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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. Then they aren't the same thing they were before.
  2. Perhaps Fork A.D. public mod is about battles between sausages and sauerkraut armies, so probably the balance is not the same as 0ad alpha23beta :-) But let's discuss that elsewhere (not in that topic) if you want ;-)
  3. You will find an old similar code here: https://trac.wildfiregames.com/browser The idea of min - max distance was more or less the idea at some moment. Stamina was another option. But then there was the issue: morale, capture, health, stamina, ... that sounded many (and as all are abstractions, even intersecting themselves).
  4. Thanks, I didn't want we stay on misunderstanding ;-)
  5. I don't exactly get it and what you are refering too. I didn't do any criticism especially not unconstructive ones, I just provided useful elements (history). And I am really not concerned personally by all what is above given that's a non issue for most of my current personal concerns.
  6. refs: https://code.wildfiregames.com/rP19952 https://code.wildfiregames.com/rP20521 https://code.wildfiregames.com/rP20603
  7. Now that there is two possible option in unit production queue (civ or native), it sounds like it's easy to do that. Just have fixed name for the mercenaries (not {civ}_), you need only one template by merc(I just noticed there are issues in buildings) https://youtu.be/76KRlBCtKJ4
  8. @Sundiataif you refers to my post, it wasn't my intention. On my side I really don't care. I just brought some elements which I thought could be helpful in understanding things globally.
  9. There was different organization (one head, committee, ...). The last official info about wfg I have is that it was decided at 2014-08-03 (see meetinglogs) to agree on merging the balancing branch of one member and to open a poll to give him the head of the gameplay balance. I didn't find public results of that poll. But it was kinda implicit that he was in charge of that. I remember asking agreement before committing balancing changes, then don't asking him (sorry for that). So did other members. (We most of the times used forum, irc, trying to fight against our own biases or not, grepping opinions or not, phabricator also). I had asked several times clarification about that. Due to past issues about that (see commit history above) and to other facts, there was an implicit conservation policy about committing balancing change. I assume he is still in charge of that as I didn't see any announcement about that (or I missed it). On the last 5 years, grepping for balance in commit message: r15644: Surprise. 100% brand new rebalance for every unit in the game, after lengthy discussion with Enrique. r15655: Revert Surprise commits by Mythos_Ruler, r16447 and r16444 following team decision. They will be put in a separate git branch. This is done to avoid conflict with scythetwirler's balance branch and potential other work in that area. r15713: Gameplay rebalance after a long period of testing and rebalancing. See https://github.com/scythetwirler/0ad for details on changes. r15728: Petra: some tunings in tech research following the merge of balance branch r16285: Balance branch merge. r16302: Hero balancing. r16305: Petra: some tweaks for new ranges from balance brabnch r16331: Siege balancing. r17882: Limit arrows on certain buildings and ships. Patch by sanderd17, fixes #3196. Balancing by elexis, reverts r16776 in favor of the new total arrow limit. r18157: Balance garrisoned regeneration rate as proposed by mimo and scythetwirler. Reduce rate in village phase from 10 to 5. Increase town phase addition from 2 to 7 and city phase addition from 1.5 to 9. r18248 : Unique building aura balancing, refs #3930 Owning multiple libraries and theatrons increases the aura bonus proportionally, so as to incentivize capturing. Make the library aura more appealing by giving a 10% research time bonus. Improve a tooltip. r18249: Balance hellenic champions. Double the metal cost of elite spartan citizen soldiers, as they have stats near those of champions. Use a more reasonable cost for age 2 champions. Differentiate the armored swordsmen from the other sword champions by actually increasing it's armor. r18255: Balance the wonder and improve unique building tooltips. Increase the armor of buildings following r18045. Triple the research time for the population tech, as it is the most powerful tech in the game. Mention that unique building auras stack. Fix a bad tooltip in pop_wonder.json. r18402: Trireme and bireme ship balancing. The mauryan empire is not known to have the strongest fleet, so reduce their ships hitpoints to the average for that model. Redue bireme metal cost to make it an actual alternative to the trireme, considering population cost and hitpoints. Remove a hardoded linenumber in a comment. r18528: Ram garrison balancing. Garrison up to 10 men in rams and 12 in persian ones, in order to have a greater chance of attacking enemies with many melee champs defending, since the new balancing in alpha 21 requires siege engines to destroy buildings, see r18037 and r18045. Remove undocumented garrisoned healrate of rams introduced in r11292. That commit introduced it in many places, which were removed in later commits. Leave the positive garrisoned healrate of ships and special buildings for now, assuming that there are supplies on ships (but not in rams). Add garrisoned healrate tooltips in the following commit. r18550: Tree balancing of the red sea map. Sometimes players didn't have any wood close by while usually all players have practically limitless wood around. Reported by sentado. Thus enforce greater distance between big forests and add some tiny forests in between them. Keep a big distance between all forests as it is supposed to be a