Feldfeld
Balancing Advisors-
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Everything posted by Feldfeld
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Feldfeld vs 011235813 Feldfeld vs 011235813.zip
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The second edition of 0 A.D. Friendly Tournament Series has started! Here is the list of players: ValihrAnt (2345) Feldfeld (2201) borg- (2169) weirdJokes (1913) Edwarf (1861) LetswaveaBook (1815) Dakara (1778) PhiliptheSwaggerless (1642) 011235813 (1598) MarcAurel (1547) alre (1500) chocapoca (1493) seeh (1150) Bete (1108) ________________________________ The tournament has a swiss format. You can follow the tournament in challonge https://challonge.com/sv36zmko We have the pairings for the first round: @ValihrAnt vs @Philip the Swaggerless @Feldfeld vs @rm -rf @borg- vs @MarcusAureliu#s @Player of 0AD vs @alre @Edwarf vs @chocapoca @LetswaveaBook vs @seeh @Dakara vs @BeTe ________________________________ The deadline for the first round is Sunday 13, 23:59 UTC Please try to organize your match as soon as possible using forum private messaging! Beware of timezone differences. Once the match is over, please announce the result in this thread (possibly hiding it in spoiler) and provide the replay. Please message me personally if your opponent doesn't answer you after 2-3 days. You will find the precise game settings in the first post of the thread. Verify them before readying up in the lobby.
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There is a small change in the rules. I have seen quite a lot of evidence of the wood generation in Nubia biome being sometimes very imbalanced, with some games where a player starts with no forest in his territory. Game 3 of previous edition between me and Valihrant was restarted because of this reason. As of right now I don't have the time to program a proper balanced wood generation. As such, I submitted a new version of feldmap removing this biome to mod.io, but I do not expect it to be signed before the start of the tournament, which means it won't be available for download. So for now, we stick in the current version of feldmap, I do not want to confuse players with having to manual download, so manual download is not available. Instead, there are new rules for biome selection: - the biome for the matches should be random - if it turns out "Nubia" is chosen, one player may call a restart (please do so before one minute of gametime) - if a game was restarted because of this reason, one player may force to select "Temperate" biome for next game. If you are not sure if a biome is "Nubia", you can pause the game and check the "Objectives" window, the biome is written in there. __________________________________________ On another note, we have enough players to have a swiss system. I will still host it on challonge as it looks like it handles it just fine. If you don't know how the swiss system works, you may research it on the internet. I set the first tiebreaker to be the Median-Bucholz, and the next tiebreaker to be wins against tied opponents. https://kb.challonge.com/en/article/rank-and-tie-break-statistics-1p5f7y4/ Players will be seeded using their ratings. You may see a preview of the tournament here: https://challonge.com/sv36zmko/standings of course, registrations are still open. Here I did the seedings from memory but when registrations close I will check players ratings and make final seedings. If the number of participants is odd, one player will receive a Bye (free win) each round. Normally it's the player lowest in standings that didn't receive a Bye who gets it. Unfortunately, challonge doesn't offer a column indicating player elo in the standings as far as I know. You may tell me if you want to see the ratings right next to player nickname (like we see in a game lobby in 0 A.D.). If someone wants to make a custom template for 0 A.D. swiss tournaments they may contact me.
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Bien reçu mon cher There is no missing player but there is no limit to the number of players, so i'll happily register you
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Yeah 3 is not enough, I was hesitating between 4 and 5, with a preference to 5.
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Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
As the first round of my tournament starts next Monday, it could be nice if the proposals that received support could be merged like @real_tabasco_sauce said: since they are not going to change anyway and we should target regular enough releases imo @wraitii Also I still am interesting in having merging rights in the gitlab repo, I could make an account if that is accepted (though it would be not be relevant in current situation since I want a release xd) -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
About chicken rushes in team games, I agree that in the case of one team having an imbalanced line-up like 1800 + 1300s, if the all-in is well executed it could be possible to slow down the 1800 at the price of slowing down even more a lower rated player and therefore winning the game. However, the chicken rush is not the only way to do it, for example a 2v1 rush could do it well and is not new. I have not seen enough TGs to see if it is a problem. One all-in strategy was done against me this alpha but it was using ranged inf CS not cav, and was unsuccessful. It is tricky because if the defender gets even a 20 pop advantage early on against his adversary that can easily snowball to victory without the pocket's situation being relevant. If the chicken rush really is a problem in TGs, then a 2min or 3min ceasefire could do the trick. Also having teammates sending resources could help a lot, as you could safely build your forces without being slow down too much. -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
I will also add that, for now I don't really see a point in doing a (significant enough) cavalry nerf. At the end of the day, infantry is still hugely useful in 1v1 and in team games as well, a transition to cavalry if not well timed can just lead to being overrun by infantry. For the current state I only see a small damage nerf to skirm cav to be interesting. I'd consider the gameplay of mostly ranged infantry CS to be worse. There is not even an attempt in transitioning away from a unit we make from the beginning of the game. Instead of fine tuning stuff like this, I'd be more interested in some more radical changes, such as for example straight up halving the attack rate of all ranged units (so reducing their DPS by that much), accompanied by a melee cav nerf. That could rehabilate melee infantry and maybe champions as well. Experiment, bring new units to the light, try to reach a new balance. -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
For now I'm claiming to be able to deal with it without preparation, only by scouting and adapting. I would take the issue more seriously if I needed to alter my build just because of the possibility of a rush, but right now it's not the case. That said I still didn't play a lot this alpha so if anyone wants to challenge me and try to prove me wrong i'd be happy to play some 1v1s so we have more data about this strategy. Only problem is I'm not very active in lobby -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
Else perhaps lower rated players could take some reference on how to beat the chicken strategy. From my experience, the best way on how to play against it is scouting it, then if there are more cav coming than you can fight, just take all woodcutters back to the CC to take straggler trees. You should have still a way better eco than your opponent so then you can build numbers of men who can fight, and go out when ready. Counterattacking can also be effective in that situation although it requires some technique. -
Introducing the Official community mod for Alpha 26
Feldfeld replied to wraitii's topic in Gameplay Discussion
I have not seen evidence of cav domination in 1v1s. My first 3 games against ValihrAnt this alpha were victories from me after he committed to making more cavalry than me, resulting in myself having eco advantage. I played 3 games against vinme where he was trying to make a point about hunt biomes supposedly forcing games to be about making more and more cav, only for me to win by making (way) fewer cav and focusing on defense. Of all 1v1s I played this alpha, I only ever lost once to an opponent making a lot of cav early on, and that only was because I was taken by surprise from my own mistake. -
Sure is! As a reminder for other potential players, the deadline for registration is Sunday 6 November 21:00 UTC
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Yes I invite people to talk about it in lobby, personally I am not very active there for now so I can't do it myself
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Part of my answer here: But basically, it's way harder to organize. Even for 1v1 tournaments, it can be difficult to make them meet on a schedule, and for a 4v4 tournament you raise it to 8 players who would need to agree on a schedule each week. Quite unreasonable unless we force a time where players agree to be available every week (so that would be sunday evening for europe / afternoon for america). Even though right now i'm not sure if you can make more than 4 teams play if you consider people normally playing on sunday evening but that could be different if players engage to be there at that time. Difficult to say. Then there is the problem of team balance, some people may not care too much about it as it is a tournament, some people may still care about it, since unbalanced teams will lead to an inevitable outcome. That would be a difficult problem to settle. You can find an illustration of these issues there: @Unknown_Player hosted a tournament but it was a bit different I believe I'm not sure if you were referring to that. It's a bit different but personally I would not be able to organize something similar as I am not available on sunday evenings. So basically, if people are interested in a 4v4 tournament, they could do a little "market research" to see if many people would like to play the tournament and agree to be there every week at Sunday 19:00 UTC. Then I would need a consensus with the balance issue, and a co-organizer who would be on the lobby at the time games get played since I can't be there myself. If such a tournament happens it would take the form of a league I imagine.
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As things shape up, it looks like we will have more than 9 players which means BO1 + swiss format
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That was a re Alright I register you and you'll play if there are >= 10 players
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Do not hesitate to mention the tournament in lobby! That was the initial goal but it ended up being adopted without really needing the help of the tournament. Now my goal is more to have a regular tournament event for 0AD as it is not easy to organize these. It will still be useful to test the new balance of the mod but I don't think it is worth it to wait for mod releases.
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The registration for 0 A.D. Friendly Tournament Series 2 are now open! The deadline for registration is Sunday 6 November 21:00 UTC, and shortly after the first round will be announced. The rules for the games are the same as the first edition, with a small change that if both players agree they can pick a biome (but if one player doesn't want then it's random biome). It will still have a weekly format. However, if we have 8 players registered in the tournament then we will do a bracket format (like in the first edition), with matches being BO3. If we have more than 8 players however, then we will do a swiss format! (BO1) Simply write a message in the thread in order to register! ____________________________________________________________________________ Registered players (14): @Feldfeld@MarcusAureliu#s@alre@BeTe@ValihrAnt@rm -rf@Philip the Swaggerless@Dakara@LetswaveaBook@seeh@borg-@chocapoca@Edwarf@Player of 0AD
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Congratulations to for winning the first edition of the Friendly Tournament Series! You can find the brackets, with all results and standings here: https://challonge.com/l9vi81d9 I will announce in the next post the second edition. Let's try to have this a regular event in the 0 A.D. multiplayer community!
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You could try some things to check behaviour Trying another custom keybind -> does it work? Making an action that should change already present settings in user.cfg (eg enabling some mods) -> is the corresponding setting updated in user.cfg? If not perhaps it updates a user.cfg located somewhere else
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There shouldn't be any heading in that file. It should be updated automatically by the game as you set key bindings (or do some other actions), each line being independent from the others. (meanwhile, local.cfg is kind of the "old" way of setting bindings and it is no longer needed to change it, but maybe you could look in there, maybe it has priority over user.cfg)
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Of course no limitations, anyone is free to cast