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Everything posted by hyperion
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What are your thoughts on Cavalry Gather Rates?
hyperion replied to Thorfinn the Shallow Minded's topic in General Discussion
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. -
Looks like he was just scared of his neighbour.
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What are your thoughts on Cavalry Gather Rates?
hyperion replied to Thorfinn the Shallow Minded's topic in General Discussion
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. -
Works especially well with elephants or giraffes in 0ad. As for the cartoonish looks I really don't like them. But then I don't like the modern American 3D animation film style either.
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What are your thoughts on Cavalry Gather Rates?
hyperion replied to Thorfinn the Shallow Minded's topic in General Discussion
Thumbs up for asking in a public forum! Gather rates and carry capacity of cavalry determine if and what distance hunting makes sense. Besides hunting wild, corralling needs to be considered as well. My take is a slight decrease in gather rate and a slight increase in carry capacity would be acceptable, thou the current values are pretty fine already. Comparing hunting vs foraging doesn't make much sense to me, having different sources produce at different speed is fine and even desirable. What should be questioned is the relative speed of hunting of cavalry vs citizen soldier and woman. I don't see a compelling reason why there should be a substantial difference for very short distances (~20m). Having other units having the same gathering rate for hunting still leaves the cavalry as the optimal unit for hunting chickens by a bit due to faster walk speed and higher carry capacity but at least you'd have the choice of using the "scout" for scouting. -
Just making gathering speed for food equal for all units will result in a noticeable paradigm shift. This should also bode well with the realism camp.
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Well, as long as you must use woman to farm they will be around the CC, just like you can't use the scout for scouting as you need him to hunt chickens.
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Shame, didn't think of that. Looking at the code, this is handled in the core and I don't see a way for a mod to hook into it. Well, I guess an argument can be made for the minimap to be configurable to some degree from within the game. Like toggling displaying some resources or not. I haven't thought about what people actually might want to be able to do but adding borders to such a list would be trivial. Guess it's time to ask @wraitii if there were such discussions before and if adding this to a25 would be an option. Maybe @nani is aware of a general wish list wrt minimap as well.
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Well, had a short look at the AI and it seems there is no easy fix as the territory concept is used for planning in many places. Might be easier to leave territory as-is and just not render the border (replace territory_border_mask.png). Then the AI will mostly play as it currently does and as players can place anything anywhere there is no change for them. Long term this mod certainly would need it's own AI.
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Gave it a try in SP. The AI doesn't build any houses or anything else for that matter, so not a challenge. Territory is still mentioned in different places like tooltips.
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Most of all can be done if someone does the coding. Well, this suggestion doesn't seem well defined in the first place. For instance what happens when shuttling resources? Does patrolling give a bonus? There are plenty states to think through. Then the premise is questionable. Harassing does most of it's damage by forcing a reaction or even overreaction. How does slightly increased vision range of woman change anything here? DE has some outposts around the CC at start, so vision is guaranteed anyway. Something I actually wouldn't mind in vanilla. If added increased vision range for woman wouldn't change anything. Last but not least, this is a rather complex feature just to make it a tad easier to snipe a woman or two between minute 3-6. Reducing the default arrow count would be more effective.
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Dropping number limits (for both in the same patch) and one for increasing minimum distance. Beside the two changes not being more linked than most other separate commits, the two commit subject can actually describe all changes.
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As dogs and sheep don't count against the global pop cap a local one is fine. However 50 for sheep isn't enough. In a 300 pop cap game you may need over 40 corals to keep up with food production. So make it at least 100 if you really want to cap sheep unless you actually intend to nerf corral use. Beside those with hard distance limit like towers, there are also those with soft distance limit like lighthouse or Ashoka's pillars where a number limit is pointless. Add to that number limits for entities that are trivial to balance like embassies or juggernaut. Also your habit of adding in unrelated changes kicked in again . Please split such patches.
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The feature as-is is intuitive, there is no learning or reading up involved to understand what it is about. So -1 for flags from me. Fixed: woman are depicted short-sighted ...
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What happens when the archer stops firing? Does the revealed region get unexplored? Well, as long as it doesn't result in vision ranges getting reduced I don't mind this feature, otherwise I rather don't have it.
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Seconded. Any number limits except for heroes and wonder, which could be labelled natural, I'd rather see removed entirely.
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So for recent (as in 5-7 years) hardware things are different? Besides better performance new features could be made available with a separate back-end? For old hardware a (semi-)auto-generated mod dropping props/variants from actors and similar stuff could do wonders. I mean if you can't have shadows or decent water why care about premium art for models. I agree with the sentiment of there should be guidelines for art, not for the sake of old hardware but reasonably recent low spec one. As in the game should be playable on a laptop with integrated graphics card.
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Spice, a homage to Dune, one of the oldest memorable games in this genre. Spice certainly was worth a lot in the 0ad time frame and I suspect used as a currency to some degree. Unless massively improved I'd like to see this in vanilla too
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The release of Alpha 24 and the recent announcements about AOE 4.
hyperion replied to mysticjim's topic in General Discussion
Well, most users are happy if they see the message when the join the lobby and see there is a new version or simply get a new version through their package manager. I'm not sure there is a check for updates function in the windows version though. with that you cover 99% of users. Anyway what I meant is, for any power user interested in doing hyping all the info is readily available. -
In A24 sieges are still far to strong from a realism point of view, but to frail from gameplay perspective. Obviously you can't have both. As for the mod, I like that it has a more or less coherent direction and not "there are some nobs we haven't touched in a while, so we surly need to do some tweaking".
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The release of Alpha 24 and the recent announcements about AOE 4.
hyperion replied to mysticjim's topic in General Discussion
Seriously, anyone with just a tad of experience of how the development process / open source works had a relatively easy time to follow. As one of the external viewers myself, the release felt like there was a lack of experience with the process which isn't surprising given the circumstances, nonetheless there were no real blunders. As for PR / communication, there is a certain obligation. The easiest way to take care of that would be a mailing list wfg-releases. Besides the canonical release announcements there is a need to properly communicate the end of merge window as early as possible. Everything else is extra and you guys did clearly more than required. @mysticjim , portraying your enthusiasm longterm as you currently do I think is worth more than hyping a release. If you want there is https://trac.wildfiregames.com/wiki/Alpha25 which shows roughly the release date (start of July) and what is already confirmed to be part of the changes. About the claim that "social media work" would reduce complaints, well most of what I saw was healthy and what went beyond you won't be able to curb anyway and there is no need either. -
The release of Alpha 24 and the recent announcements about AOE 4.
hyperion replied to mysticjim's topic in General Discussion
And here I thought the alpha was part of the brand instead of the version -
I always find those randomly placed props rather odd. A basket in front of a regular house is still ok, but shields and weapons everywhere certainly not. Either you had them close by or they were stored more or less securely.
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I really wish there was a rule of max 1 gameplay change per month.