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BreakfastBurrito_007

Balancing Advisors
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Everything posted by BreakfastBurrito_007

  1. I like the non-random building ai, but I think there should be a target choice component of it as well.
  2. @Mentula Very interesting results. I would expect the auto-batching to be quite powerful economically, because the only reason not to use autoqueue as it is in a26 is that when you have 1-by-1 training you can start to float resources, which causes the economic return rate advantage of smaller batches (ie 1 by 1) to be offset by the negative economic effect of having unspent resources. With automatically scaling batch sizes, you can ensure that you are using up your resources while ensuring 0 idle time, all while not paying attention to the barracks. Earlier we were discussing the unfair advantage purely from the standpoint of focusing more on military, but considering that it causes a faster boom even in non-combat situations is really concerning. Obviously for testing purposes you have to isolate the economic effect, but it is important to keep in mind the compounding effect that increased military focus would have on the advantage of proGUI.
  3. I'm against all macros, so the "solution" I am most in favor of is no solution at all.
  4. Usually units (people) do all the seeing in the game. If you have plenty of units around compared to the number of buildings you will be able to see far and wide. In a standard multiplayer game, especially team games, you can usually know what is happening over 100% of the map by late city phase.
  5. Interesting developments! There has been work by @real_tabasco_sauce to give melee units more combat value which would go a long way to make sniping a secondary form of micro, with actual movement, formations, and positioning being more important. Sniping, automatic or not, is not a great place for the game to be. During fall of 2021, the meta was all about melee units (mainly pikemen) allowing ranged units to be invincible. Around that time I learned how to snipe using option/alt after watching berhudar spread women out on his berries and since then I have been teaching players to snipe who are frustrated/want to learn how. I figured if everyone knew about it it would be fair, but its just not good to have such a powerful micro technique not be obvious to newer players, 0ad in multiplayer right now is basically divided by those who snipe and those who don't. I suppose we just have to all vote for @real_tabasco_sauce's melee rework when its on the ballot
  6. In settings you can also adjust the hp fraction that classifies the unit as wounded or not. Usually the units that I want to evacuate are expensive champions which usually take a lot of damage before dying, so I set it to 1/4 or 1/5 of total hp.
  7. There are a lot of maps that aren't much fun to play. Its a bit more serious in multiplayer too, where 80% of the time mainland is the map of choice. If I recall correctly, someone was working on a series of multiplayer optimized maps, which would be lovely to see.
  8. The K means a lot, it means 1000. From a gameplay standpoint if you see a K by any resource, it means you need to do more fighting and less gathering with your units, ie spend that resource that you have more than 10,000 of.
  9. Not all civs and strategies will have the same start. I think a good feature of the quickstart mod would be some way to opt out of your preset actions before the game starts, although I have no idea how it could be done. I suppose if a macro keystroke is used to initiate the quickstart sequence you can then choose whether or not to do it. Macros in 0ad ... hmm.
  10. I think many players, myself included, have gotten used to the way the wood upgrade costs wood, as well some other less severe cases like metal and stone. I would vote for this in the community mod if some reasonable adjustments were made, although I can't think of my own recommendations. I definitely want to avoid a situation where eco upgrades are "insta-clicks" with zero opportunity cost. I would suggest starting with just the wood upgrades since the metal and stone ones don't cost that much stone.
  11. I think new civs can be added as they are worked on, balanced, and added from other mods. We don't strictly need new civs in my opinion, but I would welcome any creative, balanced, and fun civ to play with whenever they reach a state that is compatible with the civs that are already in 0ad. That being said I don't think we need every flavor of Greek to have their own civ in 0ad lol.
  12. No, but @real_tabasco_sauce recommended that I check out the nomad implementation in it.
  13. AoE4 had Mongols as a nomadic civ, but basically all it meant was that their buildings could pack up into carts, and it was quite gimmicky. I would prefer to maintain the functionality of the cc (territory root, training) while it moves, and have it move very slowly, also other buildings should be mobile as well but faster and with a pack up pack down feature. moving cc territory would be very challenging without making some features to help make it feasible, such as a dedicated territory root building, permanently mobile storehouses and farmsteads, and/or buildings not decaying to gaia once they are out of cc territory. Nomadic society doesn't simply stop when they are on the move, so the cc should remain functional as it moves. Having a slow but still functional cc also means players need some planning and strategy while moving around the map, instead of zooming around and using the cc to snipe enemy units like in AoE4.
  14. I think 1v1s are less fun and less popular because the interaction of team bonuses is a good source of strategies and variability. Of course changes don't have to improve gameplay experience in only 1v1s or only tgs. I think civ and unit differentiation would help the 1v1 scene as well as tgs, for an example look no further than @real_tabasco_sauce's unit specific upgrades community mod patch that could be seen in the community mod for a27.
  15. @ShadowOfHassen yea a lot of people agree that the women/citizen soldiers roles could be adjusted eco wise, there is some discussion about adding a male economic unit so that citizen soldiers' economic role would be secondary. Interestingly in 1300+ multiplayer it is rare to see corral economy and farming even with 45-50 women is fairly standard, while corral food eco is more population efficient and durable it also requires more focus and is less predictable/reliable in usual 0ad games.
  16. 0 unit overlap will cause multiple brain aneurisms from players watching their units take 5 mins to go between 2 trees. We are probably looking for a middle ground.
  17. when this happened with me it was 0 silhouettes ever, just to clarify. @Yekaterina and @real_tabasco_sauce ye I saw those eles lmao! Hopefully we can tweak ele values for that splash damage (maybe also max number of recipients of damage) before the official release of the alpha so we can avoid the community mod becoming a bugfix mod as it primarily served in a26. When people rely on the mod to have fun in the lobby (like in a26), it adds a lot of risk to experiments and new ideas
  18. Its all about whether people agree with your ideas, amazingly enough 0ad is run as a democracy in many cases, such as voting on community mod changes. If you want to gauge how much people like your idea, make a mod and put it into next community mod vote.
  19. I don't know why you have come to 0ad to make it into Cossacks. The whole point of finding a new game is learning to appreciate it. It seems like you have no appreciation for the game or community. You called the citizen-soldiers concept "dumb". We know it has its flaws, but we also know its gameplay benefits and we are working to improve it. Calling it "dumb" is just an insult to developers who have worked on 0ad for a long time, as well as players who have more than just a superficial understanding of the game and are always debating and discussing gameplay aspects and effects.
  20. There is deprecation inherent in removing population value from houses. People who understand the game well can pretty easily forsee the negative gameplay effects of barracks giving 10 or even 5 population space.
  21. This would diminish the value of civ specific housing bonuses, such as Ptols, Celts, Carthaginians, especially in early game where a barracks is made very soon. We don't need to have any more economic value to the barracks (its already the most valuable eco building). We have had a discussion before about adding a male economic unit that would make CS infantry's economic role more secondary, which would add value to cc's, decrease the eco value of barracks, and differentiate booming from military buildup.
  22. was this with 800 units moving simultaneously? or was it just a loaded 4v4 map?
  23. This issue may have been encountered before, but I am a windows newbie. How should I install two instances of 0ad, one being this bundle and the other the current a26? I tried installing like usual but I only get the suggestion to replace the older version.
  24. I am sorry but it is not getting any clearer for me. Either way, the default settings should not change since they are reset when mods are changed, so a lot of games will need to be rehosted when people realize they have non-violent game settings.
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