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Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman sword cavalry champions, quite a powerful unit. Cavalry and champions (3v3).zip Features sword infantry champions from Seleucids, cavalry compositions from mauryan and ibers (with a few firecav champions) Archer cavalry and roman champion cav (3v3).zip A teamgame that shows those 2 units in action. Valihrant (Koushites) vs Feldfeld (Mauryas).zip Small rush early game. Features town phase CC expansion, archers and elephant archers from Maurya, against archers and nuba skirmisher cavalry from Koushites Valihrant (Mauryas) vs Feldfeld (Macedonians).zip Features town phase CC expansion from macedonians. Skirmishers and champion infantry spearmen from mace against chariot archer champions from maur. Valihrant (Macedonians) vs Feldfeld (Athenians).zip Features a moderate early game rush. CC expansion from macedonians in the town to city phase transition. Gastraphetes from mace against slingers + ballistas from athenians. Feldfeld (Ptolemies) vs cl2488 (Ptolemies).zip Features mercenary swordsmen and mostly slingers against pikemen and slingers. StarAtt (Iberians) vs Feldfeld (Carthaginans).zip Features mercenary cavalry from Carthage. ElDragon (Kushites) vs Feldfeld (Carthaginans).zip Features village phase expansion from Carthage, with a composition of Sacred Band infantry supported by archers later. Archers and pikemen/spearmen from Kushites. You can download all replays bundled here: Feldfeld's replay dump.zip Hopefully that can address a few of the complaints I have read about the new version. For example, the diversity between civilizations has been reduced, yes, however keep in mind to compensate that the new balance between units should make some civilization specific strategies (eg. a unique champion, mercenaries) viable whereas it was not the case in A23 (which was notably a lot of slinger spam). About archers being OP: yes it is true that they have a very good accuracy, possibly making them OP, but they are less efficient than other ranged units against melee units (which have been improved in this version). Remeber there are other options than making citizen soldiers ranged units. Of course this doesn't mean we won't find OP units in the future. Champion melee cavalry look quite strong, champion archer cavalry maybe too.4 points
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4 points
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A very strange opinion for a historical RTS, imo. It's also empirically true that the vast majority of players aren't competitive multiplayers, but casual players who love to build walls for a variety of reasons. Anyway it's clear that the game's balance still needs some work, and that civilizations need to be diversified more, but as I understand, that was always in the works. Alpha 24 was just a first big, and necessary step towards addressing some longstanding gameplay issues, laying a foundation for future work. Also, the lobby isn't exactly an official discussion platform for game dev. I can understand it's a good place to get some quick feedback from competitive players, but if your serious about development, you should use either the forum or https://code.wildfiregames.com, so that whatever is discussed is archived and easily retrievable and reviewable. Lobby discussions are far too perishable, and probably too biased towards competitive play. I mean, I'd hate to wake up one day to a 0AD without walls because I missed some random lobby discussions. Just my two cents.3 points
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3 points
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Sound attenuates with distance like real life. The further you zoom out, the quieter things become. Pre-A24 this was not done; 0 A.D. behaved like a 2D game, with all sounds of equal loudness no matter where they were on the screen. This was a basic flaw with 0 A.D. which meant that at far zoom, people mining on the other side of the map would be audible at 100% volume. Not only was this acoustically completely wrong, it caused sound to be extremely cluttered, with a sheer overload of equally loud sounds. You hear mining, but is it the miners right in front of you, or the miners on the other side of the map? Is it the tower in front of you shooting arrows or the enemy TC 1000m away? Now sounds at the top of the screen which are more distant will sound more distant and quieter, which creates a clean and enjoyable separation. The distance attenuation we are using is a fraction of real life, so sounds are audible much further away than they would be in real life, but it is still audible at normal zooms. [[Edit- A quick aside: we could redo