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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. if last target unit fleeing -> pick new target if in range, unless fast enough to actually hunt down fleeing unit (let's say within 50-100m) if last target unit in motion -> pick stationary target if in range Then dancing with a single unit is pointless (a23 issue), if dancing with all your units you can't attack at the same time. Well, my apm is low enough that the current situation is fine as well ...
  2. "Dancing" is only problematic due to 0ad's unit-ai and not an issue on it's own. The way it was in a23 certainly wasn't good.
  3. @alre, the issue is after the initial rush micro battles become largely inefficient. If you could beat 20 archers with 5 archers with insane micro we wouldn't have this topic. Here and in the other thread are plenty of ridiculous suggestions when the goal is to just keep @ValihrAnt and player at that level busy mid-game. Turn time is certainly not ideal when it comes to micro, projectile speed and minimum distance are other factors you can try to play with.
  4. Reducing projectile speed would also help making micro more important.
  5. Pause render option is possibly useful for fast-forwarding a replay or for catching up as an observer in multiplayer games. Execution speed x0 would be useful for testing graphics option or could be used as simulation pause when opening menus like civ page. Pause as in "game pause" for me is "I do currently something different, don't bother me with sound or high load meanwhile, I'll be back".
  6. Nothing wrong with adding a execution speed 0x option or pause renderer option (D1217) distinct from pause ... Pause is pausing the game foremost.
  7. If the game causes noticeable amount of load while paused I'd consider this a bug, maybe file a report if there is none already. To work around it the OS also lets you pause and resume processes or do things like sleep or hibernate.
  8. The coloured stripes seem rather off The green stripe is supposed to be a stone layer, with that there is a material issue on the top of the step The step doesn't make sense in the first place and increases footprint The water spouts feel completely out of place While fine the inclination of the wall could be made a bit steeper to reduce footprint rammed earth should probably have a more yellowish tint
  9. There are several points that can be made. If it's rammed earth, there is no greenish stone stripe at the bottom as decoration Walls usually don't have roofs, except for lookouts which are meant to be always manned as roofs get into the way as well as are a risk by themself. The inner side of rammed earth wall is still rammed earth The idea of a central command tower in the original was actually good just oversized me thinks. The crenelations slits are of different size and some to small limiting the angle to shoot through, although if you are supposed to shoot over it (depending on height) the slits only makes it more fragile. Leaving out the protection of crenelations right above the gate where you'd think it's the most important is questionable. About sucking, well I don't thinks so.
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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 ...
  15. 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.
  16. 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.
  17. The idea of wfg provided packages is what is broken. Which flag/flags?
  18. https://ubuntuhandbook.org/index.php/2021/03/install-0-a-d-alpha-24-another-ppa-ubuntu-20-04/
  19. 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.
  20. 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.
  21. ... 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.
  22. 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
  23. 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.
  24. 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.
  25. 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.
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