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BreakfastBurrito_007

Balancing Advisors
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Everything posted by BreakfastBurrito_007

  1. Yea those things I talked about as far as I know are just in progui (quickstart and autotrainer), which is what the calamity is about. The autociv hotkeys still require the player to execute every action. I think for adding things from autociv we probably want to focus on things that provide a useful quality of life enhancement but also avoiding anything that accomplishes multiple tasks in one action (macros).
  2. There is a grey area where the majority of people know about the mod in a given host, no one mentions it, and the mod user(s) ignore players when it gets brought up. The status quo is unfortunately that clean users need to ask mod users to stop instead of mod users asking if they can be allowed to use the mod. I'm not clued in to the signing/compatibility checks situation, but we need some setup where the onus is on the mod user to make sure everyone in the host is ok with the mod. The mod does not have to be banned to solve the issue of player discontentment like that of @RangerK. There is absolutely an advantage of using progui's autotrainer compared to basic autoqueue, I'm tired of this fact being denied. It is good that autoqueue is unoptimized for the sake of the game, automatic features should always perform worse than direct player management. Quickstart and autotrainer both break this rule of thumb by providing automation that outpaces even the best 0ad players' direct management, all without even a thought. I think quite a few high level players aren't interested in disturbing cheaters unless they are beaten by it. Some of this is due to players being unaware of the amount of production building idle time they have when they play (more than you think). I think there are statistics that could be shown on the summary table that would reveal the magnitude of the progui advantage.
  3. Probably the best way to go about it would be not letting foundations be visible to enemies until it starts being built. There are also gameplay reasons to do this that occur much more frequently.
  4. The gameplay effect that is attractive is how players will handle the early eco. The overall eco effect shouldn't be as strong as romans (-10% barracks train time, but usually players have 3 barracks by around 5-7 mins), but there is a time value where the CC is a bigger proportion of a civ's eco. I'm envisioning a good variety of ways to use this, like 0 barracks fast p2 builds, a basic boom, protective infantry early, early infantry pushes/tower war or other things. Maybe the only conflict is what happens to the han "super cc" upgrade.
  5. Han chinese team bonus as of a26: 10% trade international bonus. idea for han team bonus: Centralization: CC trains citizen soldier inf 20% faster, cavalry 10% faster and women 5% faster. Han dynasty was notable for having a strong centralized government.
  6. Well I can explain my routine in similar steps: want to play a game see atrik (or other progui user) is playing in an otherwise fair game request to spec Someone asks me why I'm spectating and I explain the above. You failed to mention that the autotrainer scales batches in order to optimally use resources, which maximizes the boom when compared to vanilla autoqueue. And you also said the golden word too "attention". Progui autotrainer frees up attention so that you can raid/harass players who actually have to play the whole game, quickly overwhelming them and causing them to lose both economically and militarily. Sometimes these players don't even know that you have this mod. This is what makes progui autoqueue NOT equivalent to vanilla autoqueue and are what make your mod an unfair advantage. Finally, using an unfair advantage in a game is cheating. So bedevil me for using the correct word in a situation.
  7. Maybe the best way to do this with gameplay value in mind would be to have a number of universal techs that can be bought by anybody regardless of civs, but once bought become unavailable for other players. Personally, I'd rather have more unit specific upgrades available across the board than big techs like those. In a way we already have the "sharing of ideas" effect on gameplay with team bonuses.
  8. I really appreciate this feature as I've been trying to make myself more resistant to cav rushes. One missing aspect of snapping seems to be for palisades and walls. In the meantime there is progress on wall segments deleting trees upon completion. To complement that it would be great to snap palisades and wall segments to other buildings to help eliminate holes!
  9. I'm starting to hear suggestions that rome is borderline OP due to the fertility festival (ff), at the same time people seem to agree it is cool bonus. I agree, but personally I would want to wait for copycats (of chrstgtr's strategy, or a better one) to appear before deciding to make any adjustments. At the same time there are other issues relating to ff which we could look at if we want to adjust things: 30 second train time for all house sizes (5 pop 10 pop 20 pop): regardless of rome, it would be nice to adjust this so that 5 pop is slower, and 10pop houses are still 30 seconds) batch modifier for CC is slower than that for barracks: I would suggest lowering cc batch modifier to equal that of barracks. This would mean the gap between cc production and fertility festival would be less extreme fertility festival is expensive in food which is already needed to make use of the tech, and takes 60 seconds to research. I think if something like bullet 1 and or 2 is done, then a cost and research time reduction is warranted, reducing some food cost and 60-> 40 seconds. in the meantime you can just rush lules.