the sound attenuation so it attenuates sounds farther from the camera more than closer by the same amount regardless of camera height, meaning the overall sound level would be the same regardless of zoom, but this isn't something we've discussed or explored yet, so I have no idea how good or bad this would be; just a thought.]] Now, I should note we are still working to balance the sounds a bit. There was a major audio bug where certain sounds where playing several duplicate times, which causes them to become greatly amplified (and massively wasted sound channels). This has been fixed, but as a result the balance of audio from before was completely broken. I spent a few hours tweaking sounds to be closer to a good balance, but it will need more work, and that is what a25 and the SoundsMod project is for. My goal with a24 was just to fix the most outdated or flawed sounds and then try to get the balance of sounds at least reasonable, even if not perfect, and I accept that there are sounds that are not quite balanced right yet. One other result is that battles will have a much larger dynamic range. Before the sounds would run out of channels so they would self-limit with more than ~50-60 combatants. Now each unit on each attack should only use one sound so larger battles should be even louder. Here are the old battle sounds, with the same fixed audio engine (i.e. what 0 A.D. would sound like if we kept the sounds the same): Now here are the new battle sounds: Not only are the new sounds to me audibly louder overall, they are also much clearer and less muffled without being irritating. If you want a battle to be immersive, zoom in a bit! Battles cannot be immersive at 500 m... that would be silly. You would not expect a concert to be immersive if you sit in the very back row... you would not expect a TV to be immersive if you're sitting two rooms away. When you play a city builder, you would not expect to hear people chatting on the streets when you zoom out 100's of meters, so I don't get why you expect a battle to be immersive if you zoom out a bunch here... The bow sounds are the same volume as other games, compared to their combat sounds. I compared the sounds to original AoE I-III, the AoE DE's, and a number of my favorite, more obscure historical RTS (Celtic Kings TPW, Empire Earth, Cossacks, etc.) and found that the bow sounds are appropriately less loud than melee weapon sounds. Many games have even quieter bows (like AoE III as Stan said, as well as AoM, which accurately depicts bow impacts as louder than bow shots), while others are about on par with these. In real life, bows are almost silent. They are designed that way intentionally and have been since their invention, because it is a hunting tool first and weapon second. We already are massively exaggerating the sound of bows to make it appeal to the Hollywood idea that bows make some massive whoosh when you fire them, and of course to make it easy to hear them when enemies are attacking which is an essential gameplay mechanic of the sound. I hope this answers some of the questions you have had about the sounds. They are still a work in progress, but the whole point is to improve them. Feedback is definitely welcome but we also have to make sure we are designing the sound without holding onto existing conceptions. It is easy to become stuck in Confirmation Bias, where the more familiar seems better, even when objectively it may not be.2 points
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Remember also that most are probably not taking use of loom (that is now only a 100 food) and the fact that on phase 2 you can take melee resistance upgrade for low cost. People need to be less alarmist of balance 'issues' until the meta has stabilized, especially on a small low competitive community.2 points
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This is an alpha release (after 2 years), not a monthly gameplay patch for a Gold-released AAA game. Expect large changes.2 points
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As for unit production, some training times have been tweaked, yes, but not everything is slower; e.g. citizen cavalry went from 15 s to 16 s, but champion cavalry from 30 s to 27 s, reducing the gap between citizens and champions a bit, to make champions a more viable option. As for unit movement, cavalry has been slowed down a bit, but not everything moves slower; the base speed remains the same (9), traders and female workers are unchanged, rams are a bit slower (8.1→7.2), but infantry spearmen (8.1→9) and pikemen (7.2→8.1) are a bit faster. Nevertheless, the game certainly does feel slower. I suspect it's primarily because unit rotation rates have been changed to discourage “dancing”; see D2837 for more details; D3274 softened it a bit. Each civic centre already gives 20 population. Sure, one could give e.g. a further +5. Or just give Britons an extra house at game start. Or merge the farmstead and house for them. Or something else .2 points
