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Dizaka

Balancing Advisors
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Everything posted by Dizaka

  1. I think it strongly depends on the map's per player population, size of map, and when players overall attack. If it's a small map, irrelevant of population, you're better off with Mace attacking early with mercenaries. If it's a large map and there's a lot of travel, and higher population, you're better off being Seleucids. If you're a player who attacks early, it's probably better to play Mace but not on large maps or with large per player populations - unless you win the RNG lottery for metal.
  2. That's an alternative. Though the utility of the outpost is greatest in the early stages of the game. Resetting it every 2 minutes only makes it possible to go off 4 times in the first 8 or so minutes.
  3. You can do this using shortcuts. If you have 10 barracks selected but only enough resources for 5 units generally it is grayed out. However, if you press the production shortcut, while all barracks are selected, 5 units will be queued up.
  4. I *think* that in the 0-8 min mark if the outpost would make a sound (maybe different for cav/infantry) each time they are spotted it would make them have interesting utility for counter-raids. After 8 mins sounds could be muted?
  5. Romans (without looking) have: close dmg hero (similar to gaul, just really close range) champion cav dmg hero w/ debonus on enemy infantry global +1 armor hero Gauls have: loot hero dmg hero unit speed hero? (edit: gathering speed, thought it was walk speed) Iberians have: cheap units hero + speed production garrison arrow hero (edit: forgot about armor bonuses for this guy, rarely used though now with tower/cc nerfs) loot hero similar to gauls? (edit: movement + loot by percentage vs static for gauls) I wonder on my Gaul/Iber guesses.
  6. People sometimes wonder why I just randomly resign, close client, and go for a walk. #1 reason right here.
  7. Also, I *THINK* Romans used to have the longest range siege - natively (Mace had similar range w/ hero). I'm not sure if they currently do. They did in a23 but I do not think in a24/a25 that is the case. The Mace team bonus is nice. However, because of that bonus I fear they'll never be in the line to get p2 siege camps similar to Mauryas ele stables :(.
  8. Be careful with this. Macedonians I believe already get a siege range bonus from siege hero. It's a range bonus for ranged siege units and a dmg bonus. Must be in hero's range. I really think this civ should have p2 siege shops and maybe siege towers in p2. Since siege towers cost a lot of metal it means no p3 for macedonians or severely delayed. By p2 most civs have either sword infantry or cav. Would also force more spearmen to be built rather than skrimishers to army diversity.
  9. Build more spear and sword units than ranged units first. Prioritize rams when attacked. Don't go p2 immediately. Do p2 after first or 2nd round of attacks. Make sure to always be mainly melee (spear/sword) until champions and you'll be fine.
  10. @Purgator_ @LetswaveaBook Ships max out at 10 bolts (or 11), or about 1 per unit garrisoned. The large bolts are 10 (or 11) bolts overlayed on top of each other and shooting at the same location.
  11. I mean 1-way hashes exist for a reason. Once you hash the data you can throw away the original data (IP addresses) for privacy reasons. The normal distribution can be based on the different portions of the IP address. There's four octects and they have a specific meaning. So a 1st octet normal distribution can be the least predictive. A 2nd octet distribution can be more predictive. A 3rd octet distribution can tell you a likely scenario. A 4th octet distribution is very predictable likely. And there likely is a database that stores IPs based on frequency of use and/or purchase. Meaning if it is a VPN ip you know its possibly a smurf. If it's a college-bought IP range you know it's likely not a smurf but could be one. If it's a one IP of a number of IPs from a common ISP it could be a smurf but probably not. Most people aren't capable enough of changing their IP in this game anyway. Basically, all of this allows you to make an educated guess on balancing.
  12. Honestly, I think the grading/scoring system isn't okay. People can manipulate this. I think it's normally more about communicating information to players. It's likely that a normal distribution can be created using IP addresses based on ranks of players that have played from that IP address. Knowing the bell curve you probably can predict player rank, I would think.
  13. Correct. Which is why civs should be hidden and require scouting.
  14. BTW, people smurf b/c people get targeted on strategies IG. If when starting a game a host could make a 'blank' game that doesn't disclose: Player civs Players playing the particular civs Then there wouldn't be a problem. I've played games multiple times where it starts off as a 4v1 and I get defeated but my team wins either way because I'm target #1. Very frustrating for things like that to happen. It also happens when playing vs other players. You know Yekatrina, Letsweaveabook, etc are good players and should be targetted early on. Same applies for PistolPete, Palaigos, PhillipTheSwaggerless, Rauls (esp Rauls), Ricsand, Borg (this one definitely) etc. It's weird but game matches are prone to griefing. But the griefing isn't intentional. Instead, it is just player strategy. However, the player strategy is coming from knowledge gleaned outside of the game and especially in team games.
  15. That explains how you played and why what happened happened that game. Was surprised I was able to rush you with success and wasn't exactly sure what happened there even after watching replay. This makes sense now. My goal that game was go with p1 skrim cav then merc cav p2 because of merc cav cost and the assumption that I'm likely to get rushed by 1-2 players in under 5 min (So I need to be proactive rather than reactive). I figured that the next best thing is being offensive during those minutes and segway into merc cav from there. When I saw the amount of berries you had I was hugely worried.
  16. AI does it to prevent capture so that buildings are not donated to the enemy. I think it's a good feature. Though, wherever possible, I think AI should prioritize garrisoning to prevent capture.
  17. Just to be clear that's not what was on my mind (Nor would have been). It was more about not caging an innocent person. In particular, caging you is the equivalent of caging someone who does substantial contributions to the health of the general ecosystem.
  18. So it's not even Trademark law at issue but something completely different that I didn't know even existed, lol. Fun read.
  19. Can't look at specific stats individually. Have to look at the big picture. You can win games with high k/d ratio while extremely low economic stats (e.g., Carth Merc). You can win games with extremely low k/d but really high economic stats (e.g., Mauryas/Persians who can outpop other civs by a lot). You can win games with extremely low k/d and extremely low economic stats (e.g., tying up the best player on other team). You can win a 1v1 with low k/d but capturing a lot of buildings (e.g., outmaneuvering the other player). There is no way to interpret the stats just a good way to measure average progress. There also should be an "idle unit time" stat that takes into account units garrisoned inside structures (except for mercs - that should be a seperate stat).
  20. So patch file cannot find files when ran. Using 2nd method (see below). Tried this. I get stuck on resuming the game to build. Not sure on the commands. I think this might be, currently, above my linux understanding or abilities to resume the build with the patched file (util.py). I'll try tomorrow from the beginning and try figuring out why the build doesn't resume and/or if I need to issue some kind of commands to resume the build. Lost on that part. TY and appreciate the help.
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