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Balancing Advisors
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Feldfeld last won the day on April 20 2020

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  1. What about a snare status effect? A unit that gets hit by a pikeman gets slowed down for some time. And the same thing could be given to spearman to help vs cavalry but compensated with some stat reduction with respect to infantry swordman.
  2. Doing exactly like you mention (only add food if the current resource generation didn't give any) is pretty much not possible. Doing another solution consisting of always giving the food anyway works but is statistically different than previous solution. Doing it with balanced mainland-type generation is possible but I consider not worth the effort. Doing it like @maroder mentioned: is possible but I think it would look unnatural. Regardless I don't think this would eliminate the need of more strictly balanced maps, in my opinion in very high level 1v1s the additional food matters even if you already had some.
  3. Yes, that is what I did in the patch for balanced resources, but that one is more complex and harder to review so not in the table for near future.
  4. I could look into modifying balanced mainland to only place balanced resources when there are 2 players, and let the old generation otherwise
  5. Yeah indeed, I ignored them by simplicity as they rarely give a significant advantage anyway. If I worked longer on balanced maps I would work on wood balance first, as some generations can get very imbalanced.
  6. Hello, thank you for your interest, if you want to advocate for inclusion of balanced resources in random maps I have already made a patch here: https://code.wildfiregames.com/D4232 This patch adds code for having the possibility of having balanced resources on many existing maps. It does some refactoring and as such that makes it also harder to review. Now there also is the possibility of adding just Mainland Balanced, which is a copy of Mainland that was edited in a quick and dirty way. Depending on dev team preference this could be added instead if they don't mind the code duplication that comes with it.
  7. Hmm sounds like impersonation to me
  8. It sounds interesting, but for me I will be completely unavailable before the 4th of february if that's any relevant.
  9. It could be nice to have it in the game. But I think my changes make sense both in the cases when attack ground is added or when it is not. I imagine for now it is difficult to see how attack ground will work out or what effect it will have on balance. It could nerf pikemen (but that doesn't change to the fact that they have quite a bad role), buff long range units vs short range units (so overall a nerf to ranged units as small range are better), and buff ranged units (by giving them a new option, meanwhile melee units get unchanged)
  10. Pikemen are, and have been for quite some time now an imbalanced unit. On top of that they have a role that is a bit unnatural (tank against all units), and by being so good at it they reduce the effectiveness of melee infantry champions, and maybe elephants. My suggestion to balance them is to make them strong against melee units, and weaker against ranged units. But for this to work players should be incentived to make melee units. This is done by nerfing ranged units. Here would be the list of changes (without specific values): - Significantly reduce pierce armor of citizen soldier pikemen, up to e.g. 3 - Increase pikemen DPS to be at the level of sword and spear CS - (maybe, not sure) Reduce hack armor of citizen soldier pikemen to 8 - Give macedonians a pierce armor civ bonus for their citizen soldier pikemen, something like +2 (it could be a tech) - Champion pikemen have the specificity of having their pierce armor greatly improved (compared to other champions), but their other stats not so much - Reduce ranged units damage - Do not change damage of defensive buildings (actually not obvious, maybe would require more thinking) - Remove HP bonus from promotion - Give ranged units a reload time bonus from promotion - Consider making promotion easier (less experience needed) - Nerf melee champions (they would surely be OP after these previous changes) All of these changes are linked, and either must be committed all together, or none of them should get in. I imagine cavalry would also be affected by these changes, but not sure how yet. Promotion changes are weakly linked (but still linked) and are intended to contribute solving another problem at the same time. This should also have the consequence of making battles slower (perhaps a bit more epic) If the community agree to these changes, as they are quite experimental the following could be good: - Invite dev team to perhaps release a new civ at the same time - Not having a release time too long for the version that comes after that. Preferably not longer than 6 months
  11. Balance is most certainly not the reason Han chinese have not yet been added to the main game. I myself asked/advocated multiple times in the irc-dev channel for their inclusion, and it looks like the reason(s) they have not been added is something else, although I don't know (if I learned) the exact reason(s) And really, the development power is quite low at the moment. There are about 2 developpers coding, and 2 more reviewing, all in their free time, I don't feel like this will ever get much done in the grand scheme of things.
  12. I may not remember well but I'm pretty sure I did. Also the first few rated games give a lot of rating deviations so I think it's possible just by beating a few 1300s and 1400s.
  13. Also, subbing 7 minutes is probably possible with a slightly better map, solid animals and better execution. Without animals it's another thing but note that I used my typical start for the first 2 minutes and didn't bother checking if another player's start is better.
  14. I only read the article in diagonal but from my small experience, the current svn workflow with patches which are sometimes not trivial and get merged at the end, is not a solution to the problem this article mentions. I also think the current svn workflow is no different than doing git branch and rebasing at the end before merging (with amending every commit if we want stricter equivalence)
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