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I am overall not a fan of A24. I like a lot of the balancing changes, but the game overall isn't as enjoyable. Things I don't like The game moves much, much slower. Part of this is because unit production is way slower. Part of this is because units actually move slower. I do not see the need for either of these and both make gameplay considerably longer. Because of slower unit movements, defensive buildings are much, much stronger. This makes fighting under any defensive buildings unsustainable for more than a few seconds. As a result, turtling is encouraged and fighting is discouraged. This is inherently less fun and more simcity. Because turtling is encouraged, it seems like every tg ends in massive siege spam. Sitting back and passively spamming siege to destroy buildings isn't much fun. Civs are too similar now. They all seem interchangeable with the only differences being that some civs are more limited. What is the difference between ptol and rome/gauls/brits besides ptol having many more types of units and buildings? What can mace do that rome can't? It was more fun when there were things like celt building pop bonuses, free ptol houses, and easy spam siege for mace. There are other smaller changes that I don't like. For example, eliminating outposts vision is very frustrating in TGs where it is easy to sneak attack someone. This is made especially frustrating by the fact that capture rates were buffed. Also, I don't like how stone upgrades now cost wood. Before you would do eco tradeoffs between when balancing food/wood. Now, all eco upgrades rely on wood and metal. Things I like Overall, soldiers are much better balanced. For example, I like that archer civs are no longer useless. And, I like that champs are integrated more. Both of these were overdue and I welcome the changes. We eliminated dancing. This has introduced some weird animations but overall it is a huge upgrade. There are some other smaller changes that I like. For example, I like how military upgrades now work.2 points
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As nani suggested i tried running a24 on wine (on linux mint). It doesnt work for me and if i understand correctly it is because im missing a whole bunch of .dll files. just thought to let you know in case someone was wondering =) I might go and buy some wine to pass the time while waiting for repository update though so in a way nanis proposition maybe will work2 points
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Everybody whines when alphas change significantly but players always adapt and learn to like it. Many people paved the way in a24 for future balancing with more frequent releases. We are lucky this time borg and nescio hear our cries about balancing2 points
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this is called market normalization. Now we can go for rush op again in a25. eae.2 points
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-Posible símbolo de facción ; Chacana (cruz andina) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Líderes; -Sinchi Roca (1230-1260) -LLoque Yupanqui (1260-1290) -Mayta Cápac (1290-1320) -Cápac Yupanqui (1320-1350) -Inca Roca ( 1350-1380) -Yahuar Huácac (1380-1410) -Huiracocha (1410- 1438) -Pachacutec (1438-1471) -Túpac Yupanqui (1471-1493) -Huayna Cápac (1493-1525) -Huascar (1525-1532) -Atahualpa ( 1532-1533) -Túpac Huallpa (1533-1536) -Manco Inca Yupanqui (1537-1544) -Sayri Túpac (1545-1558) -Titu Cusi Yupanqui (1558-1570) -Túpac Amaru (1570-1572) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Posibles edificios;(21) (necesita revisión) Edificios comunes;(15) 1)-Centro Cívico ;---------------------------( Qhapax wasi ) 2)-Casa ;--------------------------------------(Wasi) 3)-Almacén;---------------------------------(Churana wasi) 4)-Granja(Alquería);-----------------------(Pirwa) 5)-Corral;-------------------------------------(Kancha) 6)-Torre defensiva ;------------------------(Pucara jark'akuy ) 7)-Herrería;----------------------------------(Nina Wasi) 8)-Templo;-----------------------------------(Qhapana) 9)-Muralla;-----------------------------------(Qincha) 10)-Huerto;----------------------------------(Mayqa) 11)-Mercado;--------------------------------(Khatu) 12)-Puerto marítimo;-----------------------( Quchapata wasi) -Puerto fluvial;-------------------------------(Mayupata wasi) 13)-Fortaleza;--------------------------------(Pukara) 