
Feldfeld
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Feldfeld last won the day on December 8 2024
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mod New Training System (Proposed for A28)
Feldfeld replied to guerringuerrin's topic in Game Modification
I agree it is not smart, I also face that issue. Not exactly correct as far as I remember. AoE2 assigns the barrack based on the training/research time of queued items. So if barracks A has 1 item and barracks B has 3, next unit could still be assigned to B if A is researching a long technology. -
Do you have any mods? I also observed that health and capture bars didn't appear in some cases but I didn't check without autociv yet.
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Do you have it as a civ-specific bonus? I probably didn't explain properly, I imagine it would take some code to implement.
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I'm against moving champs back to barracks / stable. There can be so many ideas compared to just going back and uniformizing things. For example, decreasing the batch training time of champions (an underrated bonus by the way, large batches can train very quickly with such a reduction), having mines last longer (for example, getting 6K metal out of a 5K mine, however I was thinking of giving that bonus to Kushite Pyramid complementing the gather rate), better exchange rate on the market (but better handled than previously), cheaper market, making the unlock champion technology more expensive... And remember at least one temple can be useful as healing so it is in a way better than other champion-training buildings. Healers can also be improved a bit, I have ideas for them.
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A27: Extreme stuttering and OOS on rejoin
Feldfeld replied to Seleucids's topic in Game Development & Technical Discussion
I think it could help a lot if one, or multiple, of these players could bisect to try to pinpoint how the issue got introduced. I imagine it appeared in a very subtle way. -
Loading replays shouldn't trigger the bug.
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Need to start the game I believe
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I have received reports of Feldmap generating maps with the same seed. I also observed the issue myself. I investigated it, and I believe this is a bug of A27, unrelated with feldmap. I wrote a report here https://gitea.wildfiregames.com/0ad/0ad/issues/7632 If you have this issue, as a temporary fix, it should be enough to delete your `matchsettings.mp.json`. See here to find where this file is located: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths and follow "For user config and logs" (example: ~/.config/0ad/config) If you see lyx in the lobby, please tell him that he can also fix his issue (Survival of the Fittest script in unrelated maps) by deleting his `matchsettings.mp.json`. The problem will appear again after starting a multiplayer saved game as a host. So after doing that, you should delete that file again. I may eventually write a (potentially hacky) fix, in a separate mod, but no guarrantee.
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There are instructions here https://gitea.wildfiregames.com/0ad/0ad/wiki/Atlas_Manual_Map_Preview
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A27 Disadvantageous farming tech upgrade time cost for Han
Feldfeld replied to stevenlau's topic in Help & Feedback
Uh yeah you're right. It's just not intuitive that P0 and P1 both refer to the same worker in the explanation. -
A27 Disadvantageous farming tech upgrade time cost for Han
Feldfeld replied to stevenlau's topic in Help & Feedback
Han farming techs have been adjusted https://gitea.wildfiregames.com/0ad/0ad/commit/5dcef8c17a11c52817bbfb44b569cc8d29adde4a If P0 is the productivity of the first worker, then Pn would be the productivity of the (n+1)th worker I think. AI still has ways to go -
Feldmap is updated to A27 and is now available for download in mod.io! (version 2.0.1). Once again, I invite players to try out rarely played biomes since they are balanced! Minor changes: - Straggler berry tree balance - Better animal variety on some biomes, compared to A26 - Make the "Player Placement" gamesetup settings visible in the "game description" panel, and in the Objectives tab in game, together with the other relevant settings. Major change (EXPERIMENTAL!): Added long range mineral (Stone and Metal) balancing. The quantity of mineral in areas near a player is very variable, but is balanced in the end. There can be variety in the types of mineral groups: a player may be given a 5000 mine while another gets multiple small ones. It is long range balancing, but not infinite: there are neutral areas where stone or metal is up for grabs. In vanilla Mainland, to partially compensate for the lack of mineral balance, mineral mines are very spread out. There are constraints so that mines don't get placed too close to each other, reducing the probability of a large imbalance. But this also made the map more plain as a result. Since mineral balance is added in Mainland Balanced, I also reduced the possible distance between mines. So it makes it possible to have areas very rich in metal, and other not at all. This can make interesting game configurations. Also, the long range balancing code has been made generic and very easy to include in other maps, so down the line I intend add resource balancing to other maps. Food balancing could be also integrated in that framework, but it's not there yet. Known problem: Right now, it clearly favours small mines against large ones. This can make some ugly maps. And sometimes it gives too many mines overall. I plan to fix that eventually. But this means that I may give up the "variety of group size between player" feature, especially if I want to merge resource balancing into the next release.
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A27 Disadvantageous farming tech upgrade time cost for Han
Feldfeld replied to stevenlau's topic in Help & Feedback
Well, while taking fewer diminishing returns is an advantage, it's dissociated from farming tech research time. I think they should be harmonized. And this is clearly an oversight as demonstrated by OP. These reports should always be encouraged regardless of the decision we take from it. By the way, in A26 release, the Han farming technologies had no effect at all, so after all it's still an improvement -
I don't think counters should be changed. My proposition would be to nerf melee champ cav HP to 250. With new player placement option, in many situations it will be possible to go for champions without temporarily putting an ally in a bad spot. I'm confident there will be many cases where they are good to make.