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Mar 10 2022, 2:20 AM (109 w, 4 d)

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Sat, Apr 13

real_tabasco_sauce added a comment to D4770: Multiplayer saved games.

It should be visible by non-host-clients if it's a savegame.

Does anybody have an idea where this could be shown?
An idea was to put it near the "cheats enabled" or "rated game" warnings but there is litle space.

Sat, Apr 13, 8:44 PM

Fri, Apr 5

real_tabasco_sauce added a comment to D4770: Multiplayer saved games.

Thank you for testing.
I testet "2 humans" localy with two clients.
I could use your help to test it using the lobby. I'll have time on sunday morning (untill 12:00 UTC+2) or evening (from 17:00 UTC+2)

I found a defect myself ^^. When you continue a savegame from the singleplayer gamesetup page, it will start a new one.
I tried to allow to continue a game from the singleplayer gamesetup page but it's not that trivial. I think I'll remove the "load game" button from the singleplayer gamesetup page.

Fri, Apr 5, 9:48 PM
real_tabasco_sauce added a comment to D4770: Multiplayer saved games.

I started testing it tonight, so far no issues. lmk if you want to test the "2 humans" sometime.

Fri, Apr 5, 7:12 AM

Thu, Mar 28

real_tabasco_sauce added a comment to rP27996: [Gameplay] Complete Naval Overhaul (UnitAI and Warship Classes).

How does this relate to #305?

Thu, Mar 28, 10:02 PM

Mar 13 2024

real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

update with siege tower support for targeting

Mar 13 2024, 5:54 AM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 13 2024, 5:11 AM

Feb 24 2024

real_tabasco_sauce retitled D5245: Cleanup onager after removing soldier construction from [Fix] Try to fix OOS with roman Onager to Cleanup onager after removing soldier construction.
Feb 24 2024, 8:58 PM

Feb 23 2024

wowgetoffyourcellphone awarded D5245: Cleanup onager after removing soldier construction a Dat Boi token.
Feb 23 2024, 5:30 PM

Feb 18 2024

real_tabasco_sauce updated the diff for D5245: Cleanup onager after removing soldier construction.

remove inaccurate tooltip

Feb 18 2024, 6:22 PM
real_tabasco_sauce requested review of D5245: Cleanup onager after removing soldier construction.
Feb 18 2024, 5:57 PM

Jan 31 2024

real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

Hmm, how are we to deal with the Extraordinarius? Promote to Centurion?

Also, suggestion: The Onager could train from the Army Camp instead of the Battering Ram.

The extraordinarius promotes to legionary, I guess that's a downgrade, but it would happen fairly infrequently. I suppose they could convert to centurions, but that would be historically awkward, and then there is also the limit of 8 centurions, so one would have to handle that case somehow.

Yeah, locally I tried having them upgrade to Centurions and the 8 unit limit made it an awkward exploit. Albeit, a rarely used exploit, but an exploit nevertheless.

Jan 31 2024, 9:14 PM
real_tabasco_sauce added a comment to D5232: [Gameplay] Even ram armor a little.

I would put a pin in this one until we understand the melee changes. Whatever we do should be done in conjunction with the melee changes, which are undergoing pretty big testing in the community mod. We need to make sure that rams don't die too easy or else it will become a turtle fest.

Jan 31 2024, 9:09 PM

Jan 29 2024

real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

Hmm, how are we to deal with the Extraordinarius? Promote to Centurion?

Also, suggestion: The Onager could train from the Army Camp instead of the Battering Ram.

Jan 29 2024, 3:23 PM

Jan 28 2024

real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

Since the Lanciarius and Legionary have their own template naming, I was thinking of making the template names of the Auxiliary Cavalry more explicit as well:

cavalry_auxiliary_b.xml
cavalry_auxiliary_a.xml
cavalry_auxiliary_e.xml

Sound good to you?

Jan 28 2024, 8:06 AM

Jan 27 2024

real_tabasco_sauce updated the diff for D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

avoid oos for the time being

Jan 27 2024, 7:34 PM
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

I think I would prefer to remove the onager construction and make another patch that is just re-enabling and fixing the oos.
This patch is already supposed to fix some issues. @Riesi has been waiting on this fix.