14)-Cuartel;-----------------------------------(Awaqanakuy wasi) 15)-Maravilla;--------------------------------(Coricancha) Edificios especiales;(6) 1)-Centro de enseñanza;-------------------(Yachayhuasi) 2)-Colegios femeninos;---------------------(Acllahausi) 3)-Posada;-------------------------------------(Callancas) 4)-Depósitos;---------------------------------(Collca) 5)-Comuna;------------------------------------(Ayllu) 6)-Calendario astrológico;------------------(intiwatana) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Posibles unidades;(27) (necesita revisión) Infantería ligera; (6) (Fase 1 -cacicazgo-incas del Cuzco) (tropas incas) (Centro cívico-cuarteles) 1)-Guerrero inca con lanza;--------------------------------------(Auca Runa apay Suchuc Chuqui). 2)-Guerrero inca con Honda;------------------------------------(Auca Runa apay Huaraca). 3)-Guerrero inca con hacha;-------------------------------------(Auca Runa apay Chictana). 4)-Guerrero inca con javalina;-----------------------------------(Auca Runa apay Antañauichi ). 5)-Guerrero inca con lanza extra larga;------------------------(Auca Runa apay Turpuna). 6)-Guerrero inca con boleadoras arrojadiza(3 cabezas);----(Auca Runa apay Liwi). infantería ligera;(6) (Fase 3- Tahuantinsuyo-) (tribus integradas al imperio) (Ayllu-Callancas) 1/7)-Wisa Picunche;-------------(Guerrero Colla- con boleadoras de 2 cabezas o "chumé "). 2/8)-Wisa Cañari;------------------(Guerrero Cañari-con lanza mediana y emplumada o "ilaka"). 3/9)-Wisa Chincha;---------------(Guerrero Chincha-con maza de cuerda de 1 cabeza "Liwi"). 4/10)-Wisa Chimú;---------------(Guerrero Chimú-con mazo muy largo o "Huactana"). 5/11)-Wisa Machigüenga;-------(Guerrero Machigüenga-con arco y flechas o "Huacachina"). 6/12)-Wisa Charca;---------------(Guerrero Charca-con macana o "Chambi"). Unidades de Héroes;(3) (Fase 3) (Fortaleza) 1)-Pachacútec . 2)-Túpac Yupanqui . 3)-Huayna Cápac . Unidades Marítimas ;(3) (Fase 2- etapa de expansionismo inca-) (Puerto) 1)-Balsa pesquera ;------------------(Wampu chawaq) 2)-Balsa mercante ;------------------(Wampu qhatuxkuna) 3)-Balsa de guerra;-------------------(Wampu awqatinkuy) Infantería pesada;(3) (fase 2) (cuarteles) 1)-Teniente;------------------(Piccka Chunka Kamayuk) 2)-Centurión;----------------(Pachac Kamayuk) 3)-Jefe de Batallón;----------(Guaranga Kamayuk) Infantería campeona;(3) (fase 3) (Fortaleza) 1)-General de brigada;----------------(Hatun apu) 2)-General de división ;---------------(Apusqui randin) 3)-General del ejército;---------------(Apusquipay) Unidades civiles; (3) (fase 1) (Ayllu-Casas-Centro Cívico) 1)-Mujer;--------------------------(Warmi) (fase 2) (templo) 1/2)-Sacerdote;-------------------(Amauta) (fase 2) (mercado) 1/3)-Mercader;-------------------(qhatuqkuna) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Bonificaciones posibles ; -Bonificación de facción; 1)"Ayllu" o comuna (edificios que se pueden construir en territorio neutral además de que reproduce gratuitamente unidades aleatorias de infantería de bajo rango cada cierto tiempo) 2)Afiliación ética ( las unidades de la misma etnia luchan mejor juntas) 3) "Yanaconas" o siervos( Las unidades vencidas por las unidades de los héroes se convierten a tu bando en unidades de infantería ligera inca ) - Bonificación de equipo; 1)Espionaje(sobornar a los mercaderes es más barato) 2)"Ayni" o Ayuda mutua (capacidad de que tus unidades depositen recuros en los edificios de los aliados) 3) "Chasquis" o mensajeros/corredores ( el envío de tributos es más barato) -Tecnologías especiales; 1)"Collcas"o depósitos ( se pueden construir en territorio neutral y son estructuras en las que puedes depositar todos los recursos , tanto madera , piedra , alimento o metal ) 2)"Mita" o trabajos estatales ( edificios básicos como casas , almacenes ,huertos , corrales o granjas-alquería , son más baratos) 3)"Chunka" o trabajos de emergencias ( las unidades de infantería campeonas y pesadas también pueden reparar edificios , solo reparar y no construir)1 point
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Hello So, which of the most commonly mods do or do not work in A24. On first running of A24 it threw a ton of errors at me so I slightly went nuclear and cleared the entire mods folder! Possibly I should just temporarily have took them out and reintroduced them one at a time to test, but hey ho - I've just had an arm full of Astrazenenca's Covid19 vaccine and had to get off my face on very strong painkillers as I had such a bad reaction to it! I can only begin to speculate how bad actual Covid19 is if that's what the vaccine is like. Anyways, I digress, essentially I'm mod free at the moment and not liking it! I use Autociv, Fgod, Balanced Maps and Badosu's