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Showing content with the highest reputation on 2025-06-09 in all areas

  1. Since that happened this WE I looked into it, and got a grasp of the problem. The prices are currently driven by the number of transactions and not the volumes they generate. So one can drive the price of a resource then benefit from large transactions, therefor overall generating resources. Currently the formula multiply some constants to sold amount (which is equivalent to number of transactions, as sold amounts are fix), if you change it to bought amount, large transaction affect the price more, and generating resources from this 'Pump and Dump' no longer works => The only way to have barter efficiency over 100% will now be if ANOTHER player oversold a resource, and the amount you can generate is now proportional to the amount he lost. Which is very likely the behavior intended in the first place.
    3 points
  2. This is an OOS change so maybe could be tested in @borg-'s balancing mod or the Com mod by @real_tabasco_sauce
    2 points
  3. See: https://gitea.wildfiregames.com/0ad/0ad/issues/8051
    2 points
  4. Under certain conditions, the market can be pumped exploited with OP trades that will generate infinite resources. Below is one example of the exploit: One needs to firstly invest 3000 metal to buy some other resources, e.g. food, to really depreciate the metal value and raise the food value. Then you take 500 food to trade back more than 3000 metal - you end with a net profit in metal. Furthermore, the food is still highly valued and you can buy huge quantities of other resources with food, resulting in resources being generated from nowhere. However, this is not consistently working. I tried to reproduce this but did not get these profitable values like Cube did. After many trades, I was eventually able to generate 10K metal after spending 2000 food and 2500 wood (profit?) Ideally we make changes to the bartering mechanism to prevent this from happening.
    1 point
  5. Could be. Although if you read the story we the devs back then actually proposed a game before age of mythology
    1 point
  6. Oh interesting. I hadn't heard the reasoning before but it makes sense.
    1 point
  7. Interestingly, there is a difference between HP and armor bonus when it comes to healing: the armor doesn't reduce healing as it does taking damage. That would make an armor bonus stronger than a HP one. When Ptolemies had this cavalry hero that gave extra 40% HP to pikemen in his aura, you could heal the pikemen faster by moving them out of the aura. I remember playing some games from the times before the exponential armor system, and there seemed to be a problem where if a unit or building had more armor points than you had damage points, you wouldn't be able to cause damage to it anymore. And so there was a hard-coded minimum of 1 HP damage (one other detail is that nowadays the HP uses the fractional part, even if it's not shown). That could mean that you were better off using a greater number of very weak units (like archers) because you had the the guarantee of at least 1 HP per arrow shot.
    1 point
  8. Done for you https://gitea.wildfiregames.com/0ad/0ad/pulls/7929
    1 point
  9. Something like this. (The yellow triangles in this high quality mock-up stand for a toggle button.)
    1 point
  10. Why not? The data is available you just need to display it.
    1 point
  11. I think it's about a second (or maybe 1.1) for a point of xp. So, for a rookie spearman to go to elite ~3.5 minutes?
    1 point
  12. Every post ever from you
    1 point
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