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Palaiologos

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Posts posted by Palaiologos

  1. localratings.png

     The reasoning for uploading this is not meant to shame Aqua in anyway, shape or form, rather the opposite. Anyone getting this impression, please take a moment to reflect as to "why" then. Top players of this game often remain focused on the other high skilled players at the top of the pyramid (as can be shown in the above posts) while players that are often overlooked might not be as adept, capable or experienced, but they exhibit greater character, determination and unwavering commitment to their teammates. Title of this thread is "Share your LocalRatings data". As an aside, "You come at the King, best not miss."

    • Confused 1
  2. 2 hours ago, hyperion said:

    Just because some people don't understand the relation between elevation and range isn't a sufficient reason in my eyes to throw away what we have tho.

    Please explain this relation since I have trouble comprehending. Shouldn't the default simply be "baked in" at 0? The additional height is not accurately reflected in the range or it is???
    And, as @ChronA states, "it changes absolutely nothing about the game balance". Agree with that, however, it does have importance "strategically" as a "deterrent" feature with plenty of evidence supporting this from players successfully utilizing them. Example being that one can verify, (being able to visually confirm the ranges aura) before deciding placement location is of importance.

    • Like 1
  3. 4 hours ago, LienRag said:

    Greater range, really ? I'm in no way specialist of the Han dynasty of the period, but that's not generally how crossbows work.

    They do indeed have longer reload and may have less impact that longbow, but they're known for having longer range. Even Aiend agreed with that.

    Also, if the problem with making Crossbowmen too cheap is that it makes them economically OP, it' always possible to make them less efficient at economic tasks (like Skiritois). Would need a reason to justify that, though.

     

    https://historum.com/t/han-dynasty-crossbow-iii.179336/

    "What may surprise many readers is how a reduced 285 lb Han crossbow shoot at the same level of power as a Medieval 1200 lb composite crossbow? And how could a 150 lb longbow shoot at the same level of power as a Medieval 1200 lb steel crossbow? This can be explained by powerstroke."

    Seems they had "short" reload time and dealt much more "impact".
    Can agree with everything else stated.

    • Like 2
  4. https://www.ageofempires.com/news/aoe2de-update-36906/

    " When searching for a match as a pre-made team, the system was inadvertently using the sum rather than the average rating of all party members. This resulted in the system creating imbalanced matches. "

    https://www.ageofempires.com/news/rankedtg-update-5-2021/

    https://www.ageofempires.com/news/updates-to-ranked-team-game-elo-calculation/

    4 hours ago, alre said:

    even if all players resigned correctly

    True. If a player decides not to resign & leaves then that behavior could somehow be reflected/deducted in the calculation?  Creates incentive maybe?

  5. Without oil, solar/wind/geothermal/nuclear energy is not possible. Without oil, hydroelectric dams that provide the electricity would have never been possible. Reality is that these giant energy companies/think tanks/equity firms/etc that reap the profits know this extremely well. There's a thousand things a solar panel can't do, but a hydrocarbon being processed into one of thousands of by-products are what greases the gears of global "capitalism". No way to make electric vehicles with oil. No way to mine for raw materials to manufacture 95% of the things that surround us without oil. Sure as heck can't move nuclear waste from point A > point B without oil. All about energy transformations. Always has and always will regardless of the naivety of our species. Squirrel.

  6. On 07/11/2021 at 7:22 PM, Silier said:

    enabled some mods, which cannot be found by the engine (red ones)

     

    On 07/11/2021 at 7:22 PM, Silier said:

    engine disables all mods in this case and runs only on minimum, there is known issue which probably originates in the fact that restarting game from the code does not clean everything as it should

    Hey, would there be any relevance between that specific error and or any problems related to mod incompatibilities while participating in lobby games with mods? @andy5995 suggested whilst troubleshooting community maps issues to clear 0ad cache and since doing so I have not had encountered this "fxaa" error with that mod enabled at restart...

    • Like 1
  7. 12 hours ago, maroder said:

    Sure, but on the other side you have the player being closest to the enemy which is also an disadvantage.

    And since its an equal disadvantage between the two teams I think it's alright. (But I also don't feel that strongly about it)

     

    10 hours ago, alre said:

    Currently the back player has no territory gain in p2/3, and may easily have no access to any woodlines. The center player may have little territory too, but at least is having more fun.

