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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. 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!
  2. 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.
  3. I don't know if having a mixture of percentage base upgrades and addition based upgrades would be problematic.
  4. 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.
  5. 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.
  6. i shouldn't say bugged, it actually looks intentional. I just wish I could chose one over the other.
  7. 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.
  8. 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!
  9. another suggestion: add some boars to 1 or 2 mainland biomes. Some biomes just have deer.
  10. 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.
  11. Yes, I like the sound of added functionality while keeping just the one bell icon.
  12. yes I think so. All bushes do not obstruct buildings. I like it tbh, it makes this map in particular feel very open.
  13. 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.
  14. 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.
  15. 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.
  16. 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?
  17. It is pretty important right now actually, for example, do you have barracks near your woodlines, other resources. Houses for garrisoning women? Any blind spots?
  18. 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.
  19. https://code.wildfiregames.com/rP26983 It is a large screen, although I see nothing in here about silhouettes. what are silhouettes called in the code? unit outlines? highlights maybe? or just silhouettes?
  20. When I saw the issue (in RC2), the silhouettes flickered and sometimes disappeared. For @BreakfastBurrito_007 (in RC3), they are always invisible, while I have no problem.
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