Jan 27 2024, 7:09 PM

Jan 26 2024

real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

After talking about it a little, I honestly think a fix for the OOS needs to be whipped up before we commit this. I think building the Onager with soldiers is a worthy feature and worth having it work right. Anyone have any thoughts on that?

Jan 26 2024, 9:35 AM

Jan 24 2024

real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

yeah I bet there will be a need for balancing, with the main concern being how great a power spike it is. I think it could be addressed by switching the units to veteran, but I would rather try it like this first.
@wowgetoffyourcellphone could you reproduce any of the errors in the ticket with the patch applied?

Jan 24 2024, 10:45 PM
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

I used 2000 as since this is what is used for the silver shield promotion.

Jan 24 2024, 8:11 PM

Jan 22 2024

real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

remove max preference and change a comment.

Jan 22 2024, 12:07 AM

Jan 21 2024

real_tabasco_sauce retitled D4964: [Gameplay] non-random Building AI from non-random Building AI to [Gameplay] non-random Building AI.
Jan 21 2024, 11:48 PM
real_tabasco_sauce updated the summary of D4964: [Gameplay] non-random Building AI.
Jan 21 2024, 11:47 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#222776, @Stan wrote:

Other than having proper tests for it and the notes don't think so.

Gotta test this in MP make sure it doesn't cause unforseen OOS.

Jan 21 2024, 11:39 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

@Stan @phosit any more suggestions for this patch?
I added some explanations and did a pass of coding conventions.

Jan 21 2024, 9:52 PM
real_tabasco_sauce accepted D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

me gusta
It looks nice.

Jan 21 2024, 2:23 AM

Jan 20 2024

real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

fix timer errors when holding autorally hotkey with storehouse, tower, walls, etc selected.

Jan 20 2024, 4:38 AM

Jan 18 2024

real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 18 2024, 9:17 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

@phosit sort works

Jan 18 2024, 8:54 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 18 2024, 8:47 PM
real_tabasco_sauce updated the diff for D5232: [Gameplay] Even ram armor a little.
Jan 18 2024, 7:50 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 18 2024, 7:44 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

make it look nice, add comments to explain

Jan 18 2024, 5:01 AM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#222666, @Stan wrote:

Would be funny to shoot all targets, but with a ratio of arrows depending on preference. Probably needs some good UI.

Patch looks mostly good, but the coding conventions are not respected everywhere, I see missing spaces after comas, probably more.

Jan 18 2024, 1:37 AM
real_tabasco_sauce added a comment to D5232: [Gameplay] Even ram armor a little.
In D5232#222669, @borg- wrote:

I did some tests years ago, 40 is the same as 50, it starts to become perceptive below 35.

Jan 18 2024, 1:26 AM

Jan 17 2024

real_tabasco_sauce added a comment to D5078: enable more starting positions for more random maps.

@marder when do you plan to finish this?

Jan 17 2024, 1:01 AM
real_tabasco_sauce added a comment to D5232: [Gameplay] Even ram armor a little.

50 and 40 pierce are essentially the same, I think.

yeah I guess its a 1 percent difference roughly. Maybe 30 or 35 would be better

Jan 17 2024, 12:38 AM

Jan 16 2024

real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#222656, @Stan wrote:

Oh right my bad. So it's picking a list of like 20 targets, shoots as many arrows as possible on the favourite one until it goes missing (could be dead or out of range) then moves on to the next one.

I always figured it would attack multiple units at the same time but seems it does not.

yes, exactly. One at a time is targeted.
You were very convincing though, I must admit XD.

Does that mean once a unit is targeted that the building will fire at it until it is dead or out of range? So even if another unit gets closer, the building will still target the first unit?

If so, I could see that being a problem with heroes. Heroes would absorb all arrows, which would mean no dmg to other units and would lead to heroes dying quickly. It’s an edge case but one that would be very annoying

Jan 16 2024, 10:25 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#222656, @Stan wrote:

Oh right my bad. So it's picking a list of like 20 targets, shoots as many arrows as possible on the favourite one until it goes missing (could be dead or out of range) then moves on to the next one.

