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Showing content with the highest reputation on 2024-06-29 in all areas

  1. Somewhere I heard this advice and it has served me well: if a unit is initially OP, reduce one of its combat stats by half. If the unit is UP, double one of its combat stats. Keep doing this until the relationship flips, thereby bounding the balanced range for the statistic. Then start splitting differences until you converge on a balanced value. The real big brain moment is realizing that this is is not just a good algorithm for converging on acceptable parameter ranges. It's actually easier to create stable Nash equilibria using strong dominance relationships, such as you get by sticking to powers of two stat-adjustments. The resulting strong counters will be much more stable against perturbations than a delicately fine-tuned dominance web. I know 0 AD aspires to be a "soft counter" based experience, but I really think you guys will paradoxically make a lot more headway if you learn to be less cautious with your stat adjustments. When every piece of your balance web is fine tuned, adjusting any part is almost inevitably going to break other parts, creating obscure new problems as fast as you solve them. You end up needing to add compensatory adjustments across every node of the web, which in turn all cause their own adjustments that must be correctly compensated... it's an endless quagmire: TL:DR - Try doubling the DPS of all boats. See how much that helps the UP-ness of naval units vs land ones. Then you will probably need to buff the HP of ram ships, since melee units benefit less from DPS changes than ranged ones. But after that you might be in the ball-park of the situation you want.
    3 points
  2. ok, well the patch is pretty much done and working: https://code.wildfiregames.com/D5282 if anyone can apply it (and build) to test on their system that would be great!
    1 point
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