Jump to content

Feldfeld

Balancing Advisors
  • Posts

    491
  • Joined

  • Days Won

    11

Everything posted by Feldfeld

  1. It sounds interesting, but for me I will be completely unavailable before the 4th of february if that's any relevant.
  2. Balance is most certainly not the reason Han chinese have not yet been added to the main game. I myself asked/advocated multiple times in the irc-dev channel for their inclusion, and it looks like the reason(s) they have not been added is something else, although I don't know (if I learned) the exact reason(s) And really, the development power is quite low at the moment. There are about 2 developpers coding, and 2 more reviewing, all in their free time, I don't feel like this will ever get much done in the grand scheme of things.
  3. I may not remember well but I'm pretty sure I did. Also the first few rated games give a lot of rating deviations so I think it's possible just by beating a few 1300s and 1400s.
  4. Also, subbing 7 minutes is probably possible with a slightly better map, solid animals and better execution. Without animals it's another thing but note that I used my typical start for the first 2 minutes and didn't bother checking if another player's start is better.
  5. I only read the article in diagonal but from my small experience, the current svn workflow with patches which are sometimes not trivial and get merged at the end, is not a solution to the problem this article mentions. I also think the current svn workflow is no different than doing git branch and rebasing at the end before merging (with amending every commit if we want stricter equivalence)
  6. Hi, yes feel free to add it. Also, if you can, a map preview for Alpine Mountains would be quite welcome, I tried to make one a long time ago but failed. I don't have time now but I had the idea to also put feldmap separately on mod.io, as a convenience for online players, and as publicity for Alpine Mountains for anyone. I think people miss out with that one
  7. Hotkeys are a deal breaker for me. I will not buy as long as I can't set them how I want. And even then, I will need to actually have the time to play the game.
  8. It would also make sense to me that death ingame also stands for broken bones and the likes
  9. I know emacs + flycheck (maybe also flymake) does it on the fly, idk about others.
  10. I have to admit I didn't make specific tests yet. Which side won the fight with citizen soldiers? Well there are multiple objectives I want to reach in order to give healers a good place in game, not being too weak or OP. First of all they should be affordable/ the player should be able to regularly train more healers. Right now it's absolutely not the case, training 4 healers burn 1000 food, and having a unit only present for a player to rebalance his eco is bad in my opinion, good players will/should not have big eco imbalances. So healers should cost less food, but as they are intended to be a useful unit they should not cost only food otherwise they would be OP. Stone will just look unnatural I think. I think metal is the best. I don't know how much though. Also, here healers were compared to skirmishers but that's not all there is to it. Personally I think skirmishers are a bit strong this alpha and could take a damage nerf, but it is only the beginning of the alpha anyway and I know not everyone share this opinion for now, so we'll see about that later. The second thing is that one of the advantages of other ranged units (slingers/archers) over skirmishers is that with their higher range they deal damage before the other army engages. Healers however can start healing immediately so they are better in that case. Also healers should be helpful against harrassment (although I don't see a lot of harrassment this alpha)
  11. Not necessarily after armor is factored in They also can keep a units alive while fighting, allowing them to promote in combat. That said I don't know how useful this is compared to having more units of the same type fighting. But if you want melee units to get promoted / stay alive it's probably better to add healers rather than skirmishers. I think they aren't used primarily because of their cost, and the cost of their upgrades. Healers are expensive, and cost 100% food, so if you want to train them you have to rebalance your economy quite a bit. On top of that, their technologies are also expensive. Champions + healers could be a combo worth doing even in this alpha, however only possible if a game stays more or less stalematy/equal for a long time, which rarely happens right now. My suggestion for healers themselves is to reduce their overall cost, and add a metal cost. At some point before A26 they will be changed I think.
  12. Healers are much more useful healing melee / tanky units, or champions, than weak ranged units that get overkilled anyway. They also make better use of promotion mechanic for melee units
  13. What would make sense to me is that spectators could use flare to point other spectators interesting locations of the map, and when a player is eliminated / has won, he is considered a spectator.