I always figured it would attack multiple units at the same time but seems it does not.

Jan 16 2024, 10:16 PM
real_tabasco_sauce requested review of D5233: [Gameplay] Increase RegenRate for CC, houses.
Jan 16 2024, 9:21 PM
real_tabasco_sauce requested review of D5232: [Gameplay] Even ram armor a little.
Jan 16 2024, 8:38 PM
real_tabasco_sauce retitled D5201: [Gameplay] Let siege stop after 90 degree turn, not 45. from [Gameplay] Let siege stop after 90 degree turn, not 45. Speed function is more forgiving. to [Gameplay] Let siege stop after 90 degree turn, not 45..
Jan 16 2024, 8:12 PM
real_tabasco_sauce updated the summary of D5201: [Gameplay] Let siege stop after 90 degree turn, not 45..
Jan 16 2024, 8:12 PM
real_tabasco_sauce updated the diff for D5201: [Gameplay] Let siege stop after 90 degree turn, not 45..

scrap updated speed function for now.

Jan 16 2024, 8:11 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#222618, @Stan wrote:

actually hold on:

Case 4:

If you miss 12 and 45. at the end of the loop you do

targetIndex === 1;
targets.splice(0, targetIndex + 1);
returns [12, 24] 12 is removed 24 is removed too but 45 is not (bad)

This is an impossible scenario tho. The only way 45 could be missed is if 24 was missed, since we are shooting them in order.
so splice(0, targetIndex) is fine after all.

You shoot them in order, but you don't cancel the loop when one is missed. Only when you're out of arrows or targets.

Jan 16 2024, 6:52 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.
Jan 16 2024, 6:09 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

also, missing 12 and then ending the loop would mean the index is 1 not 0

Jan 16 2024, 6:06 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

actually hold on:

Jan 16 2024, 6:03 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

revert to removing as needed

Jan 16 2024, 5:59 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

ohhhhhh
so using splice outside the loop pretty much can't do the job in one line.
Thanks.
I suppose I could push those to a list and traverse the list to splice each from targets, but that is no better than simply removing them 1 by 1 in the loop.
Perhaps I should just revert to what worked originally.

Jan 16 2024, 5:00 PM
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

@vladislavbelov are those with this fix or without? I can't reproduce any of those with the fix. I can't use vulkan and I don't know where .cache/0ad is on my comp.

Jan 16 2024, 9:37 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

killedTargets->targetIndex

Jan 16 2024, 8:49 AM

Jan 15 2024

real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

https://code.wildfiregames.com/rP27223
could it have something to do with this?

Jan 15 2024, 11:49 PM
real_tabasco_sauce updated subscribers of D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

see https://trac.wildfiregames.com/ticket/6888#

I'd like to note that #6888 contains 3 different issues (4 maybe). OOS is unrelated to the current diff.

Also it'd good to have a test or a warning if someone made a similar breaking change (if it's possible).

Jan 15 2024, 11:36 PM

Jan 14 2024

real_tabasco_sauce updated subscribers of D5055: Melee/Ranged rebalance.
Jan 14 2024, 4:12 AM · Balancing
real_tabasco_sauce added a comment to D5055: Melee/Ranged rebalance.

How is this coming in the community mod. You guys like it?

Jan 14 2024, 4:11 AM · Balancing
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

yeah I think something along those lines would be cool

Jan 14 2024, 3:29 AM

Jan 13 2024

real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 13 2024, 7:30 PM

Jan 12 2024

real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

Ok I think I should leave it as is unless you and @Stan are confident something should be changed.
The newer version only computes preferences if they are needed too btw

Jan 12 2024, 8:30 PM
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

Question, what ethnicity did you want the Auxilia Cavalry to be? Also, should it just be 1 rank like the others? Could just make the cavalry promote to cavalry_auxiliary.xml and make the unit Advanced rank.

Jan 12 2024, 7:41 AM

Jan 11 2024

real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.
Jan 11 2024, 7:57 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

@phosit how would you work the preferences in there for addTargets? If the preferences have to be done 1 by 1 anyway, I don't see why entityId shouldn't be added at the same time?
Is it problematic that I changed addFocusTarget to use an entityId to make things easier in fireArrows?

