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Feldfeld

Balancing Advisors
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Posts posted by Feldfeld

  1. 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.

  2. 46 minutes ago, niektb said:

    Only Vosges Mountains don't have any snow and are much more forested IIRC (been on holidays there for a couple of times but looooong ago)

    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.

    43 minutes ago, badosu said:

    You can make passages to ensure at least some pathway is free: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/maps/random/rmgen-common/gaia_terrain.js#L537

    E.g. you make all players have a passage to the center or to other players. I'll check this map out!!

    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

  3. 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 :

    screenshot0049.thumb.png.c8672593e9ea9670d357cbc38dc2b3f9.png

    screenshot0052.thumb.png.879f308a09e270d09b14a3f20e8a4d2a.png

    screenshot0051.thumb.png.bf6acfd906b1f249125605e66c5ebc9e.png

    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

    • Like 9
  4. On 5/4/2020 at 4:48 PM, wowgetoffyourcellphone said:

    So awesome seeing DE features in a random map! :D 

    If you don't mind, here are my observations:

    Native merc camps can be "merc_camp_brythonic" for that extra authenticity. 

    A few map creeps would add some life to the map (like in the original skirmish map).

    Maybe a couple of "trading_post_celtic" along the road that players can capture.

    A couple of ponds would be nice aesthetically. 

    Maybe throw a random Stonehenge or Uffington White Horse in there? Randomly placed, aka might show up, might not. Just an idea.

    I'm sure some of these are already on your radar. I'm enjoying this already!

    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.

    On 5/6/2020 at 12:01 AM, wowgetoffyourcellphone said:

    A few more things about DE's "standard" map theory:

    Every player should have 1 Factional merc camp near it's starting territory. The rest are native merc camps based on the map.

    Stone is now more important than Metal, so there should probably be a couple more stone mines laying around the map than currently (number of metal mines are fine). 

    Players start each match with 4 free defense towers.

    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)

    • Thanks 1
  5. 13 hours ago, wowgetoffyourcellphone said:

    'll look into this one. I will say though that there is a tech ("Water Screws") that improves Field health +500%. Perhaps I can beef up default Field health and reduce the Water Screws effect.

    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.

    13 hours ago, wowgetoffyourcellphone said:

    The Coin resource is pretty limiting for champions and elephants. It's kind of like a soft limit, so I can't wait to see if you like it or would prefer something else like a train time nerf as you suggest.

    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

    13 hours ago, wowgetoffyourcellphone said:

    Besides the Spartans, the civs no longer have female citizens, they have "Citizen" units of both genders, but your point still stands. Perhaps a train time nerf from 60 seconds to 100 seconds, or just remove the feature altogether?

    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.

    13 hours ago, wowgetoffyourcellphone said:

    In Alpha 24 DE, catapults are supremely inaccurate, so that although they have high damage attack, it's only effective on large stationary items like buildings. Spread is 25.0 meters. I think this solves your problem.

    Alright then

    13 hours ago, wowgetoffyourcellphone said:

    Some more playtesting may be in order to determine whether it's OP or not, but each rank promotion adds 20% range to ranged units. Basic range for DE ranged units is much lower than in EA as well. As an example:

    EA's archers have a default 72 meter range
    DE's archers have a default 40 meter range

    A similar difference can be found for all other ranges.

    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

    • Thanks 1
  6. 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)

    • Like 1
    • Thanks 1
  7. 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.

    • Like 2
  8. I just made a *sort of* working version for DE. Things to note:

    - I made it on a released version of delenda est, if you find that dependencies are not met, try modifying the mod.json file to change them.
    - If you play it on a later version of DE compared to the one i modded on, some files may be overwritten.
    - Added farmlands, i'll look to improve the way they look later if i'm able to. For now there is also a bug where if they spawn on the edges of the map there may be some areas not covered by the gathering bonus aura.
    - Added mercenary camps. As of now I didn't make the number of additionnal farmlands / mercenary camps scale with map size or player numbers yet.
    - Added unique starting buildings. In the future i will probably change the way base spawn to meet the looks of skirmish maps (ie. ressources further from CC). The way I added starting buildings may make base spawning bug in other random maps
    -The spawn of guarranteed farmland areas / mercenary camps has only be finetuned for settings 1v1 medium size. In other map settings they will work most of the time but i should fix that later.

    screenshot0040.thumb.png.331c0f2b2a86853b9636b88808c2ed82.png

    screenshot0041.thumb.png.29da0e2540b05611d3d0c6b605f4cf59.png

    • Thanks 1
  9. Update :

    - Changed lighting effects
    - Changed ground textures
    - There is now fewer but thicker woodlines (in smaller map sizes specially) in an attempt to balance wood and to also leave space for DE farmlands.
    - Wood can still be imbalanced, I will probably look into guarranteeing a forest to players
    - I am still not satisfied with how i deal with trees and leaves around the road

    screenshot0037.thumb.png.cee159d317bdba9d6c2d5bfc851b76d7.png

    screenshot0038.thumb.png.0ad37308a799d35c9ce3eed7e1db083c.png

    • Like 3
  10. Hi guys, I had the idea of making a new random map with multiple purposes :
    - To adapt a skirmish map from Delenda Est mod and making a random map compatile with it (so, notably to have farmland)
    - To have randomized but still balanced additionnal ressources near players. They will have the same amount of nearby food (+/- 200) and it can be of same or different types (hunt or berries).

    So I decided to adapt "Britannic Road" from Delenda Est by @wowgetoffyourcellphone.

    Thanks to @nani, @badosu and @elexis for answering all my questions on map making

     

    Version for vanilla :

    feldmap.zip

     

    Version for Delenda Est :

    delenda_rm.zip


    Version for github DE (A24) :

    delenda_rm_a24.zip

    • Like 6
    • Thanks 1
  11. 13 minutes ago, Odin_1988 said:

    @Feldfeld YES !! it works when editing hotkeys in C:\Users\Odin\AppData\Roaming\0ad\config\user.cfg. (is that file inherited from my previous autoCiv mod installation ?)

    But there is still a conflict between native 0ad hotkeys ("default.cfg") and this "user.cfg" file. It is still shifting the camera using "A".

    Do I have to unused each shortcut entry of default.cfg file ?

    Wich file has the final priority ? It seems that 0ad is mixing the two files entry and superpose them.

    Thanks a lot, I will do others tries.

    Basically there are 2 ways of changing hotkeys, via local.cfg or via user.cfg.
    default.cfg should not be changed and has lowest priority, it just represents default hotkeys.
    I didn't know which has the priority between local.cfg or user.cfg, by the looks of it the later has. I suggest you change all your hotkeys in either file (but prefer not to mix up). If you have hotkey conflict, indeed you have to put unused to the hotkeys you don't want, however don't do it in default.cfg but rather in the file you chose to modify your hotkeys.

    Edit : also, user.cfg is not inherited by autoCiv but can be modified by it.

    • Like 1
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