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Feldfeld

Balancing Advisors
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Everything posted by Feldfeld

  1. Yeah, problem fixed, I had put the line setPPEffect("hdr"); as I copied the graphic settings from a skirmish map.
  2. Alright, so upon testing with other players we discovered that there is a problem with post processing. If you see something like this : You need to disable post processing in options. I'm don't know about graphisms so I don't know why this bug happens. Yeah, I'll submit a patch for flood fill, along with the map in my next update, except if the graphic issues turn out to be too much of a problem.
  3. Thanks for the comment. Yeah, I didn't do the early stop as it would imply some more checks during the algorithm but guess it's faster after all. Will change for next version.
  4. I updated the map using flood fill. I saw @FeXoR put a todo for that. My implementation could probably be generalized. The forests can still block the passage, though, so i'll have to modify the map later to fix that. There's also the nomad case. I also modified the map a bit. It now can generate 4v4 Tiny maps with a few internal retries : Overall, the map is much more reliable now. Thanks for the suggestions. I'll look into that diamond square method sometimes later.
  5. Oh also I remember there's a ticket about that https://trac.wildfiregames.com/ticket/5209
  6. Oh yeah, that's true, it's a good solution. (still the 2 other benefits the pathfinder can bring could be nice but far from crucial) That looks interesting, I'll search that when i have some time.
  7. Yeah, but wouldn't it be weird being able to climb in some mountains but not others (or even being able to climb mountains at all, in this case) ? Also it would make the shape of the mountains less random (I think) At first glance it looks incompatible with the way I generate mountains, however there could indeed be a way to do that by sophisticating a bit my algorithm. With the way I imagine now it would still make the mountains look a bit less natural however (and would still not guarrantee a valid map). I can always bruteforce a way to make this map reliable for multiplayer, but whether i want to do that is another question xd
  8. Indeed they do not, however surely they wouldn't doubt my goodwill and my wisdom
  9. Personally for a23 I use custom default filter to choose only from the maps that i judge good enough for multiplayer, then I select random from those maps. Worked well in the teamgames I hosted, but a solution directly in the game could be nicer for sure. That said that my solution don't require other players to have any mod so maybe it can be good enough temporarily for you.
  10. Yeah, also they are not very tall. I think my map ressembles more the feel of the alps except the shape of the mountains isn't quite there yet, too round/regular overall. I know, but the result would probably look ugly in my case I think. My dream would have been to somehow be able to use the pathfinder to : - reject non valid generations - enlarge existing but small path (for better gameplay) - possibly paint some roads
  11. Thanks, that could make for a better name indeed, "Alpine Mountains" feels kinda generic
  12. Hey guys, here is my try at making mountains in 0 A.D. with the new random map "Alpine Mountains", inspired by the skirmish map of the same name : However, sometimes the generation can make a player separated from the rest due to forest blocking the path, this should be fixed sometimes later. The recommanded map sizes to put in the settings is one size larger than what you would typically do for mainland type maps. It would be something like Medium for 2-3 players, Normal for 4-5 players, Large for 6-8 players . Hope you will enjoy it. Download here : feldmap.zip
  13. Thanks. I need to make a few adjustments to the random map and then I'll release it as a mod.
  14. Yes. Will probably only be good for single player though, I would like to use pathfinder for mapmaking but I don't think that's possible
  15. I wish, but difficult task without machine learning.
  16. I'm not sure I understand your question. The elephant aura was added for realism purposes and i checked and confirmed the resulting balance shift it could have.
  17. The issue with some of these suggestions is that they take space on the map (so less areas for ressources). Now it wouldn't be a problem if the map is played at a size similar to those of skirmish maps (so i guess normal size for 1v1 for example) but i'm not sure if it will be the case. Yeah i'll consider adding those when i have time. I did give each player a guarranteed mercenary camp near their base but didn't make the distinction factionnal/native. For now I'm a bit busy so there won't be updates soon i think. On another note my version for github can become obsolete in the future (if the simulation/data/civs files are updated)
  18. Yeah, I think it would be good. This tech comes in age 3 but even if it could be made sooner I think it's too easy to raid fields. I guess we can wait for the nerf, at least the time to see if a strategy made around early elephants (like saving coins only for slaves and then making elephants army) could be too effective If it was up to me i think i would prefer to remove the tech (also because i don't like how the gameplay feels with the tech), but with the new differences introduced by the nomadic factions I guess we could keep that tech at least waiting to see how standard and nomadic civilizations fare against each others. Other nerfs possible are to move the tech to later phase requirement or making the citizen train time lower in houses. Alright then Well, perhaps then the range bonus isn't the cause but the consequence of the problem where you can get attacked outside your vision range and not really know the situation (in AoE games a unit attacking from outside vision range is revealed). I have vague memories of the range being problematic but maybe i'll wait for more tests before making my mind
  19. What I have from a23 version and i think still applies to last update : - Fields too weak, they can be destroyed almost immediately on a raid (much more efficient than targetting workers) - Elephants too strong I think. I would suggest train time nerf. I don't know how it develops with the new coin ressource but i think it doesn't change much. - About women and house fertility tech : I think the house tech to train women is too strong, either to grow eco or even to possibly use women to fight. Women are cheap and have decent stats. Spartan women might also have a bonus for them i don't remember - From years ago memories but I think still applies : Catapults too strong against human (even in vanilla where human units have high crush armor, catapults are still effective). I have memories of catapults melting melee cav - From last version but I think is fixed now : ranking up gave too much range increase, but after i checked Imperial romans skirmisher stats it looked fixed. I still leave this comment just in case. I don't have anything for things like balance between civs since it hasn't really been tested (yet)
  20. New version for DE : - Ported most of the new features from the vanilla version of the map - Improved farmland placement a bit
  21. As of right now, balance wise they are not very useful. It could perhaps be interesting to make them efficient vs armored units and less cost effective against lightly armored units . Could be done maybe by introducing new attack type and having other units have very little armor against it.
  22. New version for vanilla : - Added mineral balancing - Changed a bit how the map looks
  23. New version for vanilla : - Food generator is now smarter by using areas. - Players now start with a guarranteed forest near their base
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