  14. This mod adds the map "Mainland balanced" (https://code.wildfiregames.com/D4232) Thanks @badosu for fulfilling the community's interest in balanced maps by providing a nice bunch of balanced maps for a23 and a24 Currently, only the starting food surrounding players is modified. Also, straggler berries are not modified yet (which can lead to imbalances). And the biome only slightly affects the total amount of food, and it currently doesn't affect the berry/hunt ratio, this is something I will change later. This removes Jungle (too laggy) and Nubia (wood too imbalanced) biomes until they get fixed. Alpine Mountains is also included (https://code.wildfiregames.com/D2830, ) The mod is now available through the in game downloader! (mod.io). Manual download here otherwise (updated a26, current version 1.0.1): feldmap-1.0.1.pyromod feldmap-1.0.1.zip a26 archive: Old (a25 version):
  15. In 0 A.D., even in 1v1 it's possible to comeback, I myself managed a small comeback in a 1v1 yesterday, but I agree it can be hard and the game is quite snowbally. In order to comeback from a disadvantage in 1v1 I see 2 main strategies possible: - In early game, if you are around equal in military might, you can try training more soldiers and overrunning the opponent in an all out attack - If it is going to late game no matter what, or if you have less military than the opponent, then play very conservative and try to defend early p3. Hopefully after some time you will have stabilized the economy situation. I think the promotion system is nice and the snowball is not its only use: for example, making use of healers in the army benefits a lot from promotion system, and by that I mean not just the healers, since the units getting healed don't die they get promoted, also healing strong units is better than healing weak ones. For looting however, although I believe right now it's only a small factor and has very small effect even in snowballs, I agree that the looting of fighting army is quite hidden and difficult to feel in the game. Killing traders also loots the resource they're transporting, which his however quite nice, but if the defender microes well he can delete the trader before which is unnice.
  16. I am not sure if maths say otherwise, you will note that the build time of 10-pop house is smaller than the build time of 2 5-pop houses, this compensates at least partially for the other advantages you can get with 5-pop houses
  17. Did you try SlopeConstraint? What exactly, in your case is defined as not passable? If, for example, you want to select not only the flank of the mountain but the top where the slope becomes small again, in order to paint it, then you can try (SlopeConstraint or HeightConstraint), or you can also try floodfilling (https://code.wildfiregames.com/D2828) if you want to check the area reachable starting from a specific point in the map.
  18. One particular thing which concerns me in this game is the balance of trading, and the international bonus. I would really wish for trading to be viable in 1v1 games but as things stand, if trading was balanced in 1v1 it would be OP in team games and if it was balanced in team games, it would be almost useless in 1v1s. That is because of both the international bonus and the map size, but particularly the international bonus. My feeling is that therefore the international bonus, although a nice touch of realism, kinda hurts gameplay. Also Carthaginians have international trade as a civ bonus and are also hurt by that. One solution I precedently thought of was to simply have a bonus for all trade when game settings don't reliably allow for international trade, for example in 1v1s on in no diplomacy FFAs. However this solution looks a bit unintuitive. But recently I saw that AoE4 has this thing called the Trade Post: So we could have neutral trade posts spawn in maps, and have international trade bonus apply to them. We could have other bonuses, for example technologies becoming available in a trade post when enough trade has been done with it, or perhaps training mercenaries. There could be an additionnal bonus for traders which relay 2 trade posts, instead of a player market and a trade post. Also as a consequence, trade routes would not necessarily be in the back, so this also puts more importance to territory and map control.
  19. If he wants, the enemy can delete his own palisades at any time
  20. Just make it so that when one palisade is destroyed, all palisades within a radius are destroyed as well, there problem solved
  21. g_Map.height[x][y] could be what you want Depending on what you want, adding a PassableMapAreaConstraint, or a SlopeConstraint to your painter could be a solution. If you want an example for SlopeConstraint check the map in the thread you linked.
  22. They are worth it, but are forbidden in multiplayer games because more pop => too much lag. Or at least that was the case back in A21, players seem to just have forgotten it now.
×
×
  • Create New...