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  3. Mason, lumberjack, merchant, a blacksmith (profession, not a building). Fishermen in the coastal areas. Probably a lot of other things. Women did mostly knitting, some farming and some other stuff that would be inappropriate to talk about.
  4. Yet another player I crushed who decided that quitting was convenient since I fed them rating. Clearly they did not expect to lose so badly after winning a few games against me. Player name: Masones My IGN: SenatorLEVI commands.txt metadata.json
  5. I think that adding the male economic unit will be interesting and being able to upgraded him to basic infantry or merchant class. The economic male could be a CS via upgrade or a merchant You could have another role to play in civic matters. What roles did men play in ancient times apart from soldier and peasant?
  6. I mean first phase buildings should not have crenellions. They should be more rural village kind.
  7. Yesterday
  8. Buenos días o tardes @real_tabasco_sauce -implemente su idea para los Arsácidas, espero que le guste Disculpen las molestias*
  9. There is a player who does this from min 15 onward (systematically), and it's not even me @TrashyOtherperson.
  10. There is a level difference here that causes some disagreements in what the “meta” is and what is possible to do in 0ad. For example trading is far from the best way to get champions in team games, currently only feasible on select maps and optimal on just the wolf map I think. Of course trading is great on huge timescales or when metal mines are gone, but it’s rare for higher level games to even reach that state. Adding a male economic in no way forces the game to be like aoe2. I’d also like to mention that while many units are shared between civs in aoe2 the civ context and uniqueness always apply to those units so saying that every civ feels the same is a very surface level observation. If the gameplay design is thoughtful, a male eco unit can have its own role and different use cases in different situations, rather than acting simply as a villager from aoe2.
  11. if someone needs it, I have a dateaset of some (many, can't recall now) thousands of results from rated 1v1. I'd also add to the problems with integrating the old rating system that it's a particular custom version of elo, which makes very little sense to me and, while similar to elo in the results, it's very different in implementation, so I wouldn't know how to touch it.
  12. It’s the same RTS but has more depth, having more depth means needs more strategy than just build, gather and make military. Each RoN faction has different style and strategy. Attrition is not much of importance. Back to topic. Imo a slight reduction on training time and speed would really benefit more casual players and even the game that lags due to tremendous amount of population (on TG).
  13. I think the game isn't mature and populated enough to have a 5v5 ranking. It will work for a few weeks, then flop. half of the tg will not launch if they are classified, and more to lengthen the waiting time before press ready
  14. Yes, these are effects of cycles and trends. for house, Yes, it was a great advantage, but it had to be anticipated. Fortunately, they still have a difference from other civilizations, even if it's slight.
  15. I think the starting point don't matter but would only offset the rating. Iirc in the video rating inflation was described. One could always play with the variables still later on.
  16. You think 1200 is a good starting point? I really think it should be lower, 1000 maybe. Too many people get to 1300-1500 pretty easily from 1200.... and then they wont play you once they are there
  17. ahahahah nope, we are not the same. I am jus nub at reading too I guess
  18. I'm not the same person as Emac2 and I am looking at lobby bot code on GitHub right now, trying to see how it stores info and the possibility of knowing outcomes of TGs
  19. I was replying to @Seleucids unless you are the same person. Replay pallas also has a glicko rating only for 1v1 for now
  20. Sparta VS Han, Hard AI. SpartaVSHan_H.zip
  21. It was an old joke shared in our Discord server, where we have a pie-chart-slander channel https://discord.gg/kwRvm9kd
  22. Olá @Alisson Fabrini é muito bom saber do seu interesse em ajudar e será muito bem vindo, atualmente a "linha de produção" do mod é a seguinte: @Duileoga e nossa grande artista que produz e cria os modelos e texturas 3D, tanto das unidades quanto das estruturas. Muito das ideias mais conceituais são de sua autoria. @Lopess (eu) Fico responsável em exportação os arquivos de um.blender com todos os modelos para um .dae com cada modelo separado e nomeado (fiz um código para o blender para me ajudar nisso com ajuda de A.I) Faz um mês que estou editando os modelos.dae em massa para adicionar props de projéteis e guarnição, o quanto mais automazafo melhor, mas ainda existe erros de tamanho etc. Além disso estou criando os modelos civs, muitas com somente unidades provisórias, em breve atualizadas com suas características oficiais. Além disso @Duileogatem planos de atualizar algum modelos 3d principalmente os primeiros que atualmente já são superados pelas suas capacidades artísticas. (Um dos motivos que ainda não comecei com os bakes AO). Se quiser mais detalhes pode entrar em contato comigo em PV toda ajuda e bem vinda. Temos o nosso Github lá atualizo toda semana com algumas correções que consigo pegar.
  23. Olá, @Lopess! Tenho acompanhado o desenvolvimento do mod há um tempo. Inclusive estou fazendo alguns fix (ajustando props nas .dae, queimando AO, enquadrando Footprint, Obstruction e etc), se precisar de ajuda nessa parte estou a disposição. Também posso colaborar na tradução se quiseres, é só implementar em inglês as techs, auras e templates.
  24. I'm in favor of unifying them. For a accurate rating one needs a certain amount of recent games. This split could be done for players that play enough 1v1s and tgs. This would be nice, but would only work if the player base where higher. See also: Would it be possible to have a rating system for games outside of 1v1s? LocalRatings mod Where I already wrote my opinions LR is not accurate for a lot of players I'd prefer team elo like AOE2 (or here as video) From time to time I look in to LR to try to implement team elo (or glicko-2 or whatever) but I never can get my foot in the door or have other stuff to do. But it should not be so hard to start each player with 1200 iterate over all games in chronicle order distribute score per elo system Next little caveat would be that a lot of tgs don't end with a certain victory but that 3 of 4 resigns and the host ends the game. That could change if the host is interested in the score distribution.
  25. I commend you on getting all that metal with female only economy. But, it should be easier in a team game if you get a lot of traders. Plus, your ally can send you his excess metal. Anyway, CS have an inherent advantages - low cost and fast training time. 60 Roman Hastati cost you only 600 metal, which is pennies for such a fighting force (that can be buffed by Centurions and later turned into Legionaries).
  26. I’m not sure if trying to unify team game and single player ratings would work well. I think we need 3 items, not in any particular order, to bring legitimacy back to the ratings. Constrain settings for rated games so that serious maps and map sizes are used (looking at you polar sea). I’d love to add a “balanced” random map category for this. Implement a basic matchmaking option without replacing lobby rated 1v1s. This would lead to more match variety if there’s enough players, and everyone’s ratings would be more interdependent. make 1v1s more enjoyable. Right now I’d say that team games are simply more fun than 1v1s, and a lot of great players just don’t care that much about playing 1v1s.
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