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  2. Strongly agree. Experienced players know that Alpha 24 was a big disappointment, because it was very turtle-focussed. Almost everyone hated it. This new community mod version is very similar.
  3. On theses changes I only know about the changes to structures (The rest I haven't tested enough or have enough elements to form an strong opinion): Cheap Walls, Palisades especially spammed*, are very annoying for the game-play in current context. They just make pathfinder bug (I know it's not a bug, but a feature of the gates, but it feels like a pathfinder bug); when they are a lot of them, even breached, they kinda take too much visual space; most players don't like stalled games... Basically more walls = more frustrations. I'll rather have them actually strong, and hope for a feature to make them easier to snap with other buildings or even terrain. *In your PR you say that since they are weaker, they will be spammed less, but that's unlikely to be the case, cheaper but weaker incentivize spam, not the opposite. Fort Accuracy; defenses are already super strong this alpha, especially forts, increasing their ability to kill single units like hero doesn't make sens to me. Capture Regeneration Rate of Structures; again, defenses are already very strong currently. But if you really think some famous structures players strategically surround with defensive wheat fields needs be harder to capture, then I would rather increase capture points rather then capture regeneration. This would make capturing and defending easier to learn, because evaluating the effects of regeneration is kinda tricky. A lot of players complain that enemies always capture their structure so easily but themself can't, because they have not yet the experience of the trickiness (exponential effects) of capture regeneration.
  4. I was taking about polls to add stuff to the community mod ala a26, and I thought that’s what you were bringing up. It’s worked pretty well I think to use the com mod as a place to experiment and collect feedback.
  5. Likely to be much more time managing the discussions. The goal isn't to make it easier to write changes (tweaking templates isn't really hard-work to begin with, and require minimal technical skills too, anyone could do it), more like to try to leverage the wisdom of the masses/the community to validate or not balancing ideas. Having theses polls would open discussions framed around existing PRs (and available in com mod possibly to be tested); avoid oversights, or validate changes you suggests. If all these changes just go from com mod to next release what's the point of calling them "tested". At time of writing, all changes seems to be approved, so if ever some would complain later, you would at least be able to point to the poll and say they were voted in, and players complaining should have contributed to the debate then.
  6. Today
  7. Well, I'm glad that we can all agree on the Carthage changes, lol.
  8. We did it like this for more than 25 years. In the 90's, control groups were the killer feature. Now, we have things like auto-scouting. Kids don't even want to play the game anymore, just watch pretty pictures.
  9. You cant modify the group an unit belongs to once its on the ship, and you also can not see it in the group. This makes it difficult to keep track of the units and groups and also makes it hard to intuitively know what will happen if you try to for example merge groups that have garrisoned units in them. It might be better to change how control groups work instead, but this feature would be much easier to implement and adds some QOL.
  10. In general I wouldn't oppose a special button or hotkey—if there's enough place for that in the GUI. I guess you will answer with QOL, but what hinders you to add your troops to a control group (CTRL+<0-9>) before garrisoning the ship with them? Then send your ship to the destination press U (unload all) followed by <0-9>?
  11. Under that approach, managing discussions and polls took almost as much time as writing the changes. I think its generally more time-efficient to deliver changes to the community mod and see what sticks.
  12. Yes, several of these are in the community mod current version. For the walls stuff you will have to go back 1 version if i remember correctly. I only made PRs for things that I thought were moderately to well received when playtesting. For example, I left out the 3x cav counter, which seemed to go poorly.
  13. My bad, I need to link the git PR. Also remember changes are in com mod.
  14. Could you give more details about some changes?
  15. Disclaimer : Doing this poll on my own initiative. I didn't consult @real_tabasco_sauce about it but I believe that it would be at least interesting to have votes on balancing ideas that are probably going to be introduced in a28; or even maybe, it could be default of how balancing changes are introduced (like it was for the first version of com mod a26). Ideally votes should be only submitted after testing and building a good opinion on the changes through community mod. PR links for more infos: Cheaper Wall Han Ministers rework Carth Techs, Bonus and Unit rework Fort Accuracy Nerf Capture Elephants and Longswords tweak Mauryas Maiden rework
  16. Bring back 130 HP champion cavalry, lol. Good changes, thanks.
  17. It's a good idea, they were supposed to tire quickly, couldn't fight for long, and were slow for cavalry.
  18. In the short term, I think we should go with the health nerf for the regular melee champ cav, and for the cataphracts which are so tanky, we can significantly reduce their speed, which will create better differentiation for the cataphracts (possibly also nerf the +100 hp tech for them too).
  19. Yesterday
  20. The places of the icons of both techs need to be swapped urgently, they are both at the wrong place. Wicker basket needs to be left from the plough, not above that.
  21. Which is the entire world that 0ad covers. And yeah, stirrups (which allowed the couched lance charge) weren’t invented till the late medieval ages, at which point armor and metal weapons were already beginning to be replaced by arqubuses (guns).
  22. Oh ok, I misunderstood what you meant previously then.. So if this create 0 issues, others techs that would do something similar wouldn't have either, in mods or in future balancing stuff, I guess you already have the proper solution then.
  23. I understand. That doesn't happen anyway, even without investigating WickerBasket. Thanks!
  24. @guerringuerrin your hack is perfectly suited for this. As you said, the likelihood of not having Wicker Baskets researched until you can capture an enemy maury farmstead then research Ahimsa is very very edge case... And wouldn't even break anything. If you really want to hustle it, here two 'long-term' improvements ideas: Support template attribute to mark as 'non-civ specific' techs and structure to be ignored in civ overview Support paired techs to use existing 'normal' techs (Ideal)
  25. Maybe, @Vantha can help me with this?
  26. Thank you for this, but It only work when I join other games lobby—when I host the custom rating and suffix is return to normal ratings
  27. I'm sorry, but known by whom? It's the first time I've heard of it. (Other than the problem with VMs)
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