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vinme

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Everything posted by vinme

  1. I believe this is it. NP. @0 calories We both made many mistakes. Good for cast since active game, but we can both do much better, wouldnt be analyzing it too deeply if i were you. commands.txt metadata.json
  2. Glad you are back, @ValihrAnt and i hope we can play more 1v1s!
  3. @Stockfish yes, invitational. highest skilled top 8 of those enlisted would get picked(by me). Idea was to cut all the bs out, organize it fast. 3 rounds, 1 game per round, finishes the same day it starts. 1-2 hours total. This post doesnt seem too active tho, so maybe a fail? Vali said if he was free during the time he would play. perhaps 4 ppl tournament? 3 rounds, all get to play vs all then.( 1v2 3v4 / 3v1 4v2 / 4v1 2v3 )
  4. Start at 19:00 European time. 1 game per round. 3 rounds total. losers play losers/winners play winners. Rounds go back to back, whenever 2 games finish, new ones start. Those first to finish play eachother. Initial matchups chosen randomly. Who gets to pick civ first chosen randomly. 250 pop, Small Mainland, temprate biome, Feldmap, CommunityMod. Tell me if you have any problems with the start time, can adjust moderately if everyone agrees. Please tag those you feel would be interested, 1600+. I dont know some of the forum names for players, please tag also. @ValihrAnt @borg- @Stockfish Defcon MT Isam Philliptheswaggerless @SaidRdz @Feldfeld Aslan Havran @axo
  5. Ive had some tennable, easy and highly effective solutions for forever, even wrote out much of the post few months back but couldnt have been asked to finish. If enough people are interested id be more willing/motivated to finish it, since im off 0ad for a while and idk when ill feel like getting back in, could be a good time to post. If this post gets 15 positive Emote things, ill do it.
  6. cant type much rn but, if a mod can auto select, focus x type of units to kill, with ranged, or mele or whatever. effectively infinite CPS, and 0 effort cost. no balancing you do will matter. insofar as, ranged /mele paradigm of current day relating to squishier but higher dps ranged vs tankier but lower dps mele. unless you plan to completely revolutionize this fundamental and DEFINING 0ad piece, some way or another.
  7. i do think that mele unit speed is their weakness but in a non snipe world perhaps its necessary for avoiding a complete opposite problem of mele being able to chase down and or focus ranged inf. i remember a time when ranking up mele units gave them movement speed. so you could have a really mobile army as sparta, with skiritai+javelineers. i like the idea of ranking up giving mele more speed, and ranged untis more range. i feel profitable fights should be promoted more to incentivize and reward agression. i dont have an opinion on your solution but youll have to adress pikes spears and swordsmen balancing surely. relating to their dmg. i dont like that they nerfect pikes armor, while keeping their dmg same. they shouldve boosted it proportionally. and if mele dmg will be so important, swordsmen will become op naturally. also how this all interplays with cav is questionable. i initially had missed the utility of removing armor from mele and removing dmg from ranged but now i see. also, ofc all this will be useless unless theres mod regulations to get rid of cheat mods forever. ofc simple solution being some standard of having visibility of what mods non hosts are using. i did have many (what i think are really good) ideas relating to solving for sniping but i havent been motivated to organize and articulate them in a post or posts. also it would be cool to find someone to collaborate with, i have a lot of ideas for simple tweaks that would improve the game overall but cba to learn to code or to make mods.
  8. so your solution is to hugely buff mele units overall. 6%+ move speed and 50% dmg buff. especially considering the factor of micro, that would make mele the primary unit to use in an inf battle. i understand the rankup idea, one of my secondary/tertiary solutions involve reducing considerably the xp requirement for rank up to punish ignoring taking out mele. this already works with civs like sparta with the halved xp tech for spear inf. all the civ xp things would need to be rebalanced. overall in multitude of ways reduing xp requirement for rankup would improve the game.
  9. im still confused. perhaps you dont quite understand what sniping is. focus fire isnt the way to snipe. if by focus fire you mean target a small amount of units to take them out. while one may target a singular ranged inf when sniping, via shift clicking with a selection of own units, this is becuase that unit is in the center of an enemy army thats densely packed, so missed projectiles will hit adjacents. that is the inferior way to snipe tho, generally, as projectiles still hit far more often than they miss, so many might not hit adjacents. tha default way is to alt click spam on enemy ranged inf group. the benefit is to abuse the tank/dps carry type unit mechanic rn, by taking out weaker hp/armor units that deal most dmg first.
