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Showing content with the highest reputation on 2023-09-21 in Posts

  1. It's actually pretty easy to adjust the amount of wood in the biome files if you want to play around with it. No need to touch the actual map generation code. \mods\public\maps\random\rmbiome\generic
    2 points
  2. I agree in part. But I would also say that maps with relatively less metal/stone and relatively more wood create inequity for civs that rely on slingers/mercs. It's always very sad when the ptol player runs out of stone/metal and is stuck making only pikes and camels. There has to be somewhere between "way too much wood" and "way too little wood" that would make it more fair for everyone.
    2 points
  3. I'd say keep the same amount of wood (or just slightly less) per map in Temperate, India, et al., just make them clumpier to make more room for construction.
    2 points
  4. I agree 100%. But low wood is probably the #2 reason why some maps/biomes are unpopular (#2 after only the fact that some maps require the use of a navy). All I mean to say is that a reduction is radius size should be done carefully because its easy to overdo it and the potential for blowback.
    2 points
  5. The code for the lobby bots, including the rating logic, is available here: https://github.com/0ad/lobby-bots For pull requests which change such fundamentals as how ratings work, I'd like to see a solid and reasonable explanation how it improves the game experience, before accepting them. In any case I'd be happy to see community contributions to the lobby bots and I am there to answer any questions which might arise doing so.
    2 points
  6. It's over there -> Nah, seriously, thank you. Uh-oh. Where is that menu you show? Mine is totally different: --Edit to add: Never mind, found it! (Well hidden, kudos... )
    1 point
  7. But you also complain that games devolves into a speed clicking competition? You see the contradiction there right? From a game design perspective the whole point of resources is that they limit the number of simultaneous actions any agent can execute, whether that agent be a unit, a human player, or an AI. I'd wager the reason the computer is steamrolling you every time with its superior APM is that for a full 40-50 minutes at the start of every game you are doing absolutely nothing to prevent its intake of resources. Then its shocked_pikachu_face.jpg that the AI with its fully built out industrial war economy, calibrated to give it some hope of holding its own in war of attrition against actual ladder players, smashes your scenario-editor model army and sim-city town in 30 seconds. I actually do sympathize, because I mostly play the same way too. It's more fun. But the game is designed first and foremost to be fair and competitive in PvP, and that is a much harder challenge than making a fun PvE sandbox. I agree that 0AD doesn't have its balance right yet, but most of these guys have been working on that problem for years with little progress. All the easy solutions have been tried and found wanting. I honestly think many of the games that get it right, like AoE2 and Starcraft, are actually products of incredible luck, not skill! They happened to stumble onto an improbable pseudo-balance that resonated with a certain audience, which then built a community around forgiving or mitigating the lingering issues. 0AD has not hit that tipping point yet and it may never do so. Most RTSs don't.
    1 point
  8. @krt0143i just tested it and it happens to me aswell, and it shouldn't. There is a ticket for it but it's old and abandoned. As far as that patch goes, i think Wundersam was on the right path, except that the whole point of a scenario is to have fixed settings- that includes pop cap.
    1 point
  9. That was it, now it works. I knew there must be something missing... Thanks a lot!
    1 point
  10. I thought they could improve the roman women's stats and work rate. Then have them have upgrades that make buildings have more HP and finally, make soldiers fight a bit better. If you think an encyclopedia folder is enough difference, I can remove the encyclopedia at the beginning right before I add the first batch to mainline (we're almost there, we have the arsenal and the artillery training place.)
    1 point
  11. That is unrelated. It doesn't change the fact that there is "too much" of certain resources on certain maps. Economies will be slowed but players still may end up with thousands in extra res on many maps. The problem is there is often no resource scarcity, which encourages unit spam and obviates any need to build additional CCs .
    1 point
  12. Or just decrease the radius increase size with each phase. We did that some in the community mod but I think we could do it even more. It's pretty easy to run of of minerals, esp if you build a lot of slingers, mercs, etc. It's usually wood that there is "too much" of.
    1 point
  13. The big economic problem of 0a.d is that you can obtain thousands of resources without having expand your city. You can literally reach 300 pop with all the upgrades without needing to expand a single inch. A simple solution without the need for new developments would be to change the standard cost of units, add metal to all infantry and cavalry units, except slinger which already has its stone cost. It would also be necessary to reduce the game's initial mines to perhaps 1000 resources for metal and stone. I think that this way the player really needs to expand his territory and look for new game alternatives. Of course, this is just a vague idea, it would need to be worked on better.
    1 point
  14. Disabling the delete function when there are enemies in a certain radius/distance is a good suggestion, I like that too, I think Stronghold had that feature. Scorched-Earth strategies were done before hostile forces enter the area to deprive them of the resources in the area, not the other way around when a hostile force have already conquered the place.
    1 point
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