-
Posts
1.490 -
Joined
-
Last visited
-
Days Won
16
Posts posted by BreakfastBