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chrstgtr

Balancing Advisors
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Everything posted by chrstgtr

  1. Yeah, depends on how big the map is and when it is placed. I think this map is probably best played in a large map, which allows for quite a bit of seperation. Seems reasonable given some civs reliance on stone for slingers. The reason why I suggest this is so that players actually go after the mines. I like the idea. But I don't want it to be like Ngorongo where everyone ignores the center mines. I don't know how the math works out, but maybe making it so that you have to expand to get all military upgrades would help. Your choice on how dramatic to go.
  2. Overall, though, it looks like a fun map. I really like maps that encourage early skirmishes like this. I would just try to make it a little more unique than hyrcannian shores.
  3. I played around with it a little bit. It seems fine. A couple recommendations from me. First, I would make stone/metal more scarce in the starting positions by eliminating extra mines outside of the mountains and/or making the starting mines smaller. That would force players to decide between (1) pushing hard early; and (2) going for a long game where they control the mines on the edge of the map. I would make this dramatic by giving players only like 1-2K in starting metal/stone. Second, I would create a larger dead space between the trees and mines where there are no resources. Right now, a player could place a second CC where that would allow them to get a bunch of extra wood/mines. On maps like hyrcannian shores, players almost always expand for extra wood. When they expand for extra wood, players will also get mines at basically no extra cost. I would make the choice to get extra mines a conscience one where the player has to sacrifice an opportunity to get more wood. This would also have the effect of making wood more scarce. Third, I would make it a high food spawn map. That allows for lots of early rushes, which I think is fun on these maps where the players start so close. Edit: Fourth, I would make a lot of hunt on the inland side of the map. Having half the players have easy access to fish creates a natural imbalance in early game.
  4. Thanks. I'll take a look and let you know if I have any thuoghts.
  5. @real_tabasco_sauceDo you have a downloadable mod so that I can toy around with the map in the game? The map looks nice, but it looks really similar to hyrcannian shores, so I don't think I really appreciate the differences by just looking at the screenshot/description.
  6. https://code.wildfiregames.com/D4676 It was done because of a dislike for for the capturing mechanic. There's a lot of legitimate gripe with that meta. This change attempts to thread the needle a bit. To say the least, the other competing proposals were much more complicated. I think there is no real harm in trying out the change in default unit AI behavior--you'll probably get used to it pretty quickly and adjust accordingly
  7. Curious, but how much quicker would it be?
  8. One of the many times people got exactly what they asked for and then immediately wanted it reverted I think that’s right. That’s why I think each unit would need to a “energy” meter that would need to recharge once depleted. So you can force a unit to run for up to 3 seconds but after 3 seconds you have to let their energy recharge, which would take like a minute, before the unit could move quicker than it’s normal walk pace again
  9. Unless they click on the same enemy multiple times. Even still, a healer could only keep 1 or maybe 2 units alive for a little longer than normal? So you have to use 2 units (one of which can’t deal dmg) to fight 1 enemy? That isn’t a winning formula Anyways, buffing healers can lead to some pretty terrible snowball effects with armies leveling up at full health
  10. Healing just isn’t very effective while in a fight. It certainly isn’t effective when your enemy is basically one-shotting your men by using 20 archers to simultaneously volley arrows on one specific unit at a time. Buffing healers would have the effect of buffing sniping because a good sniper will level up his units and then be able to return them to full health more quickly after a fight Spreading out units to avoid “overkill” is like a poor man’s sniping. I agree with @real_tabasco_sauce that changing unit stats would make things unnecessarily more complicated. Along those lines, though, I’ve always thought it would be cool if you could temporarily force units to run until they get tired. It could function kind of like how sprinting works in the EA sports games. That would introduce charging like a lot of players want. But it wouldn’t create the imbalanced mess that happened when charging was accidentally implemented during one of the RCs.
  11. For me, sniping is ok when it’s small fights that are like 15v 15 units. That is also where sniping is least determinative. But when you have two armies of 100+ units and great sniping can lead to one player losing an entire army and one person losing 20 units and leveling up their entire army. Then that is a problem. It truly takes a lot of fun out of the game
  12. I think I speak for everyone when I say--you will be missed. You oversaw a great development period for the game. Thanks for all that you've given and I wish the best.
  13. @BreakfastBurrito_007 created the thread to say what he wanted. You came in as the first reply to call him a hypocrite and proclaim the rightness of your mod. There was back and forth and then @BreakfastBurrito_007 said “yea, anyway” to move on from your nonsense. You immediately replied again with paragraphs to proclaim how your cheat is less cheating than other worse cheats. But yeah, take the high road. Walk away by “stopping” as you continue to insist to have the last word. There are plenty of accusations I can make about you that I can’t prove. I know you are the first player to boom to 200 pop at the start of the game but I also know if you lose your CC and pop in late game you can’t grow greater than 50 pop with 10 minutes and mountains of tributes. I know you were one of the worst multitaskers in the game but overnight you suddenly “became” a decent rusher. Can I prove you do other cheats? No. But I already know from what you do tell me that you openly use plenty of cheats. Stop playing the victim. Stop cheating. Stop enabling other to cheat. Stop playing with people that don’t you in their games.
  14. You're pretending that you're helping, but no one asked you for this and you have been told by many to stop. Be part of the actual development of the game if you want to see the features implemented--the biggest barrier is often the availability of volunteers. Your renegade approach just cannibalizes the process.
  15. Yeah, but you constantly have to check if all your barracks are active. That requires a lot of checking/toggling. That’s a ton of work and really hard to do well (another reason why progui isn’t the same as auto queue). You can try it (I have) but it’s too much work for me to play a game that I play to relax. I would like an idle barrack button to match the idle unit button. Preferably with a visual cue.
  16. I understand. But you usually hit max pop by the time you get a bunch of groups. Late game, you can have just two groups to transition to cav/champs. For ease, I usually just create one group for barracks and manually do individual barracks for one or two production cycles. By the end of one or two cycles, I usually have a chance to link the barracks up on the same production cycle from the same group. Cycling through barracks, like you describe above, sounds like too much effort for the reward, to me.
  17. I see what you’re saying, but it’s still possible to do that with preexisting control groups. It just requires a few more clicks than/control groups than hot keys.
  18. Also, AQ: peer reviewed for universal acceptance that has occurred Trainer: not peer reviewed with no universal acceptance @Atrik is just substituting terms to make it sound innocuous. “Read user input” is newspeak for “decide which units to make, how many to make, and when to make them” which is exactly how I described it the first time. Just because the player sets the parameters doesn’t mean the mod doesn’t do exactly what I said. Playing with a chess with the “assistance” of AI would isn’t all of a sudden made fair if the “user input” is to play at a 2000 level instead of a 3200 level, and it certainly isn’t fair if your opponent doesn’t consent to the “assistance.” Even with the substitution of terms, he still has to admit that it does some things differently with no player action.
  19. @AtrikYour mod can decide which units to make, how many to make, and when to make them. It can also move the units for you. With the exception of only a few players (all of whom use your mod), everyone finds your mod problematic. @BreakfastBurrito_007 I don’t use autociv hot keys, and am not too familiar with their offerings. But based on your description, it sounds like you can accomplish most (all?) of what you want with control groups and a little more work. The control groups in the base game is what I’ve always used. A hot key button for all barracks would be nice but it would only actually save me like 20 clocks over the span of 30 minutes of gameplay (with most of those clicks happening before any real game action). Nice sure. But I’m not upset that it doesn’t exist.
  20. I used to complain about how Elexis handled things from time to time. Looking back in it, Elexis did a great job and was under appreciated
  21. yeah, I think I’ve seen it one or two times for real and it was in the context of an ally fort being accidentally too close to an ally CC. It is easy to imagine if you are building a new CC in unsettled area. but most of the time, it was trolling by an enemy or ally
  22. I think it is a bug. Forts have a lot of territory influence, so when they are placed close by they begin to take over nearby structures. Functionally, this basically never happens unless you're trolling. You have to build so close to the CC that your builders are under constant fire.
  23. Forts used to have territory root but that was taken out in a24–>a25 because it encouraged too much turtling. (I think fort only gave root in a24.) Maurya hero building gives territory root. (Maybe Persian hero buildings does too.) I don’t like that feature. Taking out territory root against Maurya is effectively “kill CC and find the hero building.” The Maurya building isn’t a last stand location. It’s easily captured as soon as it’s found but that might not be easy to do. It looks like your connection to your ally was just a little too short
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