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scythetwirler

WFG Retired
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Everything posted by scythetwirler

  1. Everything derived from 0 A.D. is open source. I can provide a diff if requested, but currently the code is experimental, rather messy (and a hackjob) Note that this won't allow you to host if you couldn't before. It merely allows one that can host to provide a service of hosting without human interaction by the host.
  2. It's present in the Alpha 18 lobby (at the moment, not permanent). Right now, it's more of an experiment rather than a solution for hosting.
  3. Usually in a multiplayer game, one person will need to host. Many players in the multiplayer lobby are not able to host. In this case, a server is hosted for others and players can change the settings to their liking through usage of Autohost without configuring their router.
  4. Nothing much besides the Terms of Use and Terms of Service of the Lobby.
  5. Just as a little fun project, I've created an Autohost user in the Alpha 18 lobby which, as the name implies, provides a public hosted server. (Aimed at those who cannot host themselves). Currently, functionality is rather limited: - Set to 2v2 currently (cannot change). Currently 1v1. EDIT (20150824): It can be whatever you want! - Allows you to choose civ via the @civ command in chat. - Allows you to start the game once everyone is ready with @start. - EDIT (20150823): Allows you to select your team with @team. - EDIT (20150824): Allows you to select slot with @setplayer - EDIT (20150824): Allows you to set yourself as spectator with @spectate - EDIT (20150824): Allows you to change the number of players on the map with @numplayers - EDIT (20151017): Allows you to change map with @selectmap - EDIT (20151017): Allows you to change type filter with @maptype - EDIT (20151017): Allows you to change map size with @mapsize - EDIT (20151017): Allows you to view maplist with @listmaps - Generic @help command. - Autohost will automatically rehost a new game if either the game has ended or all players leave. It's still very experimental and I may (or may not ) add more features. Testing would be greatly appreciated!
  6. Some suggestions committed to SVN (see first post). Ranged unit damage nerf (lesser nerf for skirmishers). Landed in r16759.Mauryan Champion Swordsman damage nerf. Landed in r16760.Decrease Crush Armor for female citizens. Landed in r16757.Decrease HP of female citizens. Landed in r16757.Decrease peacock HP. Landed in r16757.Reduce phasing costs and phasing time. Landed in r16758.Increase fortress cost and build time. Landed in r16760.Other Alpha 18 issues can be continued in this thread, but discussion about these changes should migrate to thread for SVN testing feedback.
  7. This thread is for collecting feedback on SVN balance and gameplay. I will try to update this post with the most common/prominent/verified responses. Approved for SVN: noneIdeas for Discussion: Capturing - All opinions.
  8. Merged ideas into http://wildfiregames.com/forum/index.php?showtopic=19736
  9. This thread is for collecting feedback on Alpha 18 Release balance and gameplay. I will try to update this post with the most common/prominent/verified responses. Approved for SVN: Ranged unit damage nerf (lesser nerf for skirmishers). Landed in r16759.Mauryan Champion Swordsman damage nerf. Landed in r16760.Decrease Crush Armor for female citizens. Landed in r16757.Decrease HP of female citizens. Landed in r16757.Decrease peacock HP. Landed in r16757.Reduce phasing costs and phasing time. Landed in r16758.Increase fortress cost and build time. Landed in r16760.Nerf garrisoned ships. Landed in r16776.Buff Melee cavalry (most likely HP) Landed in r16775.Ideas for Discussion: Nerf Archer walkspeed.Decrease overall game time.Decreasing female citizen train timeCatapults: Underpowered or overpowered?Buff sword cavalry damage against buildingsNumerical balance between female citizens and citizen soldiersA separate thread will be created in due time (for tidiness) for feedback on the SVN balance.
  10. That's probably the fault of the hosts. Can you try joining games that have more than 1 player already joined?
  11. If you can't join on others, it is usually the host that hasn't set up port forwarding correctly (if at all). Have you ever been able to join any game?
  12. Yeah, they seem a little bit weak against archers in massive battles. I'm thinking of nerfing ranged damage (archers, slingers, and skirmishers) a bit (15%-20%) next alpha. For the moment though, skirmishers will be tricky to play; they'll get the advantage if the sneak up upon archers and they have a better eco functionality. Their performance is decent early game. We'll see. It may be a double-edged sword.
  13. Did you try 75 archers + 45 melees vs 45 skirmishers + 75 melees?
  14. In that case, you can just have the skirmishers target the melee (which they are quite good at).
  15. That was the main reason why formations were disabled in A17. In A18, you can use a null formation to break formation so that you get the best of both worlds, depending on your playstyle (not that it solves the formations not working as intended).
  16. Unless I'm mistaken, elephants (and other passive-aggressive gaia animals) will focus solely on the first unit that attacked it, which means you can attack the elephant with one unit and then micro that single unit around in circles while the rest of your hunters kill the elephant.
  17. Did you get an OOS (out of sync) dialog any time during the game? Did your friend disconnect and reconnect at any time?
  18. The whole system was convoluted and required new players to memorize an extremely complex web. Some of the counters were also puzzling (archers countering cavalry spearmen but getting countered by cavalry swordsmen, skirmishers countering cavalry archers but not cavalry skirmishers, cavalry archers and spearmen countering each other, etc.) Some civilizations simply hard countered other civilizations (e.g. swordsmen countered the majority of the starting greek and gaul roster, archers countering the majority of the starting roman and iberian roster, etc.)
  19. They have a very high damage attack that repeats every 3.5 seconds while other melee units have less damaging attacks that repeat every second. (Basically, a feeble attempt to imitate charging behavior for the time being)
  20. Spearmen weren't killing cavalry well enough; counter was increased to 3x in r16313. Spear cavalry currently have very bursty damage. Over time, their damage output is approximately the same as sword cavalry.
  21. Currently, in SVN, the only hard counter is spearmen dealing 2x damage against cavalry. Balancing merged into SVN.
  22. Vision range for cavalry has been nerfed in r16294. Thanks for the feedback.
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