Spec/Monitor Mod. I'm reasonably sure Autociv will work, seeing as there seems to be native integration to it in the new Hotkey menu, although none of the above show up in the Mods Selection links to mod.io. FGOD was always a manual install and I'm not clear if the latest version in the lengthy thread about it on here will work on A24 I've emailed Badosu directly about his mod as I'm SO dependent on that now for my commentaries on my Youtube videos!!!! It has honour of being my mod of choice for showing all the populations and resources of all the players in a logical location on the screen, in font big enough to read without having to weld your eyeballs to the screen! Many thanks in advance! Jim (spaced out, hopelessly modless and completely feckless)1 point
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Thanks. I got myself momentarily distracted with the water shader, trying to make coasts look wet. I couldn't do it in the terrain shader, as it has no information of water level; and the water shader doesn't have information about the terrain. I almost gave up, but then I thought, "what if I drain the water a bit?, lower the level, then I should be able to give the exposed rim a wet look. So far I think I've succeeded lowering the water level by one yard, but I'm still looking for how how to repaint the exposed part. All I got so far is arctifacts around the top of islands; I mean edges of islands towards the top of the screen look like they have water gaps...1 point
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Believe in the process, the first release that actually accounts for balance taking player experience into consideration will always be controversial. It had to start from somewhere, remember all cav or all champ metas, how is it that different? If you feel a game is slower you can make proposals, e.g. decrease economy requirements overall (buildings/training cost) etc... Granted, 0ad does not make it easy to provide accountable feedback, no continuous testing mechanism or a better platform (forum is too difficult to track and prioritize channels and discussions). Testing dev version requires dealing with SVN some technical prowess, synced rev, etc.. Hopefully with 6-mo cycle it will be more straightforward (though I'd better have a weekly release, make an AppImage for linux, exe for windows built by CI gg). The only thing that has turned me away are the sounds, maybe I'm a bit autistic but I can't absolutely play with those sounds so preeminent in the foreground (unit selection, unit move, fight actions, etc). Maybe I'll play when there is (or I make) a mod to have unit selections/actions sound fader.1 point
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Also, don't be surprised if you die because you didn't scout dogs and counter it properly. Any meta change that punishes lack of scouting will be controversial in my opinion since so few players do it properly. I'm not sure I should comment in these terms, since I'm not even playing regularly anymore but I know the effort that goes into balancing and the fact this is the first 0ad release we actually released with actual player feedback (and implementation). Chill out, we'll figure things out, as long as we continue and improve the feedback process. (pls enable weekly a25 lobby :-))1 point
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Yeah, As Reza, I think that a24 is terrible compared to a23. In few points, I agree great improvements have been done. Those points are : 1. Dancing prevention by sleep time on turning1 point
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I managed to install A24 via Flathub but ran into some kind of graphics issue similar as in this topic: So im getting an error saying: WARNING: Failed to set the video mode to fullscreen for the chosen resolution 1360x768:24 ("Couldn't find matching GLX visual"), falling back to windowed mode ERROR: SetVideoMode failed in SDL_CreateWindow: 1024x768:24 0 ("Couldn't find matching GLX visual") WARNING: Failed to set the video mode to fullscreen for the chosen resolution 1360x768:24 ("Couldn't find matching GLX visual"), falling back to windowed mode ERROR: SetVideoMode failed in SDL_CreateWindow: 1024x768:24 0 ("Couldn't find matching GLX visual") terminate called after throwing an instance of 'PSERROR_System_VmodeFailed' what(): System_VmodeFailed /app/bin/0ad: line 9: 5 Aborted "$pyrogenesis" "$@" I had to upgrade my OS to use Flatpak so it could have been an issue with that, but i reinstalled A23 just now and it still works normally. So its some kind of issue with the A24 installation1 point
