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Jofursloft

Balancing Advisors
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Everything posted by Jofursloft

  1. Very good work, I like it. Can you create a mod in which add all your maps? I am really interested in playing this, if possible. Anyway, just looking the map from the screenshots, I wanted to say a pair of things: Is fish already implemented? If it's not, add not isolated shoals, but at least 2-3 together. Sicilia is too isolated by the rest of the map. People on the island can't expand from Messina strait because the other enemy is really near to it. Add more wood for late game? There is not much for a team game with so many players (there is a good amount for a 1v1 game) Croatia player is too advantaged (can expand a lot without enemies nearby) Where are the two volcanos? XD Can you add north Italy? I live there and it would be great to have the Alpi and Po Valley
  2. When you ask JC what level he is and he answers "silver"...
  3. Maybe I used bad words to explain what I wanted to say. I think that fight heroes should all be associated to a aura (like most of them currently are), while heroes that in their life introducted or promulgated edicts about for example boosts for the economy, should be all global. Every hero must also be a tank unit for battlefield, or the role of the hero doesn't make much sense. The type of heroes that are closer to my idea at the moment are Hyrule Conquest ones. They all have a particular unit that can be trained only if you choose him, they unlock a particular type of economy upgrade (really useful most of times) and they have different types of auras for battlefield. Hyrule Conquest is what approached better what a hero should look like. Also, you can train only 1/4 heroes that you choose at the beginning of the game. In fact, what doesn't make sense to me is also the fact that a player can train different heroes during the game more times.
  4. Two-legged unicorn is more effective
  5. What I think in fact is that for a infantry hero / normal unit is normal to dodge some shots (obv not like 100+) moving really fast: what is unrealistic is a cavarly unit that does the same
  6. In fact in my opinion some hero bonuses shouldn't be global, but they should be associated to a small/large aura, mostly eco ones. Anyway, we ave also to look at the history. I am a historical, but maybe these heroes have economy global bonus or repair rate because they introduce reforms about it. I need heroes for 3 main reason: they give most time a useful bonus, they are a good tank unit for battlefield. Except mauritanian healer hero that has a really weak armor, other heroes, independently from their bonus are useul in fight, because you have a tank unit to dance / distract the enemy units Also because there is at the moment only one hero that makes catapults more efficient: Cleopatra
  7. Boudica is worst Briton hero I personally think. In fact a few people makes champions in team games or 1v1, so it's practically unuseful. Caratacus +15% speed and +1 armor to soldiers, that is a good boost, while the best, Cunobellio, heals your soldiers decently and is a good unit for dancing too
  8. Persian and kushites have also skirmishers Camels are OP mostly in early and late game, cause of their fantastic range that allows them to attack / run away very fast without be hit. They are the best cav unit to amass for a rush
  9. Not so sure they are the best. The problem of ptolemies ships is that you need a lot of time to make enough catapults (and they cost really much) to garrison in heavy ships. A vic like britons or gauls is advantaged because it can make good ships even in P2 and they have to garrison only soldiers. So they have a faster mobility, they use less resources and when you destroy one of their ships they don't lose many soldiers (with ptolemies you lose precious catapults)
  10. I assure you that I play a lot of games with Feldfeld and in rush games (that took sometimes also 20+ minutes still in P2) we both had no more than 1-2 barracks. I tried with 3 but I can't balance so well the eco (you finish your resources too fast and when you notice you are done).
  11. Gohma empire. Hyrule conquest mod. I think I will have to buy a lot of insecticide
  12. I got this screenshot from a 1v1 game with Valihrant in Hyrule mod. His hero dying killed all my nearby units.
  13. I never get satisfaction I already beated 1v4 against very hard Al and it was really relaxing. The problem I have is that when I play FFA with Al they all declare me war at minute 10-15 (and 1v7 is impossible against very Hard Al)
  14. In fact in my opinion this is not a right thing. The difference between the Al mustn't be the level of gather rate, but the overall strategy. An utopic type of "Nightmare Al" should be able to: Understand when the attacks it's doing are a failure or not Valuate if it's worth to defend a building Decide better where to build a new civic centre or new buildings When attacked, stop all interested units immediately, not drop off the resources before (most die while they do this) Attack coordinated If one of their allies is attacked send some units (currently or they send all or they send none) Pay more attention where they locate storehouses /farms Don't accumulate a large number of res but use them to train immediately Balance eco by understanding what resource he needs more for a particular tyoe of unit / building Attack with a more compact army Balance better the army (I saw so many times a large number of melee and a low one of ranged, mostly in early game) If the attack is a failure, retire and not keep attacking Don't do suicide rushes at beginning (you can just garrison and they die immediately) Train less men at beginning (they have too many men and their eco suffers from it) Have a better diplomacy (all games in which it's me and 7 Al ffa they all declare war to me around minute 10, idk why XD) Place better their fortifications (they have too many towers in unuseful places and I never let the Al live enough to see it build a fort I think this can be a fair advantage for the Al, respect to the current many mistakes What I propose is to create a prototype of Al that uses the beginning build order of most player (6 women, where to build farms, only cav at chicken...)
  15. Use only women to gather food Build storehouses or farms near to the resources, and not randomly in the space Use only the cavs for hunt and chicken Train the units in larger groups Don't make suicide attacks at beginning with few units (this would be ok only for Aggressive Al) Go slower to P2 (they usually go at minute 4, that is too early) Don't trade in all maps with a low profit Make more upgrades faster Attack in late game with siege units near to the attacking army Have a more compact city Build fort when they get to P3 (they wait too much to built it) I stop here, if not I make an infinite list of things... Idk if it's possible, but it would be good for the Al to copy (at least at the beginning) the build order of a good player (6 women... etc). I mean to give him default strategies used from good players, like build order, attack strat, army composition, eco balance. Obv the Al is not human and it can't compete with experienced players, but it would be interesting to have a pro Al. To make an example in chess there are some times of Al, like Stockfish (not the 0ad player xd) that can beat even the most experienced players. It's a different game, I know, but it would be and interesting challenge. If you want to teach me a bit of it, I will be happy to work on it
  16. In fact I'm not contesting that we have to increase the strength of every type of Al. Casual players must have the right to play with easy Al and to get fun with them. I'm contesting the fact that a Very Hard Al is not enough for its name. the difference between the levels of Al has to be increased, and A Very hard Al I think should has the level of at least a 1300 player. Surely that for a experienced player they are easy anyway, but it would be interesting to create a competitive Al brain (competitive for 1300-1400 players). Anyway, I perfectly know that is difficult to create one.
  17. I start this topic to ask if it's possible to improve the experience of the Al. Mostly because beginner players don't learn how to play well from it: it does too many mistakes in its gameplay (terrible eco, attacing strat and building order). I'm also astonished of how a Very hard Al is around a 1000 ranked level player. To give an idea, currently this type of Al with gaul civ and extra berries reaches (on a small map) 100 pop in more than 15 mins. So today I decided to do a test to evaluate what level of nubness the Al can reach. I could beat a Very Hard Al balanced with these conditions: Only women (with sparta, cause they have a slightly better attack than ones of other civs). 150 pop max (so the Al could have an advantage because it's usually slower and the difference between the pops couldn't be so high). I also remind max pop for sparta is 135/150, so it had 15 population cap more I used only 2 rams My army was composed only by women, not other units My enemy was ptolemies civ, that has one of the best army composition specially against a full women army (heavy pikes + skirmishers) I didn't do any attack until minute 16 Here I post the replay: Al Nubness.zip
  18. If he left in a hurry it's not a problem: he didn't break the rules (it's just annoying for the other players). He broke them just if he was losing a 1v1 rated match and he quitted it. If he has been banned it's not for that reason probably. Moderators mostly ban you for 2 reasons: you can get banned for using multiple accounts from the same pc or for using profanities in the main lobby.
  19. I'm totally against the people who say that micro is cheating. As @(-_-) said, I personally think that 0ad has to fix some unnatural moves, like horse and elephant dancers ones, or that a single unit can dodge 100+ shots. Anyway, I think that the movements of a infantry hero are more natural (a man is able to move himself really fast to dodge some shots). But I think that many player confuse the word "Dancing" and the word "Micro": dancing is just use (as I said before) innatural moves of a unit with no effort, just clicking the patrol control. The good micro is when you pay attention (obv when you have a quite low number of units) to the single units that are rushing or attacking and you move the attacked ones, to save them and make the enemy lose shots against them (not dancing, just moving): this is a very complicated tactic and players that use it are just very good in the game. If you are moving large masses of units, instead, on the battlefield you can use the tactic I already talked about with more units, or use the hero to run near the enemy units, making them missing shots (but the hero will die if he continues too much)
  20. The game must be 1v1 rated to break a rule. In this case now he just has to to give the points to the winner player.
  21. Well, I personally think it's a bug, because it's not a natural movement for an elephant or a cavarly unit. Anyway, I think it shouldn't be considered a bug if the dancer unit is a infantry one. Also, if you like, you can use a surely "not bug" strat that is really similar: just put the hero in passive mod and run with him near to the enemy ranged unit (not dancing, just running): this will slow them a lot and it can't be considered a bug, because it's a natural cavarly move
  22. I have some doubts that all this organization can work well in a game, but I can fail. I propose you maybe one day to do a 1v1 so I can see better your strategy. Let me know when you can
  23. Anyway, I think that add new animals should also be a problem. Let's suppose for example that a desert map adds 1 camel per minute for every herd of camels (it would be a good amount for a rusher player). This means there are something like 4-5 camels more every minute (considering in the map a total of 4-5 herds of camels) But now let's suppose that 2 players are playing a small map and they both decide not to rush, so not to hunt. This means that when they will decide to attack, around minute 16-17, there will be something like 100+ camels in the map. That's quite crazy, don't you think? XD
  24. Yeah, good idea. Maybe it would be better to let the player choose in settings before the game the hour of the day he wants to play. I think it's too much time. Talking about 1v1 games, a rusher player needs hunt fast, and 6 minutes for only 1 elephant is too much.
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