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hyperion

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Everything posted by hyperion

  1. That's how it was before it was changed to a tech at the market. Also I think there was a mod making this a game option for a23. As for the idea in the OP, what is the issue with having people announce their position in team chat?
  2. Somehow I doubt this to be more accurate than the original. Most meshs are to delicate for rammed earth. They are more based on something like the following A rammed earth fortress would be more like Anyway colums are always red as far as I know. Well green for pleasure houses.
  3. Sounds more like a role playing game, would sure be fun. Could even make use of wow's first person view feature. However, likely on the ambitious side of things considering the next release is near. Maybe go with something closer to a "standard" campaign like the Macedonian one. Polishing a couple of those scenarios and presenting them in a more campaigny fashion will probably unearth quite a few issues in terms of flow and presentation already. Basically something just a tad more then a dry test is already good enough for A25 I'd say. Along the line of a demo for modders instead of a tutorial for beginners.
  4. One resource is enough, some old RTS used credits, tiberium, energie or what ever. The purpose of multiple resources is to require planning and with that adding a new dimension to gameplay. The more resource types the harder it becomes. To many types makes planning to tedious and impossible to present in the UI. It can also restrict balancing and map creation. So what is a good pick? Probably about a hand full. 0ad has food, wood, stone, metal, and if you will population. So the number is about right. Could be one more or less depending on whether to strengthen or weaken this gameplay facet. An other aspect of multiple resources is how to procure the resource. 0ad has the same mechanic for stone and metal, so this differentiation is the least interesting (add to that the mines are right by the CC) and it might be nice to come up with another way of collecting for one or the other even if it requires renaming (gold washing for instance, salt ponds, even money trough trading). Food is the most developed resource, with farming, hunting, fishing, and picking. Next, resource cost must not be dictated by "pseudo realism" but forcing the player to plan, to be over the top it's fine if a stone wall cost only food (meat shield ;)) if it makes gameplay more interesting. A23 was slightly better in this regard than A24 if I may say. Resource types are also a poor choice for fine tuning balance but great at upsetting it. Currently for the holy grail of balance any other aspect of gameplay may be sacrificed next / isn't off limits. For the current lack of metal issue, there are many simple ways to tackle it. Less metal cost for various entities, increase metal per deposit, add more deposits to maps or simply drop the somewhat ridiculous metal cost of traders.
  5. Without tooling you'd have a hard time extracting the stats from templates. However there is a mod by wratii which makes what you want available in-game, just can't remember the name of the mod ...
  6. Quite the opposite. It wouldn't hurt to be able to play a strong civ against a strong opponent and a weak civ against a weak opponent. Would make finding a game worth playing easier. Simple, require mirror civ for rated games. At least make it an option.
  7. The flags here which could be said to fall into the category hardening are pretty much standard for most major distributions (part of gcc specs). The error looks more like something wasn't compiled PIC when it should.
  8. The idea of wfg provided packages is what is broken. Which flag/flags?
  9. https://ubuntuhandbook.org/index.php/2021/03/install-0-a-d-alpha-24-another-ppa-ubuntu-20-04/
  10. Fine with me. Wouldn't that make them even worse compared to sentry towers. Also doesn't particularly fit the special case relics et al.
  11. The primary purpose of wonder is the victory condition to build a wonder. So it shouldn't be cheap nor fast to build. The popcap increase bonus is powerful and all that is needed for the wonder to be interesting on it's own in other scenarios. Whether to require a tech to get the bonus, research time/cost, and how big the bonus needs to be are enough variables to balance it's use. Originally the intention was for a game to take about 45 minutes. The most straight forward approach to end endless games is to make offence stronger over time. Let's say have techs armour plating 1 - 100 for rams. So if you research long enough defence structures become meaningless.
  12. ... which with limited vertices have roughly the shape of a sphere. Is the issue the snake line pattern? Or that the stairs are made from stone? Pretty sure they used stone for the base of buildings even back then.
  13. I gave it another try. Well, it's hard to say much as I'm simply not used to the changes and all feels new and wired So some minor stuff mostly: an own logo on the start page would be nice default play speed should be normal me thinks scouts seem to fast cc still capture-able sele barack has tech to select either champion a or b but neither are available sele theatron should probably be dropped or a purpose be found As you went with the hide territory border approach I wiped up a minimal patch to hide them on the mini-map as well, unfortunately the c++ part needs recompilation. Use as you want. minimap_territory_borders.patch
  14. Even if you had plenty of resources it won't be perfect and there is no need for it to be either. If Han is eligible to be added in principle, then just go for it.
