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chrstgtr

Balancing Advisors
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Everything posted by chrstgtr

  1. Also probably makes sense to only clock idle time when a player is below max pop. Anyways, these are cool graphs.
  2. Right. I read a bit too quickly and didn't realize when you said idle time you were referring only to barrack idle time
  3. This should be really easy for you self diagnosis and correct. Just look at the idle worker count in the bottom right corner of the mini map. If the number is above 0 then you made a mistake. Keeping an eye on this counter, pressing the period button to find the idle worker, and assigning a task to the idle worker is eco management 101.
  4. It is true you (usually) do not use your mod when I host (or other hosts) tell you not to use it. But I would hardly say that doing this is changing your behavior to address other players’ concerns if you only do it under threat of a room ban.
  5. This is clearly wrong. @guerringuerrin has already pointed this out as "awareness." I would go further to say this is actually multitasking, which @borg- has already identified as the primary skill in R(eal)T(ime)S(trategy) games. It is also not just "repetitive meaningless actions." First, your mod doesn't repeat the same thing. It optizimies based on how many you can make to reach your ideal population composition. Without the mod, you would have to decide what batch size to make and of what units to make. At all times, do you know how many jav inf you have at all times? Do you know how many sword cav you have at any moment? Do you know how many slingers you need to make to reach your ideal population percentage? I don't know. But I can make guesses informed by experience (i.e., skill). Your mod does this all for you. If you truly want something to eliminate repetitive clicks then that already exists as part of the base game. You have created something that does more and creates a competitive advantage. Most importantly, you've been told other players don't like it and choosing to use it anyways
  6. When I google "0 AD" the first result if the game. When I google "zero AD," the game is the second result. What you're claiming doesn't appear to be empirically backed, which makes sense since 0 AD is not an actual date.
  7. My understanding is that it is the current plan. But there are exceptions to it. This most often comes up in the context of whether Rome should represent parts of the Roman Empire or just the Roman Republic.
  8. Most of what you're describing could be fine. But it doesn't match the resource cost of cav, which is 50% more than inf. Champ melee cav, especially, is very difficult to justify the cost of if they die so quickly and cannot effectively capture/kill CCs. Cav rushes will also be easier to defend (because CS cav is nerfed) and come with a heavier cost since cav cannot simply go back and go eco after a rush the way the inf can. Also, I don't think the bolded was ever the intended purpose. The problem was always champ cav--not CS cav. The community mod simply uses to blunt an instrument that nerfs all cav when a more tailored approach was necessary.
  9. I played several com mod games today. I basically only paid attention to cav balance, which I think is off. Champ cav balance seems ok-ish. CS cav dies way too fast to inf, though. Cav is very easy to counter by just making spear and using formations. CCs seem to be much more difficult for cav to capture. I think this is probably a good thing. I, again, state that I think the bonus multiplier should be added for champ cav but not for CS cav.
  10. Sounds good. I'm a little worried the 3x counter will be too much against CS cav. But we will see and adjust, if necessary.
  11. Speed. I think all cav could use a nerf. Setting their speed an about equal to fanatics seems about right with melee cav being slightly faster and range cav being the same as fana (also, would make fana a better counter, which I think it needs to be) also, what exactly is the 3x counter? (Just want to make sure everyone is on same page) kind of related, but melee inf should get a speed boost too. But that’s more of a range vs melee balancing issue.
  12. @Dakara is just trolling you. the only counter to champ spear cav are mustangs. Create them by typing “how do you turn this on?” into chat
  13. Great. Add it then. I don’t think anyone will oppose it.
  14. This is an arbitrary distinction. A unit that is 99 XP vs a unit that is 100 XP is functionally the same thing a second after entering battle. Knowing that I have 10 units that are basically promoted but not quite is much more informative than knowing I have 10 units of various XP at base rank. Yeah, you might want to know rank and XP for every unit. But that view doesn’t exist right now and this is frankly a low priority item that no one will want to spend time making. There can be bad game design. And eliminating a very basic distinction between good and bad play is without a doubt bad game design. ——- Anyways, you seem to be a SP reaching the end of basic play with AI. I invite you to join the MP lobby where you’ll learn and enjoy much more complex gameplay.