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So I just did a bit of testing too: 20 dogs vs 20 cavalry javelineers → 13 surviving cavalry 20 dogs vs 20 cavalry swordsmen → 18 surviving cavalry 20 dogs vs 10 cavalry javelineers + 10 cavalry swordsmen → 10+4 surviving cavalry 20 dogs vs 20 infantry javelineers → 9 surviving dogs 20 dogs vs 20 infantry swordsmen → 8 surviving infantry 20 dogs vs 10 infantry javelineers + 10 infantry swordsmen → 10+0 surviving infantry Which again shows (i) swordsmen are most effective and (ii) infantry javelineers die quickly. Given that dogs and animals can't attack structures and most players tend to have civic centres and towers which can be garrisoned and shoot arrows, I expect going for dogs might be not all that effective in practice.1 point
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You're welcome. I think the extra 10 hp of the dogs should be removed. It should be enough to start.1 point
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Can you clarify which change you're talking about? We certainly want to avoid this type of situation. If you no longer voice your opinion, your opinion will _indeed_ be ignored. 'We' are not some secluded private studio with a completely opaque decision process: every diff and commit is available and open-source on https://code.wildfiregames.com. You literally have no reason not to voice your disagreement or concern with changes there. It's possible a few diffs get committed without player consensus, but I want to highlight that this really isn't how things have been done in general in the A24 process: most if not all gameplay commits got some agreement from some top players, including usually borg-, feldfeld or valirhant.1 point
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For the record, a player could have up to 50 dogs in A23, in A24 only 20. Their movement speed is slightly lower and they can no longer promote, making them effectively weaker. Dogs might be useful in particular situations, I don't know, though generally investing the 100 food in two more female workers to gather wood or cavalry is better in the early game. Further changes could be made in A25, of course.1 point
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Map editor and make some tests 20 dogs x 20 units (infantry, same cost per unit). Send me results pls. I cant make tests now.1 point
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Basically, there is a reason for every change, otherwise it wouldn't have been committed. What conversations such as this show is the need for more people to frequently play-test the development version and give feedback before a new stable version is released. Feedback afterwards is certainly welcome too, however, keep in mind the next version is months away and will also include (many) other changes.1 point
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ranged units are weak once melee units catch them, don't compose your army just from them1 point
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Understand that balancing is not as simple as it looks. Having hp bonuses again after passing the phase increases the amount of health of the units in late game, making champions op. If the problem is defense construction, then we will change defense construction. Bonus ptol is better now, you want free cuz more difference? Outpost i agree.1 point
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It's obviously an overstatement. I laid out a lot of the changes I would like to see implemented. Below is a incomplete list I would like changed back. Shorten unit production time Increase unit speed change stone upgrade costs to include food instead of wood reintroduce phasing HP bonus (not in original post but this would help units not die under buildings so fast) reintroduce civ differences don't give every civ siege factory give celts building pop bonuses give ptol free houses and probably many other change that I haven't realized yet give outposts more vision Some of it is also probably units being default in formations. So old units that used to be fasted like skirms are now beings slowed by being grouped spears. Undoing this manually is very micro-intensive. Can we not make 180 rotations slower than small turns? Can we not make minimum unit movements (even if this is done just for heros, which is where dancing is 95% of the problem) to make dancing in place less effective? As for unit production, some training times have been tweaked, yes, but not everything is slower; e.g. citizen cavalry went from 15 s to 16 s, but champion cavalry from 30 s to 27 s, reducing the gap between citizens and champions a bit, to make champions a more viable option. The most common units (which were also the units most quickly produced) all had their unit times greatly increased. For example, women went