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Everything posted by real_tabasco_sauce
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I was just explaining how I change my settings in a way that makes sense to me.
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What I like to do is set the batch increment size to 1 and then hold shift and click multiple times to get the number I want.
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I think making it so buildings can only be deleted if they are connected to your town could work, but does anyone think this would be frustrating? I think it might be. Imagine you have captured a house only to realize it has no value, and now you have to wait untill it is the enemy's building to start poking it down. We can make destroying buildings more relevant without this change. I'd like to cook something up to address this in the community mod.
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yeah, but its good to put uninteresting effects into phase ups. For example building arrow damage increases with each age, but if that were instead 2 technologies, there would be a ton of tower techs. The CC is getting rather full of techs recently.
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It would be interesting if attacking buildings was a bit more worthwhile/effective. In any case, the default should be set by an option. I would avoid adding too many techs for this kind of thing. In this case, utilizing phase ups would be good (ie for HP).
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Do you have to actually start the game, or just get to game setup?
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Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
Ok i forgot to explain With this PR, (https://gitea.wildfiregames.com/0ad/0ad/pulls/7633) units will only get stuck attacking a building (or capturing) if you have directed them to do this. If you didn't, they will consider units of higher priority. So it means that if you looked away from your army and they start attacking buildings because there are no units nearby, they won't get stuck doing this. Also, it helps with units like bolts to not get stuck attacking a house or something. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
Screen Recording 2025-02-15 202422.mp4 -
Poll: Merging Autociv features into vanilla
real_tabasco_sauce replied to guerringuerrin's topic in Game Modification
I hope that we can make it so we don't need to remove corpses. I have a PR with some promise https://gitea.wildfiregames.com/0ad/0ad/pulls/7616, but more can be done. -
I'd be ok with Germans or Cimbri. I suppose we could break the norm of 1 word civs and call it the Cimbrian Alliance.
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The were called Gastraphetes if that helps you search.
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Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
H is stop, which halts existing orders. This way the stopped units check for targets anew, and if there are higher priority targets, they will instead attack those ones. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
??? I don't do this. Its not even that good atm. You seem strangely biased for some reason. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
This has nothing to do with sniping. Sniping is where you task ranged units to shoot other ranged units beyond melee units. It was about getting past the "meatshield meta". I suppose you could cheat and set a unit's top preference to be ranged units to do this but that would be almost guaranteed to go OOS. Also it would be incredibly lame and uninteresting. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
One idea I thought of was to add a check for targets of higher priority than the one currently engaged if the unit is not following an order. I thought of this for bolts, but it could apply to other units too. I think AOE2 does this. -
Why 0 A.D. Units Prefer Buildings Over Enemies!
real_tabasco_sauce replied to leopard's topic in Gameplay Discussion
Yep this is it. @Dakara, @leopard I recommend going to hotkeys and binding "attack-move (unit only)" as a replacement for the existing attack move. -
A27: Very poor performance on weak hardware?
real_tabasco_sauce replied to Meister's topic in Bug reports
Well, I suppose with the issue identified (maybe just one of the issues), we probably don't need to do this today. Its telling enough that it takes place, albeit to a lesser extent, even in the first minutes of some games when CPU load from simulation should be really low. -
A27: Very poor performance on weak hardware?
real_tabasco_sauce replied to Meister's topic in Bug reports
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yes the icons got moved into sub-folders. Some other things as well.
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The Problem With Hippocrates
real_tabasco_sauce replied to Thorfinn the Shallow Minded's topic in General Discussion
I read he was made an Athenian citizen, and elsewhere that Kos was in a partnership with athens during his lifetime. https://kos.gr/hippocrates/life-and-legacy -
did your profile generate with any errors? In my case, I ran into an error and aborted the non-visual replay, then the profile loaded ok. I had this issue with a couple of replays before I used this one (https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-111680) and aborted it after the first error. I suppose it also could be too big.
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City phase/p3 two difrerent requirements?
real_tabasco_sauce replied to Emacz's topic in Game Modification
Other techs make use of "any" and "all" to specify compound requirements. I think using "all" might work here. -
A27: Very poor performance on weak hardware?
real_tabasco_sauce replied to Meister's topic in Bug reports
I recommend doing combat demo huge without the petra AI. It helps to have that variable out of the picture. Same for profiling.