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Feldfeld

Balancing Advisors
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Everything posted by Feldfeld

  1. They were probably tasked to attack the civic center, but couldn't find a path as it was completely surrounded by buildings, so they end up stuck.
  2. Hopefully this thread can address a few of the complaints I have read there: I won't go into details about the others yet. Personally I'm fine with the gameplay being slower, including unit movement speed. Sometimes in a23 I had the feeling maps for teamgame were quite small, the enemy could be reached very fast (in bigger map size settings was not an option due to lag). Now with the slower movement this looks more like AoE2 in term of 'map size feeling', and I think this alpha puts more emphasis on map control in general, something I felt was missing in a23. Regarding a balance patch mod, there are a few problems with that. - Potentially difficult to get people to use it - Very easy to disagree with the changes there - Most importantly, it will necessarily diverge from the changes of the new a25 version. First of all, a number of the changes that would go to the balance mod would not be changes that can get in the next version of the game, due to consistency and historical accuracy requirements. Secondly those changes would be more like a patch, and not enhancements to gameplay, which is still an objective for the next version of the game (= more divergence). Thirdly, engine changes can affect how the game is played. All in all, those points will make it so that the balance reached with such a patch will have to be thrown away for the next version of the game, so they could end up not being helpful for tuning the a25 balance. To end this post, I would like to point out that the state of the balance of this a24 version has not been figured out yet (see the thread I linked to have explanations and examples). I also think like @Nescio that we should give it one month or two before being too critical with this new version. There are a few things I don't like of course but all in all I think a24 is an improvement.
  3. Hello, I want to inaugurate this new A24 replay section by dumping a few of my multiplayer replays, showcasing the new unit balance and the increased diversity of units that can be reliably trained. I have a feeling sometimes players don't make use of all tools available to them. Champions, trade and siege (3v3).zip This teamgame showcases a lot of different unit types, but notably champions swordsmen, some champion archers, some trading, catapult+ballistas attack, and camel archer lategame composition on the other side. Roman sword cavalry champions (3v3).zip Features roman sword cavalry champions, quite a powerful unit. Cavalry and champions (3v3).zip Features sword infantry champions from Seleucids, cavalry compositions from mauryan and ibers (with a few firecav champions) Archer cavalry and roman champion cav (3v3).zip A teamgame that shows those 2 units in action. Valihrant (Koushites) vs Feldfeld (Mauryas).zip Small rush early game. Features town phase CC expansion, archers and elephant archers from Maurya, against archers and nuba skirmisher cavalry from Koushites Valihrant (Mauryas) vs Feldfeld (Macedonians).zip Features town phase CC expansion from macedonians. Skirmishers and champion infantry spearmen from mace against chariot archer champions from maur. Valihrant (Macedonians) vs Feldfeld (Athenians).zip Features a moderate early game rush. CC expansion from macedonians in the town to city phase transition. Gastraphetes from mace against slingers + ballistas from athenians. Feldfeld (Ptolemies) vs cl2488 (Ptolemies).zip Features mercenary swordsmen and mostly slingers against pikemen and slingers. StarAtt (Iberians) vs Feldfeld (Carthaginans).zip Features mercenary cavalry from Carthage. ElDragon (Kushites) vs Feldfeld (Carthaginans).zip Features village phase expansion from Carthage, with a composition of Sacred Band infantry supported by archers later. Archers and pikemen/spearmen from Kushites. You can download all replays bundled here: Feldfeld's replay dump.zip Hopefully that can address a few of the complaints I have read about the new version. For example, the diversity between civilizations has been reduced, yes, however keep in mind to compensate that the new balance between units should make some civilization specific strategies (eg. a unique champion, mercenaries) viable whereas it was not the case in A23 (which was notably a lot of slinger spam). About archers being OP: yes it is true that they have a very good accuracy, possibly making them OP, but they are less efficient than other ranged units against melee units (which have been improved in this version). Remeber there are other options than making citizen soldiers ranged units. Of course this doesn't mean we won't find OP units in the future. Champion melee cavalry look quite strong, champion archer cavalry maybe too.
  4. Ratings have not been migrated yet. The ratings you see now are the ratings from the start of a23
  5. Movement in formation has been improved but still has flaws in the way it deals with obstruction. If you want to pass through a chokepoint small enough, the formation will not find a path here and will need to go around, whereas in 'no formation' they can go through. Also when there are small objects which obstructs the path, the formation will be slowed down, sometimes more than necessary. Also there is no option to temporarily select 'no formation' to deal with these cases. For these reasons I deactivated it. Edit: That said it is true it might still be faster for when there are small objects obstructions. However it makes the movements less predictable (could hurt when you enter a fight)
  6. If you think that 8 cav rush is that powerful, you should be able to climb ranks with it, being able to kill all the woodline should be a great advantage. The balance for cavalry was very different, but still the rush came later anyway I think
  7. The weird part is that he actually recommands positioning it in the back in priority in the guide. I don't understand. In all seriousness though, if for once we want to discuss the actual arguments, I think that the assumption that the enemy will want to cut off woodworkers is wrong. Typically the cavalry rusher will not be able to overpower the woodline, therefore he will want to come from the shortest path to see if he can do something (and fast) and if he can't, find another target.
  8. It's not what's going to make you good. The top 3 players know how to play all civs with only very small differences in mastering (and like to play their 1v1s with random civs), meanwhile players that only know how to play 1 civ (typically brit) still had much to learn. Or at least it was the case until some months ago.
  9. Nice, I'll consider making a new map when the mountain shape painter is done.
  10. Champions could be okayish if they get balanced (although there is still the problem if you are attacked before you get to them, especially with the introduction of siege workshops)
  11. You're welcome. And that's not a problem I think in this specific case as it's a high food gen but that could be one if it can happen in low food gen as well.
  12. Yes, you just need to create a folder just like the other replays but there won't be a metadata.json (it's not needed). Don't forget to look in singleplayer replays, not multiplayer. Use this file instead: commands.txt A possible solution is to use the idea of having a unique tileclass for each player, and avoid all tileclasses that are not the current player's. Granted, that's not very elegant.
  13. Yes, but there's a mod i forgot to remove that you most certainly don't have xd I'm curious why is this the case
  14. That's good (I would still like them a bit farther from the CC for my taste but that's better than before). Also you might want to check this (singleplayer) replay, if I counted well red has more food, I don't know if it's an expected case: commands.txt
  15. I could give a little bit less trees but I still like having a good amount there.
  16. Yes, that's because I didn't put the workaround from nani which enables that. You can disable the mod if you don't intend to play the map. Not that I know of (I give a bit more straggler trees as arguments for the base building function, but there is still plenty of place for the chicken) I did put some terrain flattening around CC starting position, the code being taken from the Hellas map IIRC
  17. Thanks for your feedback. Indeed, making players spawn further away is something I considered. It can also be fun having games when they're close but that makes unbalanced generations more likely to happen I think so yeah i'll put some minimum distance some time in the future. And yeah, I noticed for the chicken too, I have no idea why it happens
  18. New update, the most notable change is that can't be separated by forests now. A patch has also been submited on Phabricator.
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