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Dizaka

Balancing Advisors
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Everything posted by Dizaka

  1. I believe if you press TAB you can toggle the health bar on/off. I'm uncertain if buildings can be turned off.
  2. What if there was a browser-based lobby that launches the game client from the browser? Sort of like the MS gaming zone from 96 or "quake live-like". Additionally, this may even make it easier to launch the game with specific mods - instead of having the user add mods and try troubleshooting it. Another reason for this is that it will allow for easier feature implementation into the webclient. For example, better tourney management, ranking for different ways to see which is best. Such features would be difficult to implement into a stand-alone client. Taking this a step further, it can even integrate with a forum so same accounts are used. Additionally, a browser-based lobby may permit for better moderation for preventing ddos and/or foul language. Why? Because changes can be made independent of the alpha release. Additionally, this could maybe make it possible to provide "paid hosting" by Wildfire for 0ad. How? Private hosting rooms, etc.
  3. Just a few points I have that strongly vary from Edwarf:
  4. That's exactly what is good about current balance. Core units (archers/skrim/slingers) are usable. I think skrim/slingers need to be looking into to increase dmg, possibly. But either way the good thing about a24, imo, is that all civs, on the basics, are usable.
  5. @Angen, please verify if I understand the mainlog data correctly: A successfully connected player will have the following logs (In some order, not sure right one atm as don't have logs open): XmppClient: Received lobby auth: 3B7C919BE56E8332 from USER XmppClient: Recieved request for connection data from USER Net server: Received connection from A.B.C.D:XYZ While an unsuccessfully connected player will only have the following logs: XmppClient: Recieved request for connection data from USER Note: Just noticed the XmppClient: Recieved request misspells Received. Thank you for the "lock" feature to counter the DDOS!
  6. omg. Happy. Yay, finally can narrow down on the DDOS person. Hell yea!
  7. MEEEEEEAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
  8. Try Maury with then p2 ele stables that count for p3. Instant p3 eles. Also, ele archers are hahahahahah. Want to know what tops Maury off? Build a heal priest hero and "walk through military upgrades." You do not even need a fort to build a priest now. With priest you get 20% discount and 50% speed on upgrades for garrisoned building. If you have 2 blacksmiths and a temple, you can hop between buildings and upgrade pretty fast. With gather elephants you can gather metal pretty much everywhere on map. Add the pop bonus (signficant at 200 pop) and you got yourself the making of an easy win. Maury TL:DR: Archers Elephant Archers Elephant stables count for p3 in p2. Always build 2-3 in p2. Heal Priest Hero can speed upgrades significantly OP population Let's not forget range upgrade for archers. Also, Seleucids with their ele dmg hero paired with cav archers. Evilness.
  9. Basically, Gauls went from "serial" production of Heroes/Siege to "parallel" production (see below) by spending more wood. Wood in p3 is plentiful or can be planned out to be plentiful in p3. Anyway, "parallel" production is similar to what Macedonians (and Romans) had. Additionally, a Gaul hero adds +20% dmg to siege rams. This means with siege dmg upgrade rams have 44% more dmg (1.2*1.2-1). Any civ being attacked by this will need to target rams first (Think 6-7 rams 14/15 min ... 7*1.44=10 ram dmg ...). This is an issue as most players will be majority skirmishers, archers, or slingers with spear/pike meatshield. Of the 3 ranged only slingers are effective against siege. Additionally, with Carnucos units .... you can debuff dmg now ... huge imo when paired with parallel production for an extremely effective siege push. A ton of synergy here for a siege push. The siege push was previously unique to Macedonians (mace have +20% dmg siege hero). It's really effective b/c enemy needs to target siege to save base (the 7 rams equal to 10 rams of dmg) to worry about ... . However, they have other units to worry about (Gaul general attack units), so enemy units get picked off because the enemy units (the skrimishers/archers/spear/etc (even sword in many instances b/c noone goes 40+ swordsmen)) prioritize the rams. Otherwise, base goes bye bye. Previously for Gauls (Serial Production): Castle costing 1,000 stone produced: Heroes Siege Rams Siege upgrades Will to fight Currently (Parallel Production): Assembly of princes (400 wood) Heroes (specifically, +20% champ) Carnucos (-10% dmg for enemy units) Siege Workshop (300 wood) Siege Rams Siege Upgrades Castle (300 wood, 600 stone) Will to Fight Edit: Previously only Romans/Macedonians could do the above strategy with rams. Both needed a fort, however gauls don't even need a fort now. Sele could somewhat do it with elephants (not as fast) and two forts. Currently, using elephants, Seleucids/Carthagians can (sele ele hero, carth dmg hero) do the strategy. For rams now you have Gauls(dmg hero, way more synergy)/Mace (siege hero)/Romans (dmg hero)/Carthagians (dmg hero). Would be interesting if Maury ele hero gave a elephant bonus (ranged and melee elephants). Edit2: One thing that *maybe* could be done for Macedonians is make siege workshop a p2 building that counts for p3. This would be similar to Mauryas ele stable being a p2 building counting for p3.