  15. Adding an experience meter that looks similar to the health meter of garrisoned units seems desirable. As for other suggestions, a quicker experience trickle for garrison units seems reasonable as its current form is useless. I would put this behind a tech, so it would be a choice between p3 eco techs and this experience tech. That would give a quick single push real strength but would sacrifice the ability to carry out a long term fight. But giving experience points to idle units seems to reward bad play and I don’t like that idea at all.
  16. I always thought this was a really dumb change from a24 In a23 (and before), only Persia and Sele had the cav health upgrade. This made sense as those were the cav civs. Cav was still playable by other civs but it wasn’t OP. Persia and Sele had a true cav advantage but because they’re slower civs and going cav (vs inf) is slow, Sele and Persia never felt OP. Then in a24, all civs got the cav health upgrade. Suddenly, cav became the meta because all civs had access to OP cav that was much better than inf. In a24, Sele and Persia got the spear champ cav health upgrade, which was somehow both not useful enough (it only applied to one type of cav that is hard to produce so these cav civs were mostly the same as every other civ’s cav) and too useful (made spear champ cav, which was already the strongest unit in the game even stronger). tldr: the cav health upgrade shouldn’t exist for all civs and should replace the champ cav health upgrade for Persia and Sele. It will help with infvs cav balance and make Sele and Persia more unique while not being OP
  17. Could look at avg score for the game. For example, there appears to be one game where havran and I both had high scores. Since both of us had such high scores I imagine that boom is actually less impressive than our other booms on the list
  18. Yeah, they’re used. But the way that with eyes used kind of elicits an eye roll, so the situation might actually be worse than you realize. 99% of time they’re used to just frustrate the attacking player. Walls confuse pathing and give an extra object for siege to attack before moving onto a more useful building. So they have an entirely passive existence Wall typically don’t serve any active purpose of making defenses stronger, which is what you probably want them to do. the proposal might make them less likely to be used in the annoying passive way since they’ll be easier to destroy (but they’ll also be easier to spam, so maybe not). To be determined if the proposal does anything to make them better for building active defenses
  19. I think he meant the turtling meta isn’t desirable. Also, walls aren’t useless. They do a good job of slowing an invading army and are regularly built for that purpose. Making them more easily destroyed helps eliminate that “build to only frustrate” meta that walls are in.
  20. This is why I think any change should be only done to the inf spear modifier. Against cav I think this is just a such obvious solution. Almost everyone agrees that champ cav are too strong against cs spear inf. Any other change would mess with other balance. It’s targeted and gets what everyone thinks should change.
  21. Eh. 10% isn’t that much in the cav vs one discussion—cav is already much faster than inf. Getting the Brit speed hero doesn’t suddenly let make inf much better than cav with the tech, for example. Functionally, the tech means you can raid other side of map for an extra second or two before returning to your side to fight inf. That extra second or two doesn’t change that much. You also see people forget speed tech and still become dominant because they massed champ cav. That shows there is more going on than the speed tech. the cav vs spear example you give isn’t representative of real fights. In real fights, you have a bunch of range killing that spear too. It’s also pretty common that you see a player get a “good exchange on res” with spear vs cav but can’t keep up fight because their pop dropped so much and the backing enemy range units are able to overrun the remaining base honestly, haven’t seen any difference with the popularity of sele or Persia champ cav. Sele and Persia have both always been relatively unpopular (esp compared to the civs you mention) bc Persia/sele are slow civs. Persia is just played a little more now because people figured out that immortals are good.
  22. I don't like the tech either. But I don't think it is a big deal as the % increase is just too small. It really only matters in cav vs cav fights. The problem is that champ cav can beat their supposed counters (spears) in straight up fights. Until that changes, champ cav will always be the best unit and optimal strategy will require players to spam as many champ cav as possible.
  23. This isn’t how players use them, though.
  24. Not really. They're interrelated but not the same. A slow paced game can still be a difficult game. And a fast paced game can still be an easy game.
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