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Dizaka

Balancing Advisors
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Posts posted by Dizaka

  1. On 09/03/2022 at 11:33 AM, wowgetoffyourcellphone said:

    Hmm. I like your style, but what about a "Siege Engineers" tech that allows Roman and Macedonian soldiers to build siege engines on the battlefield?

     

    Then a "Roman Patch" will be pulled and "Siege Engineer" (encampments) will not allows Roman soldiers to build siege engines on the battlefield.  And I'll go cry.

    • Like 2
  2. 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.

    • Like 1
  3. Just now, wowgetoffyourcellphone said:

    Or there could be a 2 minute cool down between notifications. If no units within range for 2 minutes, then it resets and will play the notification the next time. 

    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.  

     

     

  4. 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.

  5. 16 minutes ago, chrstgtr said:

    These tests make no sense and all the conclusions aren't reliable. 

    I agree but hard to make a test that is reasonable when units have different costs (spear cav vs skrimishers).

    16 minutes ago, chrstgtr said:

    You should same number of units to show their relative strength. This is like saying 100 archers will beat 20 spear cav with just like 1 or two losses. Does that mean archers are better? No, it means the test wasn't fair. You need to do 20 spear cav vs 20 jav inf. In that, 20 spear cav will win every single time. 

    True, but spear has a utility cost associated with them.  Going with cav makes it more difficult to gather resources, especially wood/stone/metal.  Food can be gathered but only, and only if, there is fauna.  I really really wish that cavalry could gather resources such as stone/metal/wood and give surrounding units a bonus BUT if there is too much cavalry a debonus is gives.

     

    16 minutes ago, chrstgtr said:

    This makes even less sense. All you have shown is that unit composition is important. You need to compare similar unit compositions (i.e. 14 spear cav + 6 jav cav vs. 14 sword cav + 6 jav cav). Otherwise, all your conclusions lead to single unit cav spam. That is obviously worse.  

    I agree with this but I do not think there is a civ that has 2 types of cav in p1.

    • Like 1
  6. On 20/02/2022 at 8:02 PM, Yekaterina said:

    Not this red dude. What you can't see behind the summary is, when I asked atila for help, he had 50 infantry chopping trees right next to where I was getting destroyed by 2 enemies, but refused to move them to help me! I had to pause the game to make him come.

    People sometimes wonder why I just randomly resign, close client, and go for a walk.  #1 reason right here.

    • Like 2
  7. 2 hours ago, chrstgtr said:

    Fire only does about 2/3 dps per stackable item. That's basically nothing and is only about 2% of the total the total damage done by fire cav. 

    Chariots can't be massed as easily as firecav, which have a hero that makes them cheaper and quicker to produce. I also don't think they should be treated the same because they are distinct units and should have distinct purposes (i.e. chariots as a unit killer and firecav as a building destroyer). 

    "Fire Units" alternative/upgrade for skirmisher types would be interesting.  Especially for champions.  Once performed, though, the units become weaker vs units.

    • Like 1
  8. On 14/02/2022 at 3:10 PM, LetswaveaBook said:

    I consider that hero to be weak. So a little buff to their ranged siege weapons might still be okay.

    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 :(.

    • Like 1
  9. On 03/02/2022 at 1:43 PM, LetswaveaBook said:

    I think it might be more fun if it added extra range to ranged siege weapons rather than cost.

    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.

  10. 10 hours ago, SolarEagle said:

    @Lion.KanzenExactly! One has barely the time to go to the second phase that Gaia attacks with battering rams.

    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.

    • Like 1
    • Thanks 1
  11. 1 hour ago, Yekaterina said:

    Well yes but no...

    Please don't track my IP

    Also, what if I change it with a VPN? ;) 

    Again, TG hosts can reject noobs from their games

    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.

    • Like 1
  12. 16 hours ago, Yekaterina said:

    Grading/scoring system:

    Fail: player got killed by the AIs before time was up  (rating <900, may not be allowed into the lobby)

    Weak pass: player was able to survive against the AIs until the end of the test, but did not kill any of the opponents. (900-1100)

    Strong pass: The player defeated some AI opponents but did not eradicate everything before the time limit. (1100-1300)?

    Excellent: the player had very strong eco, destroyed all of the AIs very swiftly (long before the time limit) and defended against their harassments. Very high KD. (1400+)

     

    The time it took for the player to complete the test, the KD ratio, economy growth rate, military score and idle time should all be taken into account when calculating the exact ratings, but the grades should give you a rough idea of what level someone is at. Then each player shall have their exam score in their profile. It is very difficult to have a fluke or underperform in such an exam. We can even add a re-sit feature if they exam went badly for whatever reason. 

    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. 2 hours ago, Philip the Swaggerless said:

    But my friend but I gotta say if you're not Borg,  Feldfeld, or Valihrant it is delusional to think you need to smurf to avoid targeting. 

    Since carth merc cav are known to be OP anyone who is playing as them should expect to be targeted for a rush. It is carth merc cav being targeted moreso than any player.  Some hosts even ban carth. 

    Correct.  Which is why civs should be hidden and require scouting.

    • Like 2
    • Thanks 1
  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.

    • Like 1
  15. 7 hours ago, LetswaveaBook said:

    I played a TG and was next to akazid. My plan was to build 2 pyramids, mine 50 stone and then build a stable to go for cav in p1. My aim was to get the pyramids early so I would early get their benefits. I wanted to build one pyramid right from the start next to my CC to benefit the berry gatherers and the future farmer. I started to build a pyramid right at the start. The unit that build this pyramid was not working which meant my wood income was low. When I had build my house, I build a storehouse and started to place the second pyramid. All the time spent building pyramids meant I did not have the wood for militairy, which was very painful when dizika attacked me early. I think building pyramids at the start is not OP.

    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. 29 minutes ago, wackyserious said:

    I am also intrigued why the AI does this, is this an intended part of gameplay? Can't delete/demolish function be disabled when enemy units are in a certain distance?

    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. On 25/01/2022 at 8:11 AM, Yekaterina said:

    It's ok Dizaka I am not offended

    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.

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