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borg-

Balancing Advisors
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Everything posted by borg-

  1. It is an independent mod to be added or not the original version. I'm working hard and fast, so that gives me enough time for me to have a good respaw and go changing what I need. Do you have another way to do it? Maybe, but I'm not seeing any at the moment. We have the same game inception screens as at least 6 years ago. We have range and stables for all factions, but they are not being used just because no one wanted to take a few days to work for it, not because it should be slow and gradual. Remote units are at least 3 years to be balanced, and what change have we had ?? Just changes races and poorly done, which end up leaving another op unit. As I said, balancing is the least of the problems, the design is that it is stopped.
  2. None of the changes "affect" the original code. You only have a few things what is needed, how a more of icons in the interface. The interface shows the units counter. Cheers promotion desable. Are small things, just because they were necessary. Of course it had implementation of new units and constructions, but all of them were already in the code, they just were not being used. There are lots of balancing problems in the 0ad, it's not just changing some attacks and armor that's all correct. This is already being done and we are missing out on the whole new alpha. About the counter system, I have used the least possible units for this, I do not want a complex system and difficult to understand, because this is also not realistic. I do not think I should use a system that already exists, so good that it is not being used . I'm probably working on what will be the last version of the mod. I am deepening the civilizations, technologies and units. I'm differentiating each of them for a different style of play. All this based on the original design. I read the design documents at the request of the elexis. If you could see the new version, and see the details, you will see that most of what was written for 0a.d is there. Of course I had to make some small changes so that everything would be in tune at the end, but the promising originais of the game are all there.
  3. Can be like a treasure that attacks. Fake treasure like Trojan Horse.
  4. It is not the first time @Hannibal_Barca
  5. Maybe u playing on svn version?
  6. The rank upgrade request of archer is the same as that provided by spearmen. Its happens if archers attacked one unit each.
  7. Well I made changes to the new version, before slingers had bonuses against archers and archers cavalry, now they now have a bonus against infantry. I also did a standard village phase for all civilizations, spearman, archer / slinger, javelinist cavalry. Seleucids and Ptolemaic are somewhat different, they have spearman, javelinist infantry and archers cavalry. The civilizations that have archers in the village phase do not have slingers in the town phase (in barracks, may have mercenaries in other buildings), and the same for those who start with slingers. The current status are: Slingers: Attack 4, Attack speed 1.25, armor 1/2, reach 48 meters, health 70, movement speed 10 / 16.5, bonus vs infantry melle 3.0. Archers: Attack 4, Attack speed 1.0, armor 1/2, reach 72 meters, health 70, movement speed 10 / 16.5, bonus vs infantry melle 2.0. Currently the slingers have a greater advantage than the archers in short distance, for having a greater bonus and also more precision of firing, but is also much more vulnerable to attack by having a smaller range What I intend to do at the moment is to differentiate these units by civilizations, for example: Egyptian slingers may be cheaper but weaker than the standard model. A question, rhodian slinger worked for which civilizations? I think the answer is Romans, but I'm not sure. Anyway I need a new slinger model for the Romans. They have no archer or slinger.
  8. slings has greater range than bow? wow
  9. well, I do not know how to differentiate them, they were used for the same purpose in real fights. The only difference I see is that archers penetrate heavy armor and slingers were used vs light infantry.
  10. In version 1.0.5 I made a p1 standard for all civilizations. Only spearman infantry, archers or slingers and cavalry skirmishers are available for all civs, except ptolemeus and seleucids have archer cavalry instead of skir cav, but it also has skir infantry instead archer or slingers.
  11. That's exactly what I thought, speed reduction.
  12. Stench of the camels scare the horses? interesing.
  13. Counter system is really hard to work with, because it needs to be realistic, but it is impossible to follow it 100% true to the real world. I could have done by unit type as Cav > ranged > melee infantry. But that would be strange because we will have several units with the same proposal, example: archer, skirmishers and slinges. How it would work the skirmisher cavalry and archer cavalry?? They must have bonuses against ranged for being cavalry or against melee infantry for being ranged?? I discarded this possibility and prefer to make a system based on each unit of the game. How the system works now: Spearman - pikeman > All cavalry and elephants; Archer - slinger > Melee infantry; Javelinist infantry - Archer, archer cavalry and slinger. Swordman infantry > Does not have a bonus, but has a better status than the other units, so it becomes naturally "good" against everything; Spearman cavalry > All cavalry and elephants; (same infantry spearman standard) Archer cavalry > Melee infantry (same infantry archer standard) Javelinist cavalry > Archer, archer cavalry and slinger (same infantry javelinist standard) Well, we have some more bonuses that happen naturally, per example: Swordman cavalry and Spearman cavalry > ranged.