    Right, back player wouldn't make p2 to even establish a market given the amount of wood. I'm fine with there being disadvantages either way as well. Merely wanted to point out the potential problem with that specific mapgen/option since it caters towards mainlanders. Think the unknown/random land map option also produces the kerala setup? These are nice options to have in the game. Breaks up the same ole mainland, mainland, mainland ad nauseam positions/strategies. Included the "Besides Ally" with 4 & "Stronghold" with 3 teammates.

    andy5995_4.png

    • Like 3
  8. 1 hour ago, andy5995 said:

    distance from the group to the map border may need to be increased

    Correct, when testing the stronghold placement option, the mapgen(?) seems to place the teams at different distances (as shown in the provided mini-map) even though both game instances were run on medium map size.  The thinking is that the player that would be positioned along the map border would be disadvantaged compared to the other positions.  @Jammyjamjamman believes it has something to do with the randomness of math calculations?  Not quite sure... Also, ran into an error after enabling the mod and restarting the game and entering into mod selection.

    andy5995_2.png

    andy5995_1.png

    • Thanks 2
  9. On 12/09/2021 at 11:46 PM, wowgetoffyourcellphone said:
    • Isis Statue
      • Short-range Aura: Nearby Gatherers +20% gather rates
    • Serapis Statue
      • Long-range Aura: Nearby Units +10% health

    @BreakfastBurrito_007 Find these ideas most interesting. Perhaps iber/kush monument ranges could be increased or have an additional mil/eco benefit or even increasing the amount of monuments one can make? Roman temple of vesta (medical treatment & loyalty) has 2 ranges of 40m + 75m for example. Always felt like the range for the kushite large pyramid wasn't substantial unless playing defensively or in rare instances where a stalemate occurs along enemy border and fighting is more localized to holding that border position.

    • Like 1
  10. 18 hours ago, alre said:

    why would you garrison a trader into merchant ship for +20% profit

    Probably just for personal preferences.  Constraints due to the amount of "land" on some of the naval maps would be one reason. Having 5 merchant ships with 15 land traders garrisoned in each ship wouldn't be the best use of pop limits but +300% "profit" is substantial.

    • Like 1
  11. On 16/09/2021 at 6:56 AM, Ceres said:

    without manually garrisoning them onto a ship and ungarrison them from that ship on arrival? This could be a nice feature (less micro management). If it is not yet possible (admittedly, I have not tried it), could it be added? Or would it be too much automatism?

    If you have a sea merchant trade route going between two docks and make land traders, you can set the rally point of the land traders market to one of the merchant ships(while en route) and they automatically are garrisoned into the selected ship. Where/how it is determined that the ship will stop its course to load the traders, idk. But it is automated to that extent.

     

    • Like 1
  12. On 14/08/2021 at 3:15 AM, Freagarach said:

    However, one can also set a hotkey to let a unit execute an order NOW and then continue with the previously set orders.

    Hi, how exactly does this work? Haven't had any luck. "execute an order now"

    On 14/08/2021 at 3:15 AM, Freagarach said:

    You can keep constucting houses but each is pushed to the front of the queue (so Push order in front takes precedence)

    So, it is similar to the auto-queue function whereas so long as the resource for the house(or unit) is available then woodcutter(s) will proceed to build the house, complete it, move to previous task & continuously do so as deemed necessary just from using the hotkey?

    On 14/08/2021 at 3:15 AM, Freagarach said:

    when using both hotkeys

    pushorderfront = " "          ; Modifier to push unit orders to the front instead of replacing.

    Total confusion...

    Thanks in advance.

     

     

     

     

  13. ERROR: JavaScript error: gui/lobby/lobby~autociv.js line 117
    Engine.GetGUIObjectByName(...) is null
      @gui/lobby/lobby~autociv.js:117:25
      onLogin@gui/prelobby/login/login.js:48:9
      onTick@gui/prelobby/common/feedback/feedback.js:27:34
      __eventhandler1259 (Tick)@__internal(15) Tick:1:1

    (Using @Langbart boonGUI mod as well.)

    • Confused 1
  14. 13 hours ago, wraitii said:

    This is incorrect however, the different maps show off different biomes.

    That I am familiar with, but where exactly are players suppose to be able to view the different biome choices that were removed since they can no longer "preview" them on such a map as mainland for instance? Only reason for bringing it to ones attention with ...

     

    20 hours ago, Palaiologos said:

    When cycling through the different biome choices, the actual biome image no longer appears in top right map preview unless under the selection of Gulf of Bothnia (frozen lake, late spring/ winter) & Persian Highlands (spring, summer). Every other map under the 'Recommended for Multiplayer' remains as the Subalpine image.

    Kind Regards

  15. 2 hours ago, wowgetoffyourcellphone said:

    Wow looks at all the brute force work he's done without the benefit of automating anything because he is dumb at writing scripts... 

    Stay humble.

    "This removes the fancy mainland biome switch" - Was good while it lasted.

    "it's annoying when it's missing one biome" - justification.

    "I don't plan to merge large changes to the previews for now, so this diff is going through regardless." - fine, fine.

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