  10. Where should balance questions be fielded? I'm concerned about two civs. Macedonians and Romans. For Macedonians: They effectively became "little Seleucid." I believe they have everything Seleucids have but Seleucids have way more. No real reason to play Macedonians. They were the only civ able to mass-spam siege really fast. This was due to building multiple siege workshops and the ability to produce hero (siege dmg hero) simultaneously from fort. Now all civs can do that and more-so Gauls (dmg hero in new building) with rams and Seleucids with eles (ele dmg hero from CC). For Romans: They were unique in that they could force where battles are fought. They were also unique in that they could create and turn games by enemy failure to scout. Both of the above points, currently, are difficult to achieve as the encampments do NOT produce siege weapons. Which civs are the winners this patch? I feel as Gauls and Seleucids won the lottery for A24. Gauls because now they can take the place of Macedonians in early mass-spam siege (dmg hero comes from separate building, siege comes from separate buildings, have spear/skrim). Previously, the bottleneck for Gauls was fort producing everything from hero, siege, and siege upgrades.
  11. SquintyBurrito_007 it is!
  12. Just be sure you know how to control the version. Compiled version is: r24841. Newest SVN version is r24842
  13. @aixo @bbgotbanned @Dakara @yilmazgng @randomid @SaidRdz @kristian @Boudica @carthage @ValihrAnt @Feldfeld @borg_ @ffffffff @Pudim @JC (naval supremacist)@PhyZik @Issh @Talenters @nani @badosu @YT99 @BoredRusher @chrstgtr @Lorenz11 @MarcusAureliu#s Ping for client download. See original post by @MarcusAureliu#s for more details. Windows link: https://www.mediafire.com/file/impg1nstotftnga/0ad-0.0.24-24841-alpha-win32.exe/file Mac link: https://www.mediafire.com/file/8sjwsc3vo2s2nph/0ad-0.0.24-24841-alpha-osx64.dmg/file
  14. if @Stan` can provide pre-built versions, especially for macOS, then arranging a game will be SIGNFICANTLY easier as I believe it isn't as easy as SVN on macOS.
  15. @MarcusAureliu#s I can do that. However, I have no clue how to control which "update" is the update that I pull on SVN.
  16. Just did svn update b/c of being tagged here. Last most recent one was 11/28/2020 for me. Plz msg if an SVN game is being played.
  17. Chinese in Terra Magna are actually really fun to play .... lol @mysticjim neither name starts with X. What ya on buddy? lol.
  18. IQ & Creativity should be two separate categories or put differently. You can have the most creative strategies but execute them poorly (low situational IQ). Maybe instead it should be situational IQ and creative IQ.
  19. In a different thread I mentioned that there are different types of attacks on 0ad (see here, see below). I think I've found something weird that may be another attack but will test more and see if it continues to happen in games starting today (new IP, hasn't happened yet). You have a compromised IP and the attacker attacks port 20595 to be stealthy. This causes you from disconnecting not from the "internet" or the "multiplayer lobby" but only a "game lobby" and "in-game." I've been unable to see excessive traffic during these "attacks" (weird ... ). However, this has only happened while (1) waiting for/playing a 0ad game (port-specific) and (2) there is no real reason why it should be happening (port forwarding is done correctly) and (3) the issue has been alleviated by changing my public IP (so far). Note: I have not hosted any games. If this is related to the DDOS then it's likely the DDOS person is an active player and I joined their host sometime since resetting my IP.
  20. This. Logging the information is likely useless. The only way to catch this person and/or at least to be able to narrow it down to who it is is by changing how hosting works. From my understanding there is already some stuff being made by someone.
  21. @smiley Just get a new IP address assigned from your ISP. You're good until you host a game. When you host a game you expose IP to lobby. That's how DDOSr primarly targets games. If you don't change IP addresses after hosting that is how you get targeted as a client. Also, by changing IP addresses you narrow down who can be DDOSing you b/c you know who was previous host. The general rules are: 1) Lobby knows host IP addresses. 2) Host knows client IP addresses but not lobby. Clients always safe until they host (or somehow end up in the DDOS'rs game and get compromised this way). If clients host you expose your IP to all in lobby.
  22. Problem is the VPN uses the original IP. If DDOSer has original IP and you did not change original IP then DDOSing the original IP will knock out your VPN connection. Though I believe you know that but just putting it out there. VPN doesn't solve everything. VPN is good for being a client. But as a client your IP isn't compromised unless you host.
  23. Highly likely the attacks are manual with the person idling in chat on one of the accounts. I believe game time vs idle time in the multiplayer lobby should be monitored. Players who have extensive idle time in relation to games should be kicked and/or banned from lobby. I mean like 12-24 hrs online without starting and/or playing a game. Maybe this could be "nullified" if players are vetter somehow such as the application to be a dev/contributor. Around/after 10:00 pm U.S. Easter Time a lot of this subsides and you can play games. This sort of supports the theory that the attacks are manual. Additionally, the attacks are dynamic. When the attacks are not working different types of attacks are utilized. There are the standard ICMP/UDP packet attacks and they have sometimes been switched to NTP attacks.
  24. Do not split community with different lobbies ;/. A lot of players in 0ad but not enough for multiple multiplayer lobbies.
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