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BreakfastBurrito_007

Balancing Advisors
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Posts posted by BreakfastBurrito_007

  1. @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.

  2. 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 :D

    • Like 4
  3. On 30/5/2023 at 9:59 AM, Delfador said:

    You know, you have so much space here. Why not use numbers up to the sixth digit?

    screenshot0001.thumb.png.f8c893bff409c272b8e1314bc4e2b7d5.png

    Or at least specify the exact amount of the resource when hovering over it, because those "K" don't mean much.

    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.

    • Like 1
  4. 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.

     

  5. 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.

  6. 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.

    • Like 1
  7. 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.

    • Like 1
  8. @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. 

  9. 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

  10. 6 hours ago, Sun Wukong said:

    I don't remember a sword patch causing as much butthurt as living quarters in the barracks

    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.

    • Like 1
  11. 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.

     

    • Like 1
  12. 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.

  13. 2 hours ago, Yekaterina said:

    Now let's test a mainland medium temperate  4v4:

    Using Vanilla A27:

    • OpenGL: ~70, fluctuates between 40 and 80. 
    • Vulkan: about the same as OpenGL, but the 1% low is 60-70. No dropping below 50. 
    • OpenGL ARB: ~90-100 significantly better than the other two backends. 

     

    Using abstractGUI:

    • Vulkan: ~200
    • OpenGL ARB ~210, but much more stable than Vulkan. 
    • OpenGL ~190, but very unstable compared to the other two. 

     

    Conclusion: in the vanilla case, the performance differentces are quite visible, but not so much for AbstractGUI. 

    AbstractGUI doubles the frame rate on Mainland temperate medium 4v4. ;)

    The biggest cause was the trees - ondulating canopy and complicated leaf details consumed much processing power. The cubes of abstractGUI has only 6 polygons to render so it's much lighter on the GPU and CPU. There are many trees on Mainland, so it makes a huge difference. The trees are also a difficult task for the GPU that enables us to compare the performance of each renderer against each other, but in real gaming, it's best to have simple models. 

    was this with 800 units moving simultaneously? or was it just a loaded 4v4 map?

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