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Everything posted by BreakfastBurrito_007
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I based it off of the current meta. You have to delete women after a while. Also stockfish isn't exemplary for 0ad gameplay since he plays with different tools compared to the vast majority. If going 85+ women was significantly better then many more players would try it other than those with special advantages. To be honest I think a male economic unit available in p2 would also be very interesting for choosing when to go p2.
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forts don't really help you turtle on their own since you still need the whole army. If you read through the discussion on that thread the issue boils down to the protective power of infantry CS from p1 through the rest of the game. CS infantry are also marginally faster in wood production and significantly faster for mining, and can also be trained from multiple barracks. One way to put it is that there is no "naked" boom in 0ad, in fact booms with as many as 80-90 women aren't much faster than a safer boom with 45-55 women. Of course a male economic unit could help with this, meaning a "naked" boom would be composed of women and male eco unit, freeing up infantry citizen soldiers to primarily serve as fighters early on. As for civs that need a fort to make the heros, I think it makes sense for some civs like ptol and ibers which have fast booms and strong heros. Others like seleucids have niche uses for their heros and its nice that they can come out of the cc. I think we should use a range of hero origins (cc, special building, temple, fort) as needed by civ design. Carth or Kush could definitely benefit from getting heros from something faster than the fort.
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0AD Memes, jokes
BreakfastBurrito_007 replied to Yekaterina's topic in Introductions & Off-Topic Discussion
well ya got to put in industrial agriculture and oil too, but otherwise pretty accurate. I give you mainland unbalanced: -
I think there are two main reasons why we usually see only fights with maximum size armies (aside from rushing and raiding). One of them is the citizen soldier implementation and the lack of a male economic unit. See "booming=turtling" below. Adding a male economic unit would mean that the barracks would no longer be the principal economic building and there would be more variations between booming and turtling. Additionally, forge techs in 0ad are very general and apply to many units at once. Adding unit specific upgrades could allow smaller, more specialized armies to exploit the timing value of unit specific upgrades.
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Geriatrix Stop behaving like this
BreakfastBurrito_007 replied to leopard's topic in General Discussion
So basically people have just been name-dropping vali and others to piggyback off of their credibility because they know they don't have any of their own. Interesting. -
Thats an interesting concept, as long as everyone buys into the scripts arms race and agree on what can be modified. In Aoe2 they host a little tournament where players design AIs that play against each other, which is kind of the next step beyond what you mention. I would say that this philosophy does not apply to 0ad as its supposed to be a videogame, so just because a player can make a script for automatically managing production buildings doesn't mean he deserves to wield that advantage over his non computer-savvy opponents.
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Geriatrix Stop behaving like this
BreakfastBurrito_007 replied to leopard's topic in General Discussion
its funny how geriatrix and some others seem to think everyone gets into trouble with @Norse_Harold so that must have caused vali/berhudar/felfeld to leave. This demonstrates a strong lack of self-awareness. No the common denominator among all of this is the same toxic players. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
We should definitely play some water maps so we are forced to make ships to help inform the ship on ship balance. It probably won't be fun, but it would be good navy is balanced upon a27 release. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
I'd like to be able to make scout ship in p1. I think given how long p1 usually lasts, having an opportunity to "rush" on water would be nice. I think the details of which ships are too op/ up in navy fights aren't clear yet, but definitely ships need to be be killing fishing ships faster. Currently the best way to kill fishing ships seems to be making multiple ram ships and one arrow ship. Since ram ships take all but 2 hp from fishing ships, you can task ram ships on different fishing ships and use the arrow ship to finish them off. As for the techs I think its nice to have potent techs that make an effect on a particular ship type, that way you actually choose which techs to get according to the naval strategy you are going for instead of just clicking almost everything like eco or land military techs. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
Two variables are important for how the range precision affects overkill and unit performance. The ratio of range to target and target spacing (largest for archers), and firing period (biggest for xbows). These are not constant for ranged units so we can be sure that the change will affect some units more than others. I do agree that it will mainly be noticeable when battles are large and congested, but this is by no means a rare thing in 0ad. "on par" was in reference to the overall unit performance and not specifically the damage/walk speed values needed to achieve that parity, my apologies for not being clear. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
I didn't suggest that either value has to be greater than or equal to corresponding slinger or skirm values. damage and walk speed are continuous variables here of course. Its good you bring up the crossbows because those are even more challenging to balance. I think real tabasco's thing with range precision could help them reduce overkill a lot. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
@chrstgtrare you saying that archers are viable right now? Since sniping has been nerfed archers are now worse than they were before the melee rebalance. Its not a usage issue, people don't snipe because its simply not as effective. This is especially the case when you consider that melee units now do so much more damage and are worth killing. I understand being concerned with increasing walk speed of archers because that was one issue in a24, but there's been plenty of changes with turn times and acceleration since then so there's probably some walk speed increase that can work. @ChronA as for the walk speed, the eco buff it gives can only be as big as the speed buff that we give them. For example gauls already have skirms which walk the fastest, so the eco won't be this drastic change that you suggest. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
There is widespread agreement that archers play poorly since the melee rebalance mod. Prior to the melee rebalance, archers were bad unless players sniped with them. The melee rebalance effectively nerfed the extreme combat value of killing ranged units first, and this affected archers disproportionately since sniping was necessary to make them useful. We can always simply add some damage to make the unit on par with slingers and javelins, but there are more creative options that could lead to a better gameplay result. reduce slinger/skirm projetile velocities (this is different to speeding up archer velocities) increase move speed for archers + whatever people can think of -
It would be interesting to show cumulative idle time of barracks, stables, and maybe civic centers in the structures tab of the results statistics. It would help inform players on how they can improve in some areas, especially when deciding between 1 by 1 autoqueue or manual batch training. What do you think?
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Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
Thats not a valid comparison because crossbow units don't deal pass through damage. to be honest -50% would still be pretty long lol -
Two General Improvements to Gameplay
BreakfastBurrito_007 replied to Euclid's topic in Gameplay Discussion
I think a tutorial covering the basics is all that is needed. Sharing tips and tricks and helping each other learn is part of building a community -
lmao welcome back!
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This would make it so much easier to build or adjust muscle memory for using hotkeys. If you forget the hotkey or simply forget to use it you'll see the little "h" on the icon and be reminded of it.
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Some people actually try to master challenging skills instead of just making the game easier. There's a lot of fun and re-playability in games where you can build skills to beat other players. I'm not against automated features, I just think that ANY automated feature should remain un-optimized so that direct management and application of skill can outperform the automated features. For example, people laugh at how inefficient autoscout is in aoe2. The devs would have an easy time making autoscout highly effective. The reason they don't is so that players can build multitasking and prioritization skills that come with manual scouting.
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If I remember correctly this is true with some caveats. His conclusion was that 1 by 1 is most efficient by resources spent and earned by the units trained. However he didn't factor in that accumulating unspent resources is another cost of 1 by 1, at some point in real games (as opposed to a math scenario) it becomes considerably better to make batches of 2-10 so that you can spend resources faster. If you do this your bigger population will cause your eco score curve to be faster than someone doing 1 by 1 even if the 1 by 1 player is getting a better return on investment for each unit he makes. This is what makes progui so op because it makes sure all your resources are spent on the maximum AND most efficient production method (aside from the fact that you can completely avoid having idle time on your production buildings, which even the best players of 0ad can't eliminate).
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Suggestion for chariots
BreakfastBurrito_007 replied to Barcodes's topic in Game Development & Technical Discussion
That would obviously depend on how you implement it. -
Polls - community mod, version 26.8
BreakfastBurrito_007 replied to Player of 0AD's topic in Gameplay Discussion
iphricates was very problematic, its good that there was a nerf. Now I do agree athens could use some other good heroes, and perhaps some justification for their champs coming out of a super expensive building. Also citizen spearmen counter cavalry perfectly well still so I wouldn't worry about that as of the new comm mod. -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
It was, I just checked it out. unless something went wrong with your installation? -
Introducing the Official community mod for Alpha 26
BreakfastBurrito_007 replied to wraitii's topic in Gameplay Discussion
The strategy is more effective for 1200-1400 players who can lessen the performance gap between themselves and a higher level player. This works to some extent even if they defending player has prepared for it because then their boom will be much slower compared to players of their same level. To be honest, its not very relevant to discuss this since the "chicken rush" as I call it seems to be just as effective now as before. Games are fun because of the skills and strategies that you learn to win. There's not much to learn about random arrows, because there is no player control over them. The goal of non-random building AI was to add another aspect of the game for the players to play. On a side note heres an interesting game where H.Herle managed to make archers look good: commands.txt metadata.json