LienRag Posted November 15, 2023 Report Share Posted November 15, 2023 On 12/11/2023 at 11:12 AM, man_s_our said: if implemented without the planned additions, then it would increase only few micros because supplies quantity is still big. So, like in Age of Empire ? Where it actually served no gameplay purpose ? One way that could be interesting strategically is if farms could not be regrown on the same location after they wither (the soil being exhausted). But that's not easy to balance on so many different maps... Quote Link to comment Share on other sites More sharing options...
man_s_our Posted November 16, 2023 Report Share Posted November 16, 2023 13 hours ago, LienRag said: How so ? If units don't see their back, it means that the player has to make them constantly turn around so they don't miss anything. A real recipe for micromanagement disaster in my book... in case they were idle they'd simply be automatically looking left and right from moment to other. just like normal people do. especially when guarding. Quote Link to comment Share on other sites More sharing options...
man_s_our Posted November 16, 2023 Report Share Posted November 16, 2023 (edited) 13 hours ago, LienRag said: So, like in Age of Empire ? Where it actually served no gameplay purpose ? One way that could be interesting strategically is if farms could not be regrown on the same location after they wither (the soil being exhausted). But that's not easy to balance on so many different maps... whether they regrow or you rebuild them they'll consume water from groundwater or using farmers to water them. I don't know whether I'd add the fertilizers as limited resource or just make it as auras tho. Edited November 16, 2023 by man_s_our Quote Link to comment Share on other sites More sharing options...
man_s_our Posted December 13, 2023 Report Share Posted December 13, 2023 (edited) On 27/10/2023 at 8:29 PM, zozio32 said: I might download that Mod! I was not aware of it. Are you the person to ask for advice about how to do so? the open beta phase has started. tell me if you want to join as early tester. Edited December 13, 2023 by man_s_our Quote Link to comment Share on other sites More sharing options...
zozio32 Posted December 13, 2023 Report Share Posted December 13, 2023 (edited) 4 hours ago, man_s_our said: the open beta phase has started. tell me if you want to join as early tester. potentially yes. I have uninstalled a26, and I have dev a27 running now, so I am also using the version of DE that works with a27. The "realism mod" can work with dev a27? Edit: you answered me in the other thread. I will try to give it a go Edited December 13, 2023 by zozio32 Quote Link to comment Share on other sites More sharing options...
man_s_our Posted December 13, 2023 Report Share Posted December 13, 2023 2 hours ago, zozio32 said: potentially yes. I have uninstalled a26, and I have dev a27 running now, so I am also using the version of DE that works with a27. The "realism mod" can work with dev a27? Edit: you answered me in the other thread. I will try to give it a go the mod is targeting A27. so that it may be playable when A27 is officially released. Quote Link to comment Share on other sites More sharing options...
zozio32 Posted December 13, 2023 Report Share Posted December 13, 2023 (edited) hello, I did try to lunch a match against the A.I. and the mod activated, but without much success. Where should I put the logs so you can check what went wrong? I am attaching them here in the mean time interestinglog.html mainlog.html system_info.txt userreport_hwdetect.txt so, some quick checks. I seems to miss the folders "tree", "rock" and "ore" in "/mods/realismod/simulation/templates/gaia/" there is a bunch of errors as the "meat" resource is not found, but that come from the initial one on "MeatSupplies.js " . On this point, won't we need an interface specific to this new component? Edited December 13, 2023 by zozio32 added log and text Quote Link to comment Share on other sites More sharing options...
man_s_our Posted December 14, 2023 Report Share Posted December 14, 2023 9 hours ago, zozio32 said: hello, I did try to lunch a match against the A.I. and the mod activated, but without much success. Where should I put the logs so you can check what went wrong? I am attaching them here in the mean time interestinglog.html 1.31 MB · 0 downloads mainlog.html 1.4 MB · 0 downloads system_info.txt 9.24 kB · 0 downloads userreport_hwdetect.txt 13.93 kB · 0 downloads so, some quick checks. I seems to miss the folders "tree", "rock" and "ore" in "/mods/realismod/simulation/templates/gaia/" there is a bunch of errors as the "meat" resource is not found, but that come from the initial one on "MeatSupplies.js " . On this point, won't we need an interface specific to this new component? this thread is the one meant for feedbacks and updates 1 Quote Link to comment Share on other sites More sharing options...
Sp00ky Posted January 1 Report Share Posted January 1 On 03/11/2023 at 12:05 PM, LienRag said: 2 - Defense is unbalanced : Town Centers are extremely good defenses especially in early game, which is a good thing as "zerg rushes" are imho unfun; I disagree with this to some extent. People often exaggerate about rushes in these games. I feel like rushes should have a chance to succeed. In most other games a rush is a risky business. It is usually successful towards low elo player however if the player knows how to defend then the rush leaves the attacker with a huge economic disadvantage. In fact as you climb up the elo rushes become less frequent and people tend to raid instead with small amount of units. The problem is that 0ad tcs are definitely OP and ruin a big aspect of the game, both rushes are not viable because of the sheer disadvantage of the attacker, nor raids with smaller forces if the player keeps the units close to their TC One is that they shoot without any garrisoned unit, they have massive range and they deal a ton of damage. In AoE2 for example if you want to kill the enemy explorer you have to carefully micro your vills inside the tc losing some resource gathering time, and even then it is not a guaranteed kill. In 0AD if your explorer stumbles upon an enemy TC is dead 99% of the times with no action required by the defending player. This also hinders scouting which is very important to plan a counter to your enemy strategy (altough 0AD counters or, more accurately, lack of them deserve a whole other discussion) I think a good starting change would be to change to make the TC do not shoot any arrow if no units are garrisoned inside, and generally nerf their range. Another thing that makes raiding unprofitable in 0AD is the cheap costs of units and the speed in which units are produced. In 0AD a village kill is most of the time not a big deal, another one will be spawning soon, and if the player has the tech that lets the houses spawn new villagers this is even less meaningful. This should also be tweaked if TCs are to be nerfed, both villagers and military units should take more time to train and cost more resources. That way an unsuccessful rush can be a fatal mistake because of the amount of resources invested in it. 3 Quote Link to comment Share on other sites More sharing options...
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