Jan 11 2024, 7:55 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 11 2024, 4:56 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

clean up a little

Jan 11 2024, 4:53 PM
real_tabasco_sauce raised a concern with rP27142: Only have capturing entities contribute to the capture regenrate..

That sounds like good play then? And reckless play from the defender? There are walls to fend off these kind of raids?

While I would +1 that this makes sense, it might lead to big gameplay changes

s/might/will
;)
We can experiment with this in the next alpha.

Yeah, I suspect it will cause some pretty big meta changes in late game (after the initial two mines are depleted and men are no longer standing right next to the CC). Namely, I think it is going to create a pretty big turtling incentive and make players do those gimmick attacks much more often.

Jan 11 2024, 7:24 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

I think this is the one : )
Thanks to @Stan @phosit for suggestions!

Jan 11 2024, 6:00 AM

Jan 9 2024

real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

@phosit any idea about the issue here?

Jan 9 2024, 10:22 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

@phosit do u think it is because I no longer have the UnitAI target (whatever that means :) ) when I am selecting from this.focusTargets?

Jan 9 2024, 12:16 AM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 9 2024, 12:07 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

I made some changes like @phosit suggests. I think it could be pretty slick, but for some reason when I add a target to this.focusTargets, no arrows come out.

Jan 9 2024, 12:04 AM

Jan 8 2024

real_tabasco_sauce added a comment to D4788: [Gameplay] A new suite of unit specific upgrades.
In D4788#222448, @Stan wrote:

They are not matching naming conventions though should be _0X

Jan 8 2024, 11:01 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 8 2024, 10:41 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 8 2024, 10:29 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 8 2024, 10:09 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Jan 8 2024, 9:32 PM
real_tabasco_sauce added a comment to D4788: [Gameplay] A new suite of unit specific upgrades.

I'm more interested in this now that my Naval overhaul has been committed. First things first are the file names.

Jan 8 2024, 6:32 AM
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

Hi @Riesi could you click 'accept' under the 'Add Action' tab, if you agree the patch adequately fixes the problem.

Jan 8 2024, 6:06 AM

Jan 7 2024

real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.
Jan 7 2024, 11:41 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

Link focusTarget selection with rally point selection
-Much simpler for the user
-less code needed
-can't degarrison and target separate enemy units.

Jan 7 2024, 11:30 PM

Dec 29 2023

real_tabasco_sauce accepted D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).
In D5213#222265, @borg- wrote:

D. A "Corvus" Ship for the Romans. A special ship unit that captures enemy ships instead of destroying them.

Seems very interesting, but to test it to see how it behaves.

I think I'll commit the patch as-is and make the "Corvus" ships a separate patch.

Dec 29 2023, 8:06 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

Ok I’ll rearrange the patch when I’m back. I think I would just integrate the focus targets call into the command for setting the rally on an enemy unit.

Dec 29 2023, 8:04 PM

Dec 28 2023

real_tabasco_sauce updated subscribers of D4964: [Gameplay] non-random Building AI.

The hotkey is inconsistent:
If you right-click you set a relay point _except_ if you click on an attackable entity.
If you ctrl + right-click you order an "force-move" _except_ if you click on an attackable entity.

IMO right-click should set the relay point and the arrow-target.
I don't know if there is a big usecase to set the target independent of the relay point. (cavalry/chriot/siege-tower could also target a different entity they are going to)
If there is a usecase an other hotkey should be used.
Currently alt is used to order one unit of the selection. ctrl + alt could be used as "a subset of the selection" which in this case is the garisoned entityes.

Dec 28 2023, 5:36 AM

Dec 23 2023

real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

clean up, rename variables, and add comments.

Dec 23 2023, 10:06 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

Well, i can clean it up and add inline comments that explain what happens in building-attack in unit_actions.js. @Stan @Freagarach any suggestions?

Dec 23 2023, 6:11 PM
real_tabasco_sauce added a comment to D5206: [Gameplay][fix] Use a promotion approach for marian reforms.

