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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. 90% return, so i think it's each additional farmer is 90 percent of the previous one. 1st farmer = 100% 2nd farmer = 90% 3rd farmer = 90% * 90% = 81% 4th farmer = 73% 5th farmer = 65% Maybe I am wrong tho. in theory, you would get pretty good benefits from spreading your women out after you move some to a woodline.
  2. also, I added a merge request for unit specific upgrades, after I finally found an image for the last upgrade. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/25/diffs take a look, this could be a large content drop for the community mod.
  3. perhaps yes. Maybe this is something we could remove if it proves to be OP.
  4. I called it "fertile crescent" It should help with seles need for food, in particular for eles and cavalry, two Seleucid strengths.
  5. Ok everyone, I found a good civ bonus for Seleucids: farms -25% cost, -75% build time, and no diminishing returns for farmers. How does this sound? This way the bonus works in the short term, but also a little bit in the long term. here is the merge request: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/24/diffs
  6. yes, of course. As the merge request is written, rams are still a phase 3 unit, but just infantry may be trained during p2. At the time, I wasn't sure if an hp reduction was necessary as well, but I might still implement a few of these suggestions. Thanks.
  7. check the merge request: melee CS: 160 (unchanged) melee champ: 260 ranged CS: 80 ranged champ: 180
  8. already done, see the merge request I previously linked. I agree, we don't need nearly 400 HP champ cav XD. I believe its closer to 13 percent, 300->260 for melee.
  9. yes, engine changes and other important stuff (hopefully some improvements to performance ). Its very unlikely that the mod can be copy-pasted, but something similar could easily be rewritten.
  10. My understanding is that it will be incorporated into a27 after more important engine changes and stuff.
  11. @chrstgtr the noble cavalry are spear cavalry. Rome is the only civ with champ swordcav, and they are pretty OP.
  12. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22/diffs this addresses melee champ concerns as well as ranged champs and ranged CS cav.
  13. @Philip the Swaggerless nice idea, I don’t really see any major conflict with Phillip II, since the Phillip II’s aura only effects champions.
  14. k all done: merge requests:https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests branches comparison: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...cav_speed?from_project_id=36954588&straight=false https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22/diffs These 2 shouldn't make a very big difference overall, but I expect them to help bring down cavalry's survivability. Feel free to comment on other merge requests I have submitted. I did one lowering crush armor, one for allowing the roman army camp in p2, and one for adjusting pikemen damage/armor. also, there is a slight crossbow nerf.
  15. what about this? the cav speed nerf (is -1 m/s too much?) and this might be enough for the near term.
  16. I think they should be differentiated units, rather than just superior versions of infantry. What do you think of the health nerf I provided? Would you agree ranged cav are also too tanky? I would say the health branch + nerfed jav cav damage + slight speed decrease is ideal. you can change that in options->session->battalions
  17. you should always be confident that your units can move as expected, this is why a lot of AOE2 players dislike AOE3 and 4. In AOE3 if a unit gets hit, the whole formation (which the user is forced to use) goes into slow motion. I think we can solve this without having to add a new mechanic.
  18. I believe it can be possible with the status effect feature (same feature as poison). @Freagarach @Stan` personally, I am not a fan. This was in AOE3 and I hated it. it doesn't seem as bad in AOE4, but still I would rather my units' motion be predictable and not dependent on gameplay factors.
  19. right but it doesnt fix them being tankier, having more armor, and dealing more damage. I'd still say the HP branch is necessary, as well as a jav cav damage nerf: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...cavalry_health?from_project_id=36954588&straight=false
  20. I would like to do a melee damage increase (also some armor adjustment) later on for meatshield meta purposes, but this isn't an appropriate change for the problem at hand. what could be done is increase the pierce damage of spearmen such that they damage ranged cav more (with 3 hack 1 pierce armor). spearmen also seem to be generally worse than swords, so I think this would be welcome.
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