  14. Well actually I did not put a lot of new stuff, just a few things that were already in the code but that were not being used, some auras and techs, but i will do so, I will follow your tip. I'm preparing a "final" patch with the best balance possible. It should be ready in the next few days. After that I will apply to the snv a24.
  15. Actually, the initial goal was just hard-counter, that's where all the problem came up. The game has severe balancing problems on almost everything, it's not just about changing status like attack, armor, and that's it. I had to change many other things for the counter system to work. As the feedback was very positive I decided to continue the work, giving more dynamics and depth to the game, including many bad things, with the technological tree for example, which is super outdated, or heroes archers as cleopatra that if I fail the memory has an attack speed of 0.3, totally out of balance and realism (every 1 second she attacks 3 times, almost 4), I'd say idiot. Just a few examples of what I've seen and changed. I say for sure, if you make only minor adjustments it will not work.
  16. My priorities are also pathfinder, lag, among other things, but I do not know how to do that. But I know how to make a good balance, and why not? if we have who do, and how to do, why not? Why not make the game even better?
  17. But this is not the focus, I know that implementing new things is time-consuming and requires a lot of dedication from people, and I know everyone here works hard. I mean it's more about the overall balance/changes/gameplay of the game with what we have at the moment. A simple example, the units when they increase their rank they become invincible for a few seconds which completely ruins the balancing. I changed it by removing only one line from the code. It was extreamly simple and effective, but will this be a change to the a24? Probably not, because no one is looking at this.
  18. I understand, but there is no fixed team, we are all collaborators, so i'm willing to change that. It would not need a lot of people, just someone to help me and review and minor adjustments, since we have practically everything already ready in the mod. I created the mod for elexis orders, and it was thought from the outset to be implemented in the game. It was not a mod set up to be a mod, it's just the best way to test and get feedback, which is unquestionably very positive.
  19. I feel a bit responsible for balancing, I feel like I should do something, so I did the mod. I've been here since the first day of the lobby, I've taught most of the current players to play, I've tried to do my best to keep the community active during those years, and it's clear to the players how that "abandonment" in the gameplay makes everyone upset. Most forum People never entered the lobby, but I as an active player can say for sure, that many players have abandoned 0a.d because of balancing, and a lot of these guys were talented art and coders. well, that's just my opinion on this of course.
  20. I know, I play 0a.d well before version 15 too. And frankly, I have not seen any changes in gameplay since version 13. That's what I mean.
  21. This is true too, but what keeps the community alive is the multiplayer games, and you see most of the players playing the vannila version just because it's easier. And whether you like it or not, vanilla is 0a.d's identity. It is for this version that people will look when they judge the game good or bad. The mods may even be bad in this sense because many have even asked themselves in the lobby, how the mods are years ahead of the original version, and are usually made by 1 or 2 guys.
  22. I do not agree on this point. An active balancing community keeps players playing the game. A good balance keeps the fun and better reception for new players. This will attract new contributors who can help the game in many ways. 0 a.d is in a stage that needs to take this seriously. The game has been stagnant on balancing for many years. Besides that should not need many guys to do, I myself have free time and could do much of this work, it would only need someone to review small things (if the mod is accepted as part of the vanilla ofc).
  23. My mod is made by me but based on the opinion of several players mainly high level players. The mod does not change any original game base, just a few things, like more units and constructs that are not being used in the original version. One of my main goals in mod was to keep the foundations as they are. You can see, I could have added new civilizations and make the mod even better, but I did not do that, kept the original civilizations. Could you quote me what is completely different from the current version? Moreover, I have not said that the mod should be implemented exactly as it is now even because it is undergoing constant changes with the help of the players. You have to understand that the balancing is much deeper than you think, it's not just coming and changing the status of the units that everything will be perfect. There are several issues in the current version of the game that should be taken into account.
  24. Well I've already been totally willing to implement my mod to a24 if that is accepted. The mod has been widely accepted by players of all levels and great feedback, besides, I have not received any bug since the first version. So I think we're on the right track.
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