  10. what is the rebalance @real_tabasco_sauce ? cellphones explanation didnt make sense to me as a counter to sniping. but i do find the damage/health correlation idea cool. def would incentivize healing more. boost building dmg relevance.
  11. rome athen sparta is good to maximize that cc spearman tech of sparta / athen. idk for 4th civ
  12. honestly athen bonus needs to be nerfed i think. maybe by 30%, and athen as a civ needs buff. re introduce stoas, p2 champs.
  13. another one i just thought of is involving elephants. mauria, kush, sele, and a 4th i havent thought of. athen is always solid ofc, its bonus is most op with the community mod change.
  14. the 3 is good. iber gives bonus to both, carth gives bonus to kush. and ig kush bonus helps carth as well. if carth and kush atack together, carth can use the ele 20% for self and team dmg ele hero with large range. i dont think gaul is best ally. athen can be better. besides the op civ bonus it can make jav mercs and hero gives jav mercs 15% move speed. athen can even mine metal and feed merc civ allies, as athen gets 21% total metal rate bonus on p3 and 10% on p2. other civs can also do infantry javelineer mercs. pto, mace.
  15. Write civ team bonus combos you think are strong. I like iber, mace, athen, gaul for example, for the mace player specifically as merc cav get affected by 10% cheaper iber jav passive, athen lets cheaper p2 and gaul gives faster/cheaper blacksmith techs. another good one can be carthage, mace, athen, and maybe a 4th. for standard, sparta, pers, rome, athen sounds good. just boost in power/eco.
  16. nvm, it seems to be fixed now
  17. anyone having the same issue?
  18. idk if you read what i wrote, but problem with buffing it is making the prospect of siege spam op. it may give mild advantage when you make 2-4 rams all game, but if you make 15-20 bolts, thats a completely different story, now instead of making men, you are investing in bolts as a source of dps.
  19. scrolling through, rn id say 5 civs are actively worse in civ bonuses than pto, and few are equal. id say gaul, rome, sele, carth are same. and brit, han, kush, mace, mayu are worse. unrelated but healers need to get cheaper by 25% at least rn, still too expensive, would make mayu/brit bonuses viable more so.
  20. at min 15 lets say, youll get 900 metal with trickle, with initial trickle having more value, albeit completely unusable for many civs till p2. i have underestimated the trickle, my bad. you are right, pto bonus is one of the best ones in game. and while with siege conventional use of lets say avg of 3-4 siege, becuase often they die/more get added, per 15 min length of game, and even much more long term, is like 600 res gain, mostly wood, wtih 25% cost save of siege+arsenal. now if you focus on utilising this advantage specifically, esp as mace has reasons to, by spamming siege, you can get the value upto several thousand. i think it if it gets boosted, it can get abused by this siege spam. if it stays same, itll get disadvantaged vs other bonuses. better remove it altogether, perhaps, but then theres no siege supremacy vector for mace. so keep it, but as a civ bonus, not as a team bonus, sounds good. and 1 metal trickle is a good substitute, while earlier weaker in utility than pto one, long term should be much stronger, esp as metal becomes scarce in long gmaes.
  21. overall i wanan say that right now, mace is one of the strongest civs avaliable, with some versatility and options. merc cav being a staple core as a tool, with mace cheaper wood, stone and metal in effect as their storehouse tech costs are instantly unlocked(great value). the heros, one of best heros in game with 15% move, 10% dmg(60m), enemey soliders/structures -10% dmg(30m) AND enemy CC Capturepount/regen rate reduction by 50%. much much better than conventional 20% dmg hero. id say as good as if not better than athen 3 armor hero. AND the siege hero, also very good, its effects compounding with mace cheaper siege and often usable/better in context than the previously mentioned one, so this versatility is valuable. the speed hero can be used very well with inf AND cav, esp compoundign with merc cav in many ways like speed, cc target vulnerability, dmg, debuff. I dont see why mace needs any boost necessarily, but its not THAT op that getting some would make it broken. maybe allow hero to come from a mace hero room of sorts, this hero room could also make special siege techs. maybe tech for "efficient siege personele" thats 600 metal 60 sec but reduces siege pop cost by 1/3, so it wouldnt work on bolts, only on rams/siege towers. second option of siege for "armored plating", costing 600 metal 60 sec causing +2 armor but 20% less speed for siege.
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