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Feldfeld

Balancing Advisors
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Everything posted by Feldfeld

  1. I agree with your points about the simplicity of the format. Indeed the tournament should be smooth I have no intention of adding rating requirements. I don't think we could afford it unless the tournament gets real popular, and even then, having gold/silver brackets would allow for best possible level in top bracket anyway. Also, the purpose of the tournament is experimentation with new features/balance, not necessarily high competitiveness. The most successful 0 A.D. tournament had a weekly round format so I'm still quite open for this format. Having only 3 rounds and single elimination should prevent some of the drawbacks, but I know it's not foolproof and issues could happen. See Maybe I was not enough clear on that point, but the daily/lightning format would only take place on Sunday, again unless the tournament gets popular enough. It's simply the most convenient day for most people. That said if we can afford it I'll offer alternatives. For that format, I indeed intend to be very clear on the schedule (eg it starts at Sunday 13 UTC and I link to a website for local conversions). Maybe I'll also add a check-in but I intend to let registration open for the whole week. Regardless, let's not focus too much on possible issues, so the thread is easy to read
  2. @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD @kizitom @mord @user1 @elexis @Stan` @SaidRdz @Emperior @Emacz @Dunedan @Ivaylo @yilmazgng @go2die @MorTak @Imarok @sarcoma @Lion.Kanzen @D_D_T_ @R4PT0R @Servo @Itms @coworotel @badosu @sphyrth @wowgetoffyourcellphone @faction02 @feneur @Issh @PrincessChristmas @RolandSC2 @Jofursloft @CAGD_lulofun @HirnWolf @Dakara @thankforpie @mgx @ffm2 @andy_beauty @King_Soly @Ammaz @carthage @AltosLagos Old ping list I know
  3. 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) ________________________________ 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. Brackets: https://challonge.com/sv36zmko ________________________________________________ Game settings: Tournament announcement message: First edition:
  4. Try to make it so it has a similar folder structure as other mods. So a folder named "feldmap", and immediately after there should be a mod.json file. Alternatively try the pyromod installation (drag and drop the file to 0AD shortcut to start the game)
  5. I updated the mod for a26, there should be no change in map generations from the version in a25. If I finish the ongoing patch for balanced maps, I will update the mod again. The old versions will be kept available for downloading for compatibility with replays
  6. In the mod I only fixed food (which is the most critical resource for competitive play in A25) I have the intention to improve the map by fixing all 4 resources, generalize it so all fitting existing maps can be balanced in the same way, and bring it to vanilla 0AD. I also gathered the support of the 0AD devs interested on the matter. I started a patch in order to merge it to vanilla 0AD. Unfortunately up to now I haven't got the motivation to actually finish it. Now please note that since the upcoming A26 was in feature freeze for quite a long time, there was no chance of the patch getting in that version. I imagine that the next release after that, A27, will be out at least quite a few months later, so hopefully I will regain my motivation by then.
  7. The turn length used to be 500ms before A24 or A25, and there was just as much if not more lag. The game was tested just before and just after the change to make sure of the lag impact. It's safe to say turn length has a way smaller impact on lag, or at the very least it doesn't affect it linearly like you could expect. @wraitiifor more details
  8. Oh actually I have seen quite a few reports of similar attacks in Discord, and in a long timeframe (months or years) so it sounded quite likely to me, I just wondered what was up then, since everything seems to happen inside a single application, and Discord is huge on top of that. EDIT: actually NVM,I was probably mixing up with free Nitro typical phishing attack, which have nothing to do with simply inviting in a discord server
  9. Now i've got to ask, how do these phishing links even work? If by just clicking on a link inside Discord you can lose your account there has to be some serious security vulnerabilities there right? It's not like you give your password after all.
  10. I had an idea which is probably too crazy but you never know: - Civic centers start with a smaller territory and are cheaper - Buildings don't expand territory around them - Instead, they expand a little bit the territory of their central CC - There is a limit for each building type of the total territory expansion they give to 1 CC - Towers may be an exception to be the only building that expands territory around it, but it is not possible to build multiple nearby towers to reach a location linearly. - Maybe there could be a bonus if buildings are closer to their central CC, encouraging careful city planning. - Fortresses may be built in neutral territory and have some territory around it but this cannot be grown like with CCs - Civic centers could also start weaker but get stronger the more buildings are around it (with exception to initial CC to provide some defense) - A fully developped CC will still have reasonably smaller territory than current p3 CC - There will still be a solid minimum range between CCs encouraging players to develop their secondary cities instead of building many of them to grab all nearby resources.
  11. If the AI was better at population it wouldn't need this much bonuses!
  12. Use the zip @Player of 0ADposted here:
  13. What about a snare status effect? A unit that gets hit by a pikeman gets slowed down for some time. And the same thing could be given to spearman to help vs cavalry but compensated with some stat reduction with respect to infantry swordman.
  14. Doing exactly like you mention (only add food if the current resource generation didn't give any) is pretty much not possible. Doing another solution consisting of always giving the food anyway works but is statistically different than previous solution. Doing it with balanced mainland-type generation is possible but I consider not worth the effort. Doing it like @maroder mentioned: is possible but I think it would look unnatural. Regardless I don't think this would eliminate the need of more strictly balanced maps, in my opinion in very high level 1v1s the additional food matters even if you already had some.
  15. Yes, that is what I did in the patch for balanced resources, but that one is more complex and harder to review so not in the table for near future.
  16. I could look into modifying balanced mainland to only place balanced resources when there are 2 players, and let the old generation otherwise
  17. Yeah indeed, I ignored them by simplicity as they rarely give a significant advantage anyway. If I worked longer on balanced maps I would work on wood balance first, as some generations can get very imbalanced.
  18. Hello, thank you for your interest, if you want to advocate for inclusion of balanced resources in random maps I have already made a patch here: https://code.wildfiregames.com/D4232 This patch adds code for having the possibility of having balanced resources on many existing maps. It does some refactoring and as such that makes it also harder to review. Now there also is the possibility of adding just Mainland Balanced, which is a copy of Mainland that was edited in a quick and dirty way. Depending on dev team preference this could be added instead if they don't mind the code duplication that comes with it.
  19. Hmm sounds like impersonation to me
  20. It sounds interesting, but for me I will be completely unavailable before the 4th of february if that's any relevant.
  21. 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.
  22. 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.
  23. 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.
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