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Feldfeld

Balancing Advisors
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Everything posted by Feldfeld

  1. Please link me to the relevant patches. I already agree with Valihrant's changes that are extracted from his mod
  2. I'm more likely to enter this evening, I'll be studying this afternoon
  3. Well, there are 3 more events to go, nothing is pressing. I'll probably wait until rules are changed.
  4. The bans should be for both players and picks exclusive to 1 player. The order of the picks might have to be shuffled, too.
  5. Yes you can. Hold Ctrl. Wish we could change the key though
  6. There were 4 full games before that one. Could send all of them in pm if you want
  7. I think it's 79 but you can verify by having an archer shoot an ennemy tower
  8. I think that it is the mean elevation bonus over all directions. Towers (and other ranged units or buildings) can have a range bonus if they stand higher than their targets. For units the number displayed is the range bonus in the direction they are looking at, for buildings it is a mean range bonus over all directions. The height of the tower is considered in that calculation i assume. Edit : note that it makes the range ring (aura) only approximately correct when elevation changes in the surroundings of the tower
  9. Well, in a game like this, a very small change can have big consequences, especially when there is no counter system, the stats have to be near perfect.
  10. This tooltip value is a rounded mean of food gather rates from different sources (berries, farm, hunt)
  11. At 0:45 something that comes closest to gameplay
  12. Difficult to call it a gameplay reveal :D
  13. This is not straightforward because the reason the mod has to be broken in several patches is to organize them functionally in order to indepedently discuss them/ test their behaviour, meaning that a functionnality like the counter system will be spread over several files, but also that a template file can be affected by multiple functionnalities (patches), eg borg's counter system and base stats harmonization. Edit : ah thought you were speaking about borg's mod, in Valihrant's case it's different since most of the changes in files are indeed independant from each other making the process much easier
  14. Very nice infographic. I might be able to play in the last 2 weeks or something.
  15. The ptolemies are the best civilization in multiplayer, just that they can be difficult to handle when we're not used to them/multiplayer.
  16. Typically, the units that are going to gather wood, here it would be the 4 men. I think the tutorial could mention/emphasize the bonus of international trade, self trading just like that is often not worth it.
  17. I just did an example game in multiplayer : 2019-09-01_0003.zip Of course, it doesn't mean it's easy to pull it off, nor that it is worth it trying it but i just say it's possible
  18. It would with an improved build order, but not against >2000 (or except maybe if opponent has archer civ)
  19. Well, if you take away the possibility for fields to be near Civic Center there should be an appropriate rebalance of the game, because the protection offered by the CC (both garrisoning and arrow firing) is a big deal to defend against rushes. Without this, if you don't have an equal or superior army in the location of the rush, you're as good as dead. Also, if you just have garrisoning but not arrow firing, an enemy raid can stay in the economy and idle it until it gets chased, you also have to consider this for rebalancing. Also fields surrounding Civic Centers is kinda intuitive for players coming from AoE2 i suppose.
  20. To be fair when i started 0A.D. i learned quite a bit from the economy scenario which was harder than it should have been due to it being outdated. Also a scenario embedded in the game has more visibility, I think that the 2 ways can complement each other.
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