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Feldfeld

Balancing Advisors
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Feldfeld last won the day on March 4

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  1. It's possible to make AI have a tighter control on queues compared to what Petra does (iirc there exists something like a callback after trained units for example). The next question would be how much modifications need to be made to other PETRA components so your new queuing intelligence is well integrated in the overall working of the AI. That I do not know but it would probably be big changes.
  2. I don't have a github repo for it. I could make one if you really need it but otherwise I think you can also work without version control and send me a feldmap with the changes.
  3. If the host has a simulation issue then that would show every other player OOS. Not saying that's necessarily the case here
  4. The fixed feldmap is available for download in mod.io
  5. Indeed, sorry... Probably a modification from like a year ago which I then forgot about, here is the fixed feldmap, which I'll submit to mod.io feldmap.zip
  6. New version is out and can be downloaded from mod.io
  7. Version 1.0.0 has been submitted to mod.io and is awaiting signature. Please do not manually download the update from mod.io with intent to play it in multiplayer as long as it is not signed. This would confuse many players. Please wait for the signature to play it! This update introduces wood balance. As long as there is enough space around the player's base, they will be given 3 forests in p1 territory. The total amount of wood in these forests is equal (in expectation, and with fairly small variance) among players, but there can be variance between individual forests. The shape of the forests remains pretty random so there can be small imbalances here but it shouldn't matter much. I made it so that forests look the same as before. Depending on the situation the new forests may contain more trees than before and I haven't yet harmonized it with the rest of the map, but this should be barely noticeable. I invite you to try different biomes now! They are a lot more playable. I didn't include berry tree balance yet, but I made it so they spawn a little further away from the player, so less chance you get a "one for all" farmstead at the beginning. Note that I mainly tested the map with 1v1 small size and 4v4 medium size settings, though I did some runs with extreme settings as well. This update makes Mainland Balanced incompatible with previous version's Mainland Balanced. Yet I still make the choice to disallow the incompatible mod check, for the same reasons I gave previously in this thread. As a small mitigation I made it so Mainland Balanced gets a new mappreview image, so if players with outdated version join a game with the up to date version, they will see an error related to the mappreview file. If a player reports such an error in the game, please say there is a new feldmap version and players who haven't done so yet should update it! (Please note however that players up-to-date that join an host with outdated version will not notice anything until game starts) Sorry, that's not for this version yet . Unless I make an exception for pizza settings, it would have to wait for at least a 2.x.x zone of control mechanic.
  8. Not really. I believe badosu used the prototype food balancer code I gave him. I don't recall what he did for wood. He did his own mineral balancer, which I do not really like because it was too predictable/not diverse enough (something like "players always get 1 mine at this distance of the CC"). But I intend to make my balancing code fairly generic and applicable to a wide range of possible map shapes. In the ideal case only some parameters would need to be fine tuned for every map. Anyway I don't see a reason why it would not work. But I will only consider integrating more maps after I am satisfied with my 2.x.x release of feldmap. (I recommand perhaps including a screenshot for every different map in the mod.io page for badosu's balanced maps)
  9. I recall that some time ago @wowgetoffyourcellphone introduced new textures but these have been merged in vanilla already. Did he bring new ones since then? If so feel free to link me the relevant content
  10. Textures and models are artists work which is not in my expertise. That being said, the wood rebalance should make every biome perfectly playable. So as result of the mod update you should see more diverse biomes being played which if you're used to only playing temperate would be a big improvement. If even with the update the community keeps playing the same biome I don't know what I can do anymore.
  11. I'm finally working toward finishing the mod, starting with wood balance. Roadmap: - Release 1.0.0: Wood balance, straggler berry tree balance. - Release 2.0.0: Hidden map gen zone of control mechanic, to allow large scale resource balance while still having the map look natural, and be resilient under varying map size/number of players. Metal/Stone balance. At this point I will view Mainland Balanced as feature complete. Then I will consider porting the changes to other maps or merging stuff to 0 A.D.
  12. Archive.zip Tried another structure after and didn't work
  13. I guess I couldn't upload the replay since nothing happened. I'm on Librewolf browser
  14. Tried to upload a replay of my first game back, it didn't seem responsive. I had no feedback on clicking the upload button.
  15. I checked the graph and it seems like what is plotted is (1500 + PlayerDeviation) instead of PlayerRating This is why the graph gets closer and closer to 1500 after each match. Maybe after giving a replay to the glicko code it doesn't take the current player rating, but instead the base value of 1500?
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