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Feldfeld

Balancing Advisors
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Everything posted by Feldfeld

  1. I meant when an attack order is given, I wasn't precise. Even if in a general case it makes sense to follow a target with attack order, it is often not the case for catapults who target a unit which goes then out of range (since we just want to target the army actually). And the case might happen if we click on a unit that is out of range but with other valid targets around, would we really want the catapult to take a lot of time to pack/unpack in middle of the fight ? But of course, then comes the situation where we target a unit (building) that is out of range and we want the catapult to do all the actions to do so. Since it's difficult to differentiate the case, a solution needs to be taken. In AoE2, packing the trebuchets is always manual, which can be frustrating especially for players slow/not experienced but otherwise the system works well, it's just a matter of choice i suppose. Well, the weakness would be far from removed (actually, if only this is their weakness then we could say that current cata don't have weakness since we can cancel instantly if we ever want to). The catapults will still have to pack if you see that your army protecting them is losing and you have to go back. This situation is in the case where catapult starts unpacking because you decided so/made mistake.
  2. For me it just feels nicer to use gameplay-wise. Without the cancel i would have to stay frustrated with needing to wait for the catapult to unpack to pack it again. It is also how it's done in AoE2. Currently, the case where multiple catapults in different states are in selection is handled by having 2 different cancel buttons, although they look the same. It's also not realistic having to let the catapult finish unpack where it is at only 1% on the progress, but to be fair I don't want to have a game 100% realistic in situations like this anyway.
  3. Personally, i would prefer still having the cancel button. There was this patch : https://code.wildfiregames.com/D1520, I wonder how it went but it should be useful. Additionally, I also think catapults shouldn't unpack automatically, they should only do so when we click the button or give an attack order in my opinion. I'm pretty sure catapults were easier to use in a21, I'm not sure if it's me or if something changed by the time. Edit : Also, when a catapult targets a unit that goes out of range, it will pack and try to follow it, which can be annoying when we intend to use catapult against army, we would just want it to switch target.
  4. Maybe someone can do a script for this
  5. To be more exact, you resign because you knew you lost the game. I suppose it's hard to swallow for a "silver player" to lose 2v1
  6. I share my 1v2 and 1v3 wins : Feldfeld (2012) vs DoctorOrgans (1825) and Aristol (1754) 2019-06-06_0009.zip Feldfeld (2012) vs Dunedan (1767) and Issh (1377) 2019-06-10_0004.zip Feldfeld (2012) vs Just_Xnr (1343), F3DAYN (1356) and KeepRaiding (1352) 2019-06-12_0005.zip Feldfeld (2012) vs Just_Xnr (1343), F3DAYN (1366) and Nico1111 (1207) 2019-06-12_0007.zip All replays : 1 vs many.zip
  7. At 100th and counting It starts to lag
  8. You've been banned for having multiple accounts most likely
  9. Not necessarily. There are different level of commitment whether to make more women or not. It can also depend on the extension to take additional ressources more exposed around one's base. It's a gamble to make women as it could give an eco advantage but also could easily lose the game, or lead to a disadvantage if someone makes more citizen soldiers and decides to attack with them. There actually has been quite a decent number of infantry rushes in the current alpha. It could very well fail in case of similar number (although often the attacker can choose a favorable engagement) but the viability of a rush depends of scouting before to check if it's a good idea. A borg- and borg- from alternate reality will deal differently with their maps and civilizations which can lead to imbalances here and there but borg- will never do an infantry attack without scouting before.
  10. It is mentionned in Learn to play > Manual, also if you select one or multiple units that have worked but have stopped, then the back to work button appears just near the repair one.
  11. The few techs are very important though which is why it's better not be late at p3. Also i think rams are overrated but that only engages me
  12. But ptolemies are just as good as celts !
  13. The baskets are fine in vanilla, borg said he changed it to adapt to other changes in the mod.
  14. And does everyone in the team care about the balance ? No, as far as i know, scythetwirler took care of the balance for some years/alpha, the fact that he was in the developping team simply enabled enabled the other devs to trust him and that fact made sure that the game wasn't broken afterwards. So he can commit his thing with trust, it doesn't mean that it was heavily debated by the dev team. And the balance before scythetwirler took care of it were probably made by another single person, doesn't mean so much anyway.
  15. But what you're playing right now is the system of another God which has been tweaked a bit as well.
  16. But this system won't lead to a balanced game, by viewing isolated patches people can only see so much, they won't see the end product and won't be able to say if the game is balanced or not. (and to which point do you want it divided ?) The mod could be broken into some components, like counter system, civ bonuses and unit statistics adjustement, but in the end its purpose would only be for developpers to make sure nothing is broken, it will not enable them to see if it is actually balanced or not.
  17. I'd say Petra at medium difficulty is about 1100, maybe a bit less.
  18. I'm also against it, it would be very easy to guess a rush due to the temporary eco boost, the exploration score would also make it very random in early game and in general I wouldn't like informations given like that. This is not exactly what he meant, it is not hidden in AoE2 when the next age is reached (there is a notification), but to start advancing there is hidden. In AoE2 advancing to next age is slower and has more consequences than 0 A.D. so score can spoil it a bit. But next age advancing would not be a problem in 0 A.D anyway.
  19. I don't want to take strong position but I think that a reason why devs could be hesitant to implement those big changes in main game is also because we don't know what to expect. All those changes are very complex to balance, and we can't garantee that borg-'s mod is balanced simply because there really is too few testing. Even if, in the very few games i played in the mod, I didn't find any imbalance, i can't say if the mod is balanced and the same reasoning should be applied to the positive feedback it receives. It is not enough. Small changes can lead to big imbalances. I am not against putting the mod in the base game since it would lead to some progress in that direction but you can't expect balance complaints to stop. Also, it may not seem like it with the sizeable complaints about balancing but don't forget that a23 is much more balanced than a21 or a22 were.
  20. I am the one who decided to not give the yellow card because he stopped right after being told and i was not sure if it was said in the chat before that dancing is forbidden (was trying to fix technical issue at that time) so he might not have known. Sorry, if it is preferred by most players/viewers to strictly follow the rules then I won't take those arbitrary decisions.
  21. Indeed, there were some technical issues so i had to stream by myself and on my channel and started commentating a bit late.
  22. If another player sent the order to take the treasure, then only him will be able to pick it up, even if another player is first, then treasure will be locked for him.
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