  10. I don't think a discount on half of the smith techs would take away options from players. Just like the iber team bonus doesnt take away the option to make slingers (many players continue to make slingers because they prefer them for combat). The main holdup for me about this change would be which techs to choose for which civ. No matter how hard you try to balance the techs there will be one that is better than the other. Also because its a team bonus very often see the same effect as the original bonus because of how frequently we see both brit and gaul in the same team. I take the Athens team bonus as a recent addition that has been very fun to play with.
  11. it was about someone's pre-existing personal dislike for that spec, the spectating player had not written anything in chat.
  12. I think also that there is unlimited potential for both skill and strategy in aoe2. If we compare it to aoe4 for example we see the dos and don'ts for making a great rts. Each strategy in aoe2 also rewards skill development to execute them better, which enables a pro scene but also enhances replayability for lower level players. Ranged units don't always hit, you need to manage them to maximize their efficacy. If you open a gate it stays open until it can close, so you can put a unit there to hold it open. In aoe4 strategies are formed just by a tree of choices with limited room for differences in execution beyond the basic mechanics. How lame is it in aoe4 that ranged units always hit and that gates are a 100% effective passive filter for your units? I guess I've harped on this before lol
  13. If you click norse harold's definition of defamation it needs to be "false or unjustified". The only falsehood being spread is that your mod does not provide an unfair advantage, which it most absolutely does. The only injustice was 90% of players you played against being uninformed of your mod and its gameplay effects. It was sickening to watch you indulge in your progui advantage against players who struggled to match the input rate, so I informed other players and spoke out about what your mod is, how it affects gameplay, and most importantly how to detect its use.
  14. Never once did I take a game hostage. And I frankly do know what I'm talking about, if I don't know about topics I stay quiet or ask questions. Its good you bring this up @Atrik because cheating as well as bad behavior (ie taking the game hostage) within hosts are very hard to moderate. Good hosts can make a difference by banning or excluding players after asking them to stop. In some cases like yours this is extremely effective, where players gradually decided they didn't want anyone to have an unfair advantage.
  15. Appeasement. Players are now doing as Geriatrix wishes in order to not incur his wrath. This is a dangerous path.
  16. 1 by 1 clearly has the fastest return on investment according to the above math. But its very important that you re-invest that return in order for the extra ROI to be impactful. Because of this I recommend 1 by 1 only for periods of time where you can avoid floating resources. Keep in mind that as you get more units your income will surpass expenditure after some time so its important to invest these extra resources into something (a house, an extra barracks, a tech).
  17. In the video newbie rush is talking about an old mod for 0ad in a23. There is a version of autociv for a26 but I've never heard of it having an autotrainer. Definitely pros do not use autotrainers apart from the basic "autoqueue" that comes in the base game. Advanced auto-trainers are considered an unfair advantage. I can make some recommendations for how to keep your barracks training. Adjust the batch training size factor to 1 in settings-> game session -> batch training size. Put all barracks and possibly even the cc on a control group so that you can access them all with one button. If using autoqueue make the batch size smaller than you think you need. This reduces the minimum amount of banked res needed to avoid idling barracks.
  18. Many people suggest that these units need to be replaced by stables/barracks. This is boring imo. The worst offender for this is of course the famous han academy costing 300 stone and 300 metal. We can turn this disadvantage into an advantage/ differentiation feature by removing unlock techs from these buildings and/or decreasing train time proportionally to their cost.
  19. maybe but sometimes it does solve the problem. For example Shyft_sierra.
  20. A lot of players come and go and forget passwords. The 50% who don't face consequences are the 50% who are forthcoming about their actual rank/level of play and their previous account name.
  21. If walls were more effective in slowing/stopping melee cav and more easily sealed, then it would justify an increase in the per wall cost (especially for palisades). This way you could have less wall spam in favor of careful base design and cost effective partial walling. At the same time I think having reduced build time for palisades and/or walls is a good option.
  22. I think the unlock techs from barracks/stable are be ok since those are buildings you want anyway. It could also be a case by case situation. Definitely champions coming from unique buildings (Han academy)(gym) should get a train speed buff according to the building cost. Han academy is 300 stone 300 metal.
  23. @Atrik your explanation makes sense, thanks for sharing it. I still think that if the resulting smaller army size was worth it, we would see players do this much more frequently.
  24. well I guess I should say its uncommon (around 1/10 games you see one player do this) because its not a significantly better boom. Even over the time I've observed your gameplay you've gone from making up to 120 at the peak of your reliance on progui, and then down to 65-70 recently as you've gained actual game knowledge and skill.
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