Hi @Riesi we are waiting on another person to accept this revision, since it uses a different approach to introduce the reforms units.
if you would like to test it, you can apply the patch using svn as follows:
download raw diff and copy it all
paste it into a .diff file (romans.diff)
then do svn patch romans.diff

Dec 23 2023, 6:08 PM

Dec 22 2023

real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

I looked at the values and things seem pretty good. fireships will probably need a balance pass, but they are already pretty op.

Dec 22 2023, 7:50 AM
real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

I think we can scrap the trade ship tech to reduce clutter a little. The existing trade techs already affect merchant ships as I understand.

Dec 22 2023, 7:36 AM
real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

Oh, ship_arrow_attack is naval oxybeles, so I think you are just missing it in this patch. Disregard my inline comment in that case.

Dec 22 2023, 7:33 AM
real_tabasco_sauce added inline comments to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).
Dec 22 2023, 7:25 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

fixed for siege towers

Dec 22 2023, 6:53 AM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Dec 22 2023, 6:49 AM

Dec 17 2023

real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

I tested.

I can choose my target at will. Very nice.

I can hear the attack sound. It's the really faint "bow" twang sound. I might boost the gain on those sound effects.

Dec 17 2023, 5:26 PM

Dec 16 2023

real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

Idk about repeat times making dps hard to understand while keeping the system of counters in place. We simply don't need damage multipliers here, as we have 3 damage types and 3 armor types.
The main reason to change repeat time was just for damage, so the pierce damage could just be changed to 14 or 15 pierce if you would like to keep the repeat time 1.5s.
The thing about heavy counters is the more you have of each, the faster they compound, so while a counter might not look that strong in a 1v1, when you up it to 10v10 you can start to imagine how it impacts gameplay. When I tested it on the first version, a player with ram ships would surely rather run and hide even when against half their number of arrow ships.

Dec 16 2023, 10:47 PM
real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

Ok I did more testing, and I can confirm that the counters are very strong. An example would be a 6 ram ship vs 6 arrow ship fight, where the arrow ships win with ~90% total HP, not a single ship lost.
I sought to simplify and loosen the counter system with these ships, so I made a set of suggested revisions below. Basically, arrow and ram ships should be a little like land units, where massed up ranged units are strong, but can be beaten with the right combination of other ships.
so here we go:

Dec 16 2023, 8:36 PM

Dec 15 2023

real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

Honestly, I don't think that is all that crowded. I think it can be a bit more streamlined by not including the 'marines' tech. I think this would be appropriate (if there was/when there will) be a capture ship class. Since for the meantime, they would just be captured by land units in theory, I don't think the tech would contribute much to gameplay.
does the Iberian reinforced hull tech supersede the first arrow ship tech? In general, I like the idea that civs that are missing a ship type can sometimes make up for it by having extra abilities on their other ships.

Dec 15 2023, 5:17 PM
real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

would 2 per warship class and 2 general techs be too cluttered? That's how its set up in my unit upgrades patch, but they are superseding techs.

Dec 15 2023, 9:38 AM

Dec 14 2023

real_tabasco_sauce added a comment to D5213: [Gameplay] Naval Overhaul (UnitAI and Warship Classes).

Propably i argue too much with realism again...

Fire Ship

  • Countered best by Arrow Ships

I don't think that an arrow can extinguishing a fire or sink a ship. I'd agree with "- Countered best by ranged Ships".

D. A "Corvus" Ship for the Romans. A special ship unit that captures enemy ships instead of destroying them.

I'd make capturing a more fundamental asspect of ship-warfare (Yes, in the current state capturing is annoying on land)

Dec 14 2023, 9:25 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

well, idk I can do it with fortresses. One issue is that there is no attack sound.

Dec 14 2023, 7:50 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

Works at focus-firing the arrows from a Fortress, etc., but i can't seem to choose the target manually. Is there a hotkey or something? I think arrow targeting should override rallypoint setting. I think that's the case for most games. Though, I do like seeing the rally flag on the current target. hmmmm, perhaps a new "target flag" actor?

Dec 14 2023, 7:30 PM
wowgetoffyourcellphone awarded D4964: [Gameplay] non-random Building AI a Dat Boi token.
Dec 14 2023, 8:31 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

put hitpoints check in the right place.

Dec 14 2023, 7:17 AM