mac: Users/<You>/Library/Application\ Support/0ad/mods/ you can access this in terminal, or by clicking go -> go to folder and type the above path.
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Ok we should try this again this weekend. I went ahead and assigned us all a time, since the poll didn't help last time. I have it down as 20:00 GMT or 8PM GMT on Saturday August 13th. If a new RC is out, we should all play that, but if not, a separate group can playtest the latest revision at the time.
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thoughts on this nerf? 30 pierce per 3 sec -> 28 pierce per 3 sec 10 dps -> 9.33 dps
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https://code.wildfiregames.com/D4754
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does anyone else have inconsistent unit silhouettes? sorry about the horrendous quality XD. There are women around the bottom tree, and a small army amongst the cherry blossoms. Sometimes when I pan the screen over the units, the silhouettes come back and then disappear, other times they are normal. This could just be my issue tho. (rP27036) map pictured: chang Jiang
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after testing, what are your thoughts on a slight CS crossbow nerf and a slight Ji buff? crossbow dps: 10 -> 9.5 (compare to slinger at 9.2) ji damage 3 hack 4 pierce per 2 seconds, but - 2 pierce armor compared to pikes: how about Ji: 4 hack 5 pierce?