-
Posts
2.551 -
Joined
-
Last visited
-
Days Won
61
Everything posted by real_tabasco_sauce
-
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
these are actually designed for the set of upgrades I already devised. Each civ gets about 4 to 8 of these depending on their unit availability and balance reasons. the first one is "handguard" which is for swordsmen, the last is "balanced javelins" notice that the arm is in (sort of) a throwing position, and that there is a grip on the balance point. -
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
-
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
I could just make "heavy shot" -> "lead shot" then I would just make the stone much darker and metallic looking. -
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
Ah, I was wondering about this. Thanks for giving me the standard sizes. I found a resize function in my image editor, how does this look? I used this one for "longer slings" -
Idea: Attack structures in a more "realistic" way.
real_tabasco_sauce replied to Lopess's topic in Gameplay Discussion
i feel like realism is a slippery slope, and that perhaps instead there should be a realism mode (or mod), with added resources, damage types, and these fire mechanics -
Idea: Attack structures in a more "realistic" way.
real_tabasco_sauce replied to Lopess's topic in Gameplay Discussion
I guess this looks nice from a real life simulation standpoint, but from multiplayer gameplay perspective, this is bad gameplay. -
Idea: Attack structures in a more "realistic" way.
real_tabasco_sauce replied to Lopess's topic in Gameplay Discussion
well especially in AOE3, it dumbs down siege and raids, and frankly it's boring. We cannot replace capturing with this mechanic, it would be awful. -
Alpha26 feedback and suggested changes
real_tabasco_sauce replied to hamdich's topic in Help & Feedback
see my two proposed "unit-specific" upgrades for pikemen: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/blob/unit_upgrades/community-mod/simulation/data/technologies/pike1.json https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/blob/unit_upgrades/community-mod/simulation/data/technologies/pike2.json I tested these and they had a noticeable impact on the usefulness of pikemen. In addition to these upgrades, I think an increase in pierce damage, and maybe a decrease in hack armor to equal their pierce armor would be ideal.- 158 replies
-
- 2
-
-
-
- @stan
- @hannibal_barca @andybeauty
- (and 9 more)
-
Idea: Attack structures in a more "realistic" way.
real_tabasco_sauce replied to Lopess's topic in Gameplay Discussion
I agree with @BreakfastBurrito_007, any arson and fire arrows should just be an animation of the current anti-building attacks with no damage modifications or new mechanics. Melee units can just "start fires" and maybe archers could have a flaming projectile for when they attack buildings. In general, I think this level of realism is unnecessary. If we must add something like this, we should absolutely avoid the AOE3/AOE4 style torching. -
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
really? here is husbandry for horses. Now just longer pikes, scouting tactics, and cavalry heavy draw remain. For longer pikes I have no idea, maybe a good starting point is a screenshot of a pikeman attacking? Then maybe make silhouette. -
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
-
Unit specific upgrades
real_tabasco_sauce replied to real_tabasco_sauce's topic in Gameplay Discussion
progress update on icons: Some "new" icons I edited XD. Handguard (swordsman), raiding cavalry (cavalry axeman), heavy shot (slinger), buttspike (pikeman) from left to right. all that remains to be made are: longer pikes, balanced javelins, scouting tactics (archer cavalry 1), cavalry heavy draw (archer cavalry 2), and husbandry (cavalry swordsman 1). if you are curious about the buttspike, this is the inspiration: -
Alpha26 feedback and suggested changes
real_tabasco_sauce replied to hamdich's topic in Help & Feedback
yes, I would agree with this. There will be some fine-tuning needed in the future for Han. I already have a couple ideas, but I think we should all wait for a consensus to be made on what exactly needs changing.- 158 replies
-
- @stan
- @hannibal_barca @andybeauty
- (and 9 more)
-
Alpha26 feedback and suggested changes
real_tabasco_sauce replied to hamdich's topic in Help & Feedback
lol what am I supposed to do. Obviously balance changes are agreed upon by many people. I think within the unit specific upgrades proposal, there is an appropriate solution to a couple of @Emperior's issues, namely cav OP and merc cav op. Han balance changes will happen later anyway.- 158 replies
-
- @stan
- @hannibal_barca @andybeauty
- (and 9 more)
-
What is your prefered playing Speed?
real_tabasco_sauce replied to Frederick_1's topic in General Discussion
@Frederick_1 I recommend you use a plug in mouse, not wireless. I certainly had issues with wireless mouse input -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Ok, I went ahead and made a merge request for the 4 new team bonuses. -
Idea: Attack structures in a more "realistic" way.
real_tabasco_sauce replied to Lopess's topic in Gameplay Discussion
Yes, and it also makes for horrendous gameplay -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
My only concern is stacking the speedy skirms/slingers team bonus for brits with other speed buffs like Viriato from ibers. That would make their skirms 15 m/s which is comparable to cavalry. -
Introducing the Official community mod for Alpha 26
real_tabasco_sauce replied to wraitii's topic in Gameplay Discussion
Ah good point, yeah it makes sense to limit this to infantry. Done. This could be a team bonus. Maybe just slingers and javelins? thoughts on this for britons? -
In general, I think we should avoid a strict counter system like in AOE. Instead, 0ad has generally allowed the natural stats of different units to result in some units countering others depending on the context. ie archers beat skirmishers when range is important. I guess an exception to this is the cavalry damage multiplier. i've been thinking about a crush armor rework for a while now. Overall, it should be a reduction with some units having more or less than others, but then one would have to adjust slingers for example as necessary. I think something like this would be done after the current balancing efforts (like how I postponed the unit specific upgrades). As for area of effect damage, I would say it doesn't belong on chariots since they are currently ranged units only. I think there was some work done on giving eles an area of effect attack, but I am not sure how easy this would be to add to the mod. @Adeimantos in terms of unit differentiation (unit roles) what do you think of my unit specific upgrades idea? these upgrades are already in my fork of the community mod: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/tree/unit_upgrades the discussion on these upgrades is below.