chrstgtr
Balancing Advisors-
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Everything posted by chrstgtr
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Sure. But it is only as good as it is used. Merc inf is probably the least commonly trained class of unit and, as you say, only available to civs to begin with.
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Also, the biggest problem with Carth’s bonuses is the lack of a real team bonus. If anyone has good ideas that would help
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I haven’t played carth in a bit. But didn’t we implement some tech that makes them cheaper and quicker to build? Maybe we revisit that if it isn’t working (not sure anyone has really tested it enough to see if a good build order is possible with it). Couple ideas: Could also make temples build able in p1. Or give temples pop cap bonus like a23. Or make carth temples cheaper in res/build time
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Military Mess Hall says it trains heroes. It does not. The Spartan Senate doesn't say that it trains heroes.
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Forts haven’t had root for awhile and only did in a24. This was one of the many things that a24 did that was pretty widely disliked and pretty swiftly undone. Root was removed because it created incredibly long (and boring) games since defeating an enemy effectively required a total decimation of their base. This took a long time and was disfavored. (There were other aspects of a24 that contributed to overly long games and this was just one aspect of it) No. It was a change in a27. @real_tabasco_sauce and I both separately raised concerns about it at the time. I think @real_tabasco_sauce ultimately changed cav capture stats to mitigate some of the concern. I think that was a good change and fixed a lot of what would’ve been a problem. I also think it was needed for other reasons. I don’t like the current mechanic and prefer the old version. https://code.wildfiregames.com/rP27142
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You miss the point with this talk. We don’t care how much advantage it gives. We don’t care if we know you’ll be getting this advantage. I, and others, don’t like playing with people who use it. It is our choice. Telling us we have to accept it is no better than us telling you that you can never use in your SP games or games where all players accept its use. Anyways, I’m out on this thread again. I only popped in to clarify what I said a post or two above.
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Go for it. No one cares if the mod exits or is used with other consenting players. But many, many players consider it cheating and do not want to play with users that use it. If a player insists on still using it in those conditions then I don’t know how you don’t consider it cheating. And, that’s really what this whole thread is about—whether users can unilaterally decide that they can use the game with other non-consenting players.
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Which also underscores the need for better viability. No one wants to be falsely accused either
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Note, it’s more than just who hosts the game Also, @Atrik not everyone knows who uses ProGUI. It may be the case for you. But not for other users. I have seen people lie about their use of it, which is culpable behavior. It’s also very dumb because it is very easy to determine by observing a player play
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You’re missing the entire point. The point is to end the delete=capture first then delete meta. What I am describing is something totally different. It is where you purposely capture to gain a benefit. You’re still missing the point. If I am going to fight in an enemy base then it makes sense to capture a temple to heal my units and fight around that temple. Or to capture a tower. Or to capture a barrack to spam nearby troops. Those should be deleted. Strong disagree. It will either be a tech that you always want, which means it is uninteresting. Or a tech you never want, which also means it is uninteresting. It will also be regressive with better players who are able to consistently push not needing the tech. While worse players who are regularly pushed on will need the tech. So the good players have cheap gameplay while the bad players have more expensive gameplay (on top of already being bad).
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Everything doesn't need a tech. I personally find the tech tree to be getting too large and filled with a bunch of uninteresting things. This would be another uninteresting tech. This would make it so you can't capture a building in an enemy building and destroy it (i.e., no temporary tower, barrack, or temple). This means there would basically never be a reason to ever capture a building in enemy territory. This seems like an obvious downgrade. Also, it this an edge case rule that no one will remember, which makes it frustrating.
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No picture for Ptol hero building on structure tree
chrstgtr replied to chrstgtr's topic in Bug reports
Ah. that's new -
We haven't figured out the source and who it is impacting. I thought you had it figured out. But I guess we still need to do our diligence to find source too Base settings and base game is def causing a problem for every 4v4 game that I have seen, including games where we ask players to turn down graphic settings. I
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Ok. Then whatever the problem is. I'm not sure we know what that problem is right now. Can we set that off? But there is certainly way more lag in a27 than previous alphas.
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I know it is too late now, but can we turn this off as default for future alphas/downloads? Every new alpha it seems like there are massive complaints about lag that result from improved art/processes/etc. I haven't played too much this alpha yet. But I am already hearing a massive number of complaints about lag. I tend to agree with those complaints.
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I can basically never play during daytime hours. Have fun! And hope it works!
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Just change it for vs champ cav. The problem with champ spear cav has always been that they're too good of meatshield against units that should be able to counter them. If the rest of the game is balanced (big if) then a hot fix will be to make CS inf spear counter champ spear cav with a better multiplier. I think this is an overstatement. There is widespread agreement that champ spear cav is OP. Much less agreement on whether champ sword cav is OP. I also don't think I've heard any (credible) person say that CS sword cav is OP.
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hello please fix the iberian wall glitch
chrstgtr replied to Barcodes's topic in Gameplay Discussion
Seems like it would be real complicated. You can just put fog of war up around walls because you SHOULD be able to see if you have units on the same side of the wall as the enemy. Also, to @real_tabasco_sauce’s point. The whole game is an abstraction. We don’t provide and take away vision based on what your units actually see. For example, you can see enemy units even if your units have their backs facing the enemy. If you really want to make sense of it, just assume the walls are always manned even if those units don’t do anything more than provide vision. The game has a ton of abstractions. -
Eh. One requires a player to figure out mods exist, that a mod for maps specially exists, how to download/install mods, and them for the player to actually do all that, including determining its worth the hassle, etc. The other just requires them to do filters on the map selection screen. From experience, I can tell you players often don’t play maps that aren’t included in the base game even when they’re told the downloadable maps are good (see badsou maps experience before they were in com mod). This is pretty compelling if true. I can’t comment on specific numbers without seeing them but I have a hard time believing the additional maps actually take up much space/additional bandwidth. If I’m wrong and this is a real bursen then I agree with you Stan. Do we actually have any reason to believe these random YouTube videos drive any growth in the player base? I don’t pay much attention to them but it seems like every time I see one it is from a YouTuber with a few dozen subscribers and the 0AD video also gets just a few dozen views. Those type of videos aren’t leading player growth. I imagine most growth comes organically from someone googling “games like AOE” and from word of mouth.
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All you have to do is ignore those. If a single person likes a single map that gets deleted then it is a net loss. But more to my point, we were promised a lot when a24 gutted the features everyone loved. We were told that they would come back and that this gutting was somehow necessary. Two alphas later and most people say the civs are still not differentiated as much as they were in a23. Additionally, virtually everyone hated a24. Anyways, I already said which maps I found utterly useless earlier in the thread. But that's just my opinion
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Flashbacks to a24
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Also, find time. We miss you during the nightly games
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There’s what? One new map in the last 4 years? And that map is nearly identical to mainland. Yet, mainland is played 95% of the time. There’s always been playable maps. People just don’t play them. (Another new naval map will come out with a27 too).
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Lets also reverse all changes from the last 5 alphas, so it’s pure like you want it