  15. Yes, what matters is efficiency (think of it as resource per second added to the resource pool you have available for spending). With increasing distance gathering rate loses importance as most of the time isn't spent gathering. In a simple model efficiency is a function of distance with parameters gathering rate, walk speed, carry capacity. Gathering rate defines max efficiency while speed and capacity how fast efficiency reduces with distance. So gathering rate mostly affects chickens and corrals and much less general hunting. As for where they currently spawn, well, it's map depended and as such there is hardly just one answer. Generally an additional patch of hunt around the territory borders allows you to create some early cav without being punished eco wise. Changing hunt may need adjustments to cav military potential.
  16. It's obvious the initial idea was using the staring cav for scouting. And I agree with your assessment of the current role being a little odd. So you can be almost certain that under the current philosophy some changes will be done. So instead if hoping for a 200 IQ solution better to enumerate the possibilities and and gun for the one you prefer or it be late At least none of the close to a dozen ways to tackle this that come to mind have major UI issues or some performance impact unlike the cc and fields discussion, so I'm less concerned. As this thread is about gathering rates I stick to this alone. Gathering rate is something poorly understood if reading this thread. So I present another example. Distance D at which female farming becomes superior for gathering rate 1, 5, infinity for meat (upper bounds, as you have to kill first which I conveniently ignore, think rabbits and camel archers): DC1 = 150 | DC5=270 | DCinfinity = 300 DI1 = 50 | DI5 = 90 | DIinfinity = 100 Ergo hunting with cav is still acceptable just outside town borders, while inf is better off farming independent of gather rate in that case. Also luring is an essential skill.
  17. If you don't want luck to play a minor role don't use random civ or random map. Also winning or loosing is a minor matter as long as the game is fun to play.
  18. It's due to merging (I presume you use github mirror). This may result in anything but a linear history. Guess there was a bug in the script or some manual intervention with issues. See $ git rev-list --count A24b..master 2532 There certainly weren't that many commits to svn since then All the more reason to use git-bisect which is branch aware. In case you come across a commit (check with git show) which you think is pointless to test or you can't test (because it doesn't build etc) just use "git bisect skip" to get a new suggestion.
  19. I'd rather see Mauryans get a 50% health penalty for all units so they are bottom feeders if that means they keep the worker elephant, better even get the one from a23. Removing uniqueness with a24 didn't work out to better balance the civs. The difference is just which civ is in which bracket. And honestly the civs are plenty close enough in strength for my taste. Also there are no statistics, if people are serious about balancing the first step should be to collect data properly. Loosing a game where my opponent used a worker elephant to collect resources near my territory is not what should motivate any changes at all.
  20. @vladislavbelov suggest you do a binary search and git-bisect is the perfect helper for this task. You can fully automate the process but consider this advanced usage of git-bisect which is probably out of reach for now. Just use git-bisect for book keeping and picking a commit in between last broken and first fixed and do building and testing as you did already. Getting to know git-bisect is worth some initial mind gymnastic.
  21. Instead of manually picking a commit I suggest you use git bisect instead. See https://git-scm.com/docs/git-bisect Example start: $ git bisect start --term-old broken --term-new fixed $ git bisect fixed master $ git bisect broken A24b After that git will checkout an appropriate commit for you to test and mark as either broken or fixed, this repeats till you found the commit you were looking for.
  22. The length of a house is about 15, a barrack 20, me thinks chickens are farther away than that on average. Anyway it's easy to see that hunting anything besides chicken even with gathering rate of infinity needs to be done with cav. And even then hunting is not that efficient, just that it's better than having nothing to do for cav at all. They only cost 1 population, therefore the added health and speed for only 50 extra resources make them well worth it.
  23. Guess a bit of calculation is required to show the point. Let's say the average distance for chicken to CC is 25 and ignore path finding and turn rate which make gather rate even less important for current gather rates, then currently cav has an efficiency EC5 = 20 / (2*25/15 + 20/5) = 2.72 and for inf EI1 = 10 / (2*25/10 +10/1) = 0.66. Increase Gather rate for inf to 5, 50, and 100 it's EI5 = 1.42 EI50 = 1.92 EI100 = 1.96 Ergo, distance to chickens is very relevant. Even with a gather rate of 1'000'000 the cav still beats the inf.
  24. Looks like he was just scared of his neighbour.
  25. Well, putting 3 woman on chickens means 3 less on berries. It indeed increases food gathering efficiency at the start slightly but I see little harm here. Currently up to 25 pop there is pretty much only one way to play. Some additional early food would allow some diversification as the limiting factor of constant unit production from the CC can be easier fulfilled. Bringing gathering rate up to 1.5-2 probably wouldn't make it viable alternative to berries or cav hunting due the walking distance. Gather rates are very high compared to carry capacity in 0ad, which is fine, just if you look at efficiency it makes walk distance (and path-finding) incredibly important.
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