from 8-->9, citizen solider inf went from 10-->12, citizen cav went from 15-->16. Those are large differences. I agree champs needed to get produced way quicker. This is a good change and has made champs a more viable strategy in a24. Again, I suspect a lot of the slow down is actually attributable to formations being the default. I've played a few games. Quick team games (ones where one team dominated and won on the first push without any retreat) went from gg at about min 18/19 to gg at about min 25-28. Some other games that were never really close but people turtled lasted much longer than 25 mins. That's a massive increase. I suspect this is more likely the result of slower unit production times. Also techs are harder to get now, which slows down the game a lot. And because turtling is a much strong strategy now, which makes a ton of siege required in basically every tg.1 point
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Sounds like a feature that could be interesting for @The Undying Nephalim & @Exodarion How hard would it be @Freagarach to add another property visible for ai or something?1 point
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The Delenda Est repo is fully compatible with A24. I just haven't finished hero selection for all civs yet (I have a few civs to go). And I'm debating removing the Noba civ for now until there's a way I can remove them from Random selection.1 point
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If an archer is bad in a23 there is a complaint, if he gets stronger in a24 it is also a complaint. What i see is that it is still too early to know what is "op" or useless. Most players have yet to see half of the changes, so arguments like "archer op" for me are not valid at this point.1 point
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It has a little-known game but maybe that's what you're looking for: Age of Empires1 point
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Some issues and stuff: 1) Spectators are able to rejoin a game even if late observer joins are disabled. Basically, an observer who was kicked from a match can rejoin despite him theoretically not being allowed to by the setting. I didn't test if an observer who simply left a match is able to rejoin despite late joins being disabled. 2) On normal buildings you can set the garrison point to inside of the building, so the trained units are instantly garrisoned. This is not possible on warships, which means that Persian and Athenian ships which train units must find a shoreline for the units to spawn and then manually garrison them. 3) I'm not currently a big fan of the outpost changes. The garrisoned unit being vulnerable feels weird and with how little vision bonus the outpost provides it's better to just patrol the unit. If this is kept the vision bonus should be increased from 20 to atleast 40+, though I'd rather go back to how the outposts used to work and maybe make them a slight bit weaker hp wise. 4) Unit rotation times have an unintended consequence that reduces incentive for early aggression. So, while food gather rates remain about the same wood gather rate is considerably slowed down, which leads to players creating far fewer farms and also requiring fewer units gathering extra berries. That makes it much more difficult to find value in an early rush as the woodline will be more reinforced and the smaller food economy is easier to protect with the Civic center or house garrisoning. (Not sure what's the best way to go about this one) Also some things I think are important to become part of the base game in A25. 1) Building creation and selection hotkeys. The groundwork has already been done with the hotkey editor and these are probably the most important hotkeys for any RTS game to have. 2) Specific unit training hotkeys. Currently which unit you train with the hotkeys is tied to their order in the selected buildings. It'd be great if we were able to set a specific hotkey to each unit. So a citizen skirmisher will always be trained with the same hotkey no matter whether he is first in the selection or last. That's about all that came to my head at this moment.1 point
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Yeah we're fixing a linux packaging issue, and I will update everything all at once.1 point
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Current issues still going in A24 for the Gauls: - Removing round shields as props everywhere for the buildings, mostly the houses. - Moving the iron scabbard on the right side for the Gauls (elite spearman, champ. swordsman, ...) - The Gallic heroes are still a bit fantasy. - The Gallic temple is still not really accurate. The Britons still await a complete overhaul.1 point