Dizaka
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Dizaka last won the day on October 12 2021
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@guerringuerrin I think sent me 800 replays, thank you! @ValihrAnt awesome. I'm mainly looking to supplement what is there and primarily to play around with the version of Replay Pallas on github to see how things behave with lots more data.
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Looking for those magicians who have 400+ replays who hasn't formatted and is willing to share. Even 50+.
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Basically, looking for people to zip up their replay folder for 0ad and send it my way. PM me and I'll create a cloud folder to drop off the file(s?) at. Tagging people who might have a large replay folder. If you're not on the list but have a large replay folder (e.g., you haven't formatted in a while) do reach out, please. @BreakfastBurrito_007 @real_tabasco_sauce @BoredRusher @Dakara @ValihrAnt @Player of 0AD @badosu @Edwarf @LetswaveaBook @Issh @PistolPete @chrstgtr @Feldfeld @Boudica @Jofursloft @Darkcity @StarAtt @hamdich Replay folder locations: Mac: /Users/{YOUR USERNAME}/Library/Application\ Support/0ad/ Windows: C:\Documents and Settings\JohnDoe\My Documents\My Games\0ad\ Linux: ~/.local/share/0ad/
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A new git-based development environment
Dizaka replied to Itms's topic in Game Development & Technical Discussion
I don't know my email address I registered under. I have 3-4 domains to pick from :/. TY. Will take a look at it during the week and see what I can do / help / test. Right up my wheelhouse with React. -
A new git-based development environment
Dizaka replied to Itms's topic in Game Development & Technical Discussion
Can someone reset password for "Dizaka" on https://gitea.wildfiregames.com/ I can make separate account with user "Akazid" if "Dizaka" can't be reset but would prefer a reset if possible. I have no idea which email I used but if a password reset was forced to registered email I'd be able to respond. @Stan`I remember a while back you were developing a webpage for sharing stuff. Is that under development still / being worked on? Looking for places/stuff to contribute to. -
Big problem with automation. Either: (1) Automate things IG to simplify it (e.g., sniping feature rather than a plugin, basic eco management, initial start "moves", etc) (2) Detect and ban cheats
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@RangerK I think SaidRdz is much better than me, sniper, rauls or chrgster. Once he gets going on Maury he is unstoppable with those sword. VERY few, if any, players can contain that army. Because it is slash you can't even contain him with mass siege towers. You'll notice in both games he was singled out in early phases otherwise you don't really stand a chance. Check Rauls attacking him in 2nd game and in first Geriatrix. In the first game it was a matter of keeping Rauls/SaidRdz contained with just 2 players for some time. In the second game it was a matter of keeping SaidRdz / spartan contained. Geriatrix did a great job setting that up and placing a CC defensively so that eco of pocket wasn't impacted. In the second game Rauls did a great job attacking SaidRdz allowing the han cav to pop in the south at an important fork in the road. It was just a matter of time before they'd push through, though. Goal was always for other side to push through first and to buy time on whatever side SaidRdz is. Palalaigos is awesome.
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The issue with ballista tower wall hubs is the concentration of arrows. I believe in one of the alphas arrows from wall hubs were removed as players started placing wall hub towers and deleting walls for the purpose of free arrows. (Note: I love the idea of ballista towers)
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OH. Meaning that if a wall is "owned" by Player A then Player A units behind the wall would received dampened damage from Player B, who is attacking Player A units through Player A walls. That's an extremely interesting mechanic! @real_tabasco_sauce @BreakfastBurrito_007 @wowgetoffyourcellphone
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Agree and disagree at the same time. If defenders should be damaging their own walls I think walls should have more HP. I understand the simulation aspect of it towards realism but there's also KISS, to keep the simulation simple. With ranged units hitting own buildings it may be impossible to shoot with archers from behind a CC and archers/ranged units may need more dmg upgrades. Currently, we are at the stage of "it takes 10-20 arrows to kill a unit" not "1-2 arrows" which would be more realistic.
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Yes, lol. No idea why I wrote that and corrected. TY.
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Is 0ad going to die?
Dizaka replied to king reza the great's topic in Introductions & Off-Topic Discussion
I don't know whether that is true (never itnended to compete with commercial platforms). However, the game competes extremely well with commercial platforms thanks to volunteers like @Stan`, @vladislavbelov, @wowgetoffyourcellphone and others who have been contributing to this project for any length of time. -
I actually have a different viewpoint. I think walls are under-rated, especially for multiplayer games. What I have figured out, especially with palisades, that if are an archer civ going vs Sparta (or some other sword-heavy civ or cav-heavy civ) you use walls not in a blocking-way. Instead, the purpose of walls is to make it possible to reach your army (so that you're engaged) but making a retreat difficult (so that the enemy is forced to commit on mistakes). The goal of palisades (and walls) seems to be more about making targets hard to reach without making them impossible to reach (e.g., iberian wall circle around CC). With archers, xbows, archer cav (maybe skrim, but not really. You want range as defender.), and elephant archers walls work the best. Even more so with persians and mauryans who have a range bonus. Walls allow you to wait for the attack and then do a counter attack. Best walls seem to be 5-8 unit segments with houses inbetween. Units can travel through these (the holes) but it breaks formations, makes your units hard to reach, and makes it extremely difficult for the enemy to retreat. TLDR: For me, walls are about creating obstacles that slow down the advance and the retreat so that I can get as many arrows as possible into enemy units. I've learned there's no reason to block troop movements. If you block troop movements players attack other positions that aren't as fortified. I use walls to basically "set a trap." Again, I use walls a lot. Especially if rushed in the 8-12 minute timeframe. By the time the enemy gets to my base, especially if I believe they are competent, I will have a defensive perimiter established. More then likely it will be disconnected and irregular walls to let the enemy through but increase travel distance and force 1by1 lines of units rather than allowing for large formations from the enemy. Double check your shortcuts and clicks. Walls need to be attackable by units, imo.
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@Stan`it's been said repeatedly but I'll be repetitive - THANK YOU. THANK YOU for contributions you've made to 0AD and Wildfire Games.
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To an extent. However, having too much of a micro creates a huge barrier of entry for new players to be competitive. Do we want to discourage or encourage new players? I think if something can be automated for an unfair advantage it should be considered for a feature included in the game - especially if it can be "silent" and not take away from the experience. Clicking like a madman, imho, takes away from the experience.