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Everything posted by real_tabasco_sauce
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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?