desert. r18555: Mediterranean tree balancing. Increase minimum distance between forests so as to carve more space for player buildings. Reported by sentado, based on patch by _kali. Adapt metal and stone mine numbers to keep the same probability. r18722: Tweaks hp modification of the phase city tech to keep the current balance as tech modifications calculations changed in r18207. r18738: Loot balancing overhaul and cleanup. Based on patch by fatherbushido, refs #4193. Add missing loot entry to many new buildings that were added after r11524 and ships. Give civic centers and wonders a significant amount. Food related structures contain some food. Temples somehow yielded 500 metal loot previously. Remove experience point loot from non-defensive buildings. Merge loot for cavalry and hero templates. Swordsmen and sword cavalry loot 5 metal, slingers 5 stone, other units 5 wood. Remove some duplicate Looter, MiniMap?, Selectable and TrainingRestriction? entries. Remove pointless sentence "Special Building." from persian hall tooltip. r18850: Tweak elephant hero stats. There were some inconsistencies with champion elephant template. Remove some hard bonuses forgotten in previous balancing commits. Reviewed by elexis. r19359: Survival Of The Fittest Overhaul r19370: Catafalque templates and auras for each civilization. Patch By: Hanibal Barca aka Hannibal_Baraq Differential Revision: https://code.wildfiregames.com/D269 Strings Reviewed By: Gallaecio Balancing Reviewed By: borg-, Grugnas Addresses few issues found by fatherbushido r19505: Roman Entrenched Army Camp balancing. r19697: Reduce slightly armor of gaul fanatic unit and make the run speed more consistent. The purpose is to balance it a bit more but also keep and emphasize the specificity of that unit. Reviewed by elexis. Differential Revision: https://code.wildfiregames.com/D569 r19885: Women Attack balancing fixes. r20363: Tweak a bit citizen cavalry costs. Follow the same infantry vs cavalry policy as for champs and heros. Motivations are: infantry vs cavalry consistency (from the abstract unit role point of view), preventing some unbalances, enforcing a more realistic infantry vs cavalry ratio in game. Accepted by: Nescio, Grugnas Differential Revision: https://code.wildfiregames.com/D983 r21477: Kushite tweaks and balancing Add an anti-champ/hero bonus to Meriotic Temple Guards. Make the Temple of Amun a unique building available in the City phase. Adjust some auras and add one for cheaper triremes. Nerf clubman attack, remove spearmen tweaks. Change barracks cost. Fix some icons. r21556: Implement walls on Jebel Barkal, beautify the map, improve the trigger script and add stables/cavalry attckers, refs #5040. Balancing: Place Stables which only spawns melee cavalry which only attack traders, women and siege engines. Nerf fortresses by not exclusively spawning champions (temples still do). r21613: Don't have the difficulty of Jebel Barkal differ by the factor 10 depending on the mapsize and playercount. If there are less spawn points, the groups of spawned units is increased proportionally. The new balancing should yield the same results as a 1v1 on medium mapsize or a 4v4 on a normal mapsize in the previous balancing. Notice that the number of elephant stables (and hence elephants) can still vary. r21644: Improve Jebel Barkal balancing for smaller maps when there are very few or no elephant stables. r21672: Add some small bushes near the straggler trees on Lower Nubia to try to improve the imbalance between players starting on the left vs players starting on the right side of the map. And also (more complete): https://trac.wildfiregames.com/wiki/Alpha21 https://trac.wildfiregames.com/wiki/Alpha22 https://trac.wildfiregames.com/wiki/Alpha23 https://trac.wildfiregames.com/wiki/Alpha24 Obviously balancing is necessary to make a good rts. But what kind of players are you refering to? (I guess you refers to online multiplayer players?)
  10. A list of file is perhaps irrelevant because you will have also to look at grid and things like that. So if you want to get the whole stuff, start with simulation2/components/CCmpUnitMotion.cpp (which deals about motion :D) and go down the whole thing ;-)
  11. BuildingAI (firing arrows in a passive way), conversion, trampling , (auras) is indeed just a matter of range query. It seems better in the other direction for conversion. But that depends also of the needs.
  12. Yeah I know, I already read it ;-) (and already did it :D). I'll be back.
  13. Depending of what you want, I can provide you a better solution.
  14. If a "if" is somewhere it might be on purpose
  15. The similar part is still to be defined/refined :-) (see that other discussion I started about that.)
  16. That was the way the ptolemaic mercenary camp worked (now it's more like a cc)
  17. bag of words extracted from dd: "colony", "civilization center", "civic center", "village center -> town center -> city center", "civic centre", "village centre -> town centre -> city centre"
  18. There could also be a commit race which could even result in conflicts (or having a rule like in GO)
  19. Everyone working in team know that you have to rely on: - people - process Sometimes you can rely only on people. Sometimes.
  20. I don't know if you speak about a specific mod. So I will assume you speak of WFG alpha23beta. If you look at armor stats, you will notice that it is very weak against hack attack. In practice, swordsmen (mounted or not), ranged siege engine, women (!) and also spearmen/pikemen are efficient against them. But don't try to hurt them with archers or javelinists ;-)
  21. (ok that one for those who wonder: https://github.com/JustusAvramenko/delenda_est/blob/master/Contributors%20and%20License.txt)
  22. So we can take it as a "gift from the gods"? Thanks :)
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