Feldfeld
Balancing Advisors-
Posts
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Joined
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Days Won
11
Everything posted by Feldfeld
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It's not new for me at least. Perhaps a few alphas old. The bug happens kinda rarely and randomly for me, only for buildings that are being built (so it's not really a problem). If I deactivate then reactivate in-world health bar (tab hotkey for me), then the actual health is displayed as it should be.
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The "Alpha" label is scaring off new users from trying the game
Feldfeld replied to Thunderforge's topic in Help & Feedback
Imo what 0 A.D. is lacking most is a campaign, and second would be better performance. -
Maybe wait a little in the lobby before trying to rejoin the game, in case the bot is slow to assign ratings. Or use custom ratings mod to eliminate that possibility?
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Good idea, could be nice if we could name replays and perhaps provide a description. Also civilisations are missing
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For the match between @Edwarf and @MarcusAureliu#s, I have no news from either player, so they get 0 point. For the match between @chocapoca and @seeh, chocapoca did not answer seeh, who wins by forfeit. With no more updates, the tournament will end on these results.
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Thanks for the update This was the last round of the tournament The 5th and last round is still ongoing with some delay, but since we have an odd number of participants, one doesn't get a pairing and has a "Bye". This happened to be you this round :D
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I noticed that too, since the beginning of the alpha (it didn't happen before). It is related to the initial explored area when the game begins, there can be explored berries near the end of the explored area, but when you have a unit scout near the berries, but without the berries being in its line of sight, then the berries will disappear (and that includes the minimap). They will reappear forever when they get in the line of sight of one unit.
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Rename the file adding ".zip" in the end which was removed for some reasons
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Feldfeld vs Dakara Feldfeld vs Dakara.zip
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Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
I'll explain a few of my votes. I voted no for #7 because elephants are already borderline OP in my opinion and this will buff them a lot. I imagine this will make them 1-hit kill a lot of units. On top of that, personally i'd like perhaps a return of catapult splash damage and i'm not sure the change prepares well for it. I voted no for the cavalry nerfs for reasons I already explained in this thread. Voted no for #9 pikemen because while the current situation may be not great i feel this change lacks a bit of vision and turns them slowly into spearmen. Voted no for #11 crossbows because in my opinion they are rather weak. Voted yes for all well supported proposals except #2 Alexander which I skipped. Voted yes for #3 unit specific upgrades. IMO it is good that it is a complete change (and not divided into many changes) because otherwise it would be way too slow, and the changes go well together. Whether the upgrades themselves are good, that I don't know without playtesting but it looks like a nice change to try for me. It also acts as a cav nerf as it removes the cavalry speed and health upgrades. It would be nice if a changelog for the mod can be shown in the game for people who don't follow the forum. I remember autociv had some form of changelog when it was updated. -
Replays of round 4 (Community Mod 0.26.3): FTS2-Round4.zip
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@Dakara told me of his win, but he'll post the replay tomorrow. I will now launch the 5th and last round of the tournament! __________________________________________________ Round 5 matches: @Feldfeld vs @Dakara @ValihrAnt vs @Player of 0AD @Edwarf vs @MarcusAureliu#s @Philip the Swaggerless vs @BeTe @rm -rf vs @LetswaveaBook @chocapoca vs @seeh Bye (no game for this round, +1 point): @alre The deadline for this round is Friday 16, 23:59 UTC. Please try to organize your match as soon as possible using forum private messaging! Beware of timezone differences. Please message me personally if your opponent doesn't answer you after 2-3 days.
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Feldfeld vs Edwarf Feldfeld vs Edwarf.zip
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And the last game got played. The deadline extension proved to be useful! Remember you can ask one if you couldn't play your game in time due to unfortunate things. Thanks @alre for staying available while he could take the free win. __________________________________________________ Round 4 matches: @Feldfeld vs @Edwarf @ValihrAnt vs @MarcusAureliu#s @Philip the Swaggerless vs @Dakara @Player of 0AD vs @LetswaveaBook @BeTe vs @seeh @rm -rf vs @alre Bye (no game for this round, +1 point): @chocapoca The deadline for this round is Friday 9, 23:59 UTC. Please try to organize your match as soon as possible using forum private messaging! Beware of timezone differences. Please message me personally if your opponent doesn't answer you after 2-3 days. __________________________________________________ Replays of past round: Round 3 (Community Mod 0.26.3): FTS2-Round3.zip
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Yes, sorry, that's a consequence of having borg- forfeit the tournament. If nothing changes next 2 rounds will have a different player getting a Bye as well
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Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
Basically look at my game against LetswaveaBook in the tournament. If I didn't get attacked, I would have gone once I had 8 cavs total (so after a batch of 3 cav are trained) That's because - Your opponent had a few units inside CC so this shoots more arrows - You stayed too long under despite that - You had a low number of cav so CC arrows don't get split and that makes you have to go back sooner as cav gets in low health sooner. Of course unit management is tricky there especially if you are against this opponent. After you went back I stopped watching because from there you lost the timing to pretend making damage. Since you didn't disrupt enough on your first go then the economy advantage of your opponent is too strong and he can defend the rest Well tell this to vinme's opponents he got himself a good elo by only using persian archer cav strategy pretty much. Not saying it's easy of course it takes skills to do that strategy properly. -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
You could have done: - Better build order - Coming with more cav (a requirement at that timing unless you spotted a weakness by scouting) - Focus on disrupting food income (idling women near CC while not staying under its fire, raid the additional berry patch until the slingers come then retreat, force slingers to stay on the berries unless you come back, alternate checking food sources) Of course against this defensive position and that player it takes good skills to make it. Not many players can do it. I'm curious of what would have happened if I were in your spot. -
Towers and fortresses are used in 1v1s and TGs on mainland. Walls are not but that's because Mainland is as open as it gets, on top of players sometimes not realizing they are in "must defend" situation. Also, that champions are weak gives less incentive to stall out. Mainland is not the only map. There are maps that are less open but not as closed as the ones you created, and they give some easy to defend positions, one example are water maps (eg Rivers, Corinthian Isthmus). I know by experience they play like this At the end of the day, players mostly play TGs on Mainland. It may be due to lack of taste, but the fact that many options are hardly viable for civs doesn't help. I kind of agree. In AoE2 all civs have trebuchets. In Delenda Est I think infantry can build catapults on the field which is an interesting idea.
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Too chokepointy imo. From my experience, chokepoints make it too easy to defend and leads to stalemates. If not for that problem I'd be advertising my Alpine Mountains map for multiplayer. Some civs only have rams as siege capabilities, pushing with rams can be incredibly difficult against a well defended position. If there were some other siege options, or if walls and towers could be disabled in some maps, this could maybe change this situation.
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Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
For me, either no nerf, or the small damage nerf for skirm cav and archer cav only. For the reasons I already wrote in this thread, I think cavalry is in a good place currently. It's already very hard to have an effective rush if the defender plays appropriately. Infantry is still plenty useful. Etc -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
I use it in 1v1. I imagine it doesn't matter much in TGs though with that mainland -
Right click the "no formation" to make it default
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ValihrAnt vs Feldfeld ValihrAnt vs Feldfeld.zip
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I packaged all replays to make it less tedious for late watchers: Round 1 (Community Mod 0.26.2) FTS2-Round1.zip Round 2 (Community Mod 0.26.3 - latest) FTS2-Round2.zip
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You have community-mod 0.26.0, this shouldn't be on your system. You'd need 0.26.2 to watch the specific replay, or 0.26.3 from now on (latest version) Anyway fine if you don't want to spend anymore time, indeed it's just a game