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Everything posted by real_tabasco_sauce
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I've got a fairly elegant solution for this, but there is an oos when cross-playing between windows and linux. https://gitea.wildfiregames.com/0ad/0ad/pulls/6960 The video is an older, slightly bugged version, but its enough to get the idea.
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
yeah the hero is on the left. The cavs at the very back are champion swordcav. -
This is a false dichotomy. We can and should have both these aspects of gameplay. The skill curve comes from strategy and multitasking ability, it has never been and nor should it be exclusively be one or the other. Skill curves/learning curves are important for a game's long term enjoyability. The vision also states this: This should disqualify macros and large-scale automation scripts from being compatible with the vision since these are very unintuitive. One of these automation mods has an added GUI panel and additional settings slots for configurations. Compare this to simply clicking a building and then clicking a unit.
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Your interpretation is not supported by the the text you are referring to. Saying a player's superior strategy should beat another player's faster clicking (with a poorer strategy), does not mean that the vision calls for removing aspects of the game that involve many actions like training units from your buildings. To argue that macros and scripts are not cheats because they handle inputs that shouldn't exist according to this misinterpretation is a bit illogical.
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it is also quite common to use one of your starting infantrymen to scout. It kind of depends on how worried you are about getting stomped by a big rush.
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New Release: 0 A.D. Alpha 27: Agni
real_tabasco_sauce replied to Itms's topic in Announcements / News
This is a error. They are supposed to be affected by this bonus. -
I think there first needs to be some change as to how the categories for the dropdown are set up. Right now one map category has to be called "Default" in order for it to be the default, which is not good. after that the procedure should be to better organize existing maps like I tried to do, and then remove truly redundant maps like Kerala. My thoughts are if there are only 10 to 20 maps per category. Things will be less overwhelming.
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[POLL] Corpse Removal Option
real_tabasco_sauce replied to Stan`'s topic in Game Development & Technical Discussion
this is what it looks like in a tg. 20250406-2126-07.9951427.mp4 -
[POLL] Corpse Removal Option
real_tabasco_sauce replied to Stan`'s topic in Game Development & Technical Discussion
Screen Recording 2025-04-05 103826.mp4 here is my more recent "best of both worlds" approach. This improves lag in 2 ways: Corpses accelerate slightly, allowing them to spend less time under the surface and less time overall spent decaying. This means fewer corpses will accumulate. (i could also reduce the time it takes for corpses to start decaying). Corpse position is update at 1/150th of the current rate, implemented with a random chance. This also makes things look less homogenous. This second part is much greater an improvement than one might expect. Even when the same number of units are decaying at the same time (as in the below profile), cutting down on the unnecessarily high update frequency results in a substantial improvement to rendering performance. So with this PR https://gitea.wildfiregames.com/0ad/0ad/pulls/7616, players might not need to turn corpses off as is done in autociv. -
Building NVTT failed
real_tabasco_sauce replied to Seleucids's topic in Game Development & Technical Discussion
Is that the original .patch file? Maybe compiling https://gitea.wildfiregames.com/0ad/0ad/pulls/7736 instead will be easier. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
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@umatbro That one will be a bit hard to install, try the one I shared above. You need to download the zip file, unzip/extract it, and then move it to your mods folder. Here is a guide on where you can find the mods folder: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
pretty much -
If you want to try a version as a mod for a27, you could unzip this and move it to your mods folder. Its not quite as updated as the 'pull request' @Stan` shared, but it is enough to get a good feel for how the civ works.
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Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
yeah, but you can set it to just "ctrl" and make the other one unbound. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
I recommend binding "attack move (units only)" in place of the current attack move. -
This is a fair complaint in my opinion, generally related to the pacing of the game. while I think the pace of 0ad is in part a strength, slowing down the game some could allow for “a story” to develop as famous aoe streamer t90 has said. As opposed the current dynamic of boom or rush. also, I think this issue is related to others such as “booming = turtling” and “units die too fast”. while I don’t think flatly increasing train time is the solution, targeted adjustments to train time could be part of a broader solution. i have some ideas brewing that could help in these areas and I’d like to test them out in a future community mod release.
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Ok the next release of the community mod is near. I have heard a lot of player concerns and with this release we can try out some changes to see if they improve the situation. Walls may be placed over trees, causing the tree's destruction once complete. Additionally walls give to the garrisoned troops a range bonus in addition to the existing vision range bonus. When destroying walls, they will do damage in a 10 meter wide box (length the same as the wall). Destroyed walls would create a cascade of rubble that would be dangerous to attacking and defending troops. Players have been complaining a lot about hero baiting, so I have some ideas implemented to fix that. Hero acceleration is greatly reduced down to 5 m/s^2. To compensate for being very easy to shoot, they gain an additional 1000 hp. Since the Han have been lacking, I made some changes to the ministers to make them more interesting for dynamic gameplay. In p1, they gain 5 hack damage for each unit they kill. in p2, they gain 10 m/s movement speed. in p3, their last modification is that they trade the sword for a club and do 50 crush damage. This last part is a bit of a stretch historically but I think it will make for an excellent contribution to the way the Han play. Let me know your feedback, and lets get ready to play! (April fools)
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What is the 'Arabia' of 0 AD?
real_tabasco_sauce replied to Thorfinn the Shallow Minded's topic in General Discussion
Nope i can access -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Any suggestion? Basic units are generally boring compared to elite ones. One idea is to use some of the furs, like what is used for the wolf warriors and Teutobod. I could also give them cloaks/capes. Could you maybe draw on this .png which helmets are problematic? @Genava55 Could you also indicate which bosses are problematic? My thoughts are that simple bosses and/or no bosses would be ideal. Some of them clash with the geometric artwork on the shields. For Boiorix, I like the idea of using one of those simple iron caps (but shiny :D). -
What is the 'Arabia' of 0 AD?
real_tabasco_sauce replied to Thorfinn the Shallow Minded's topic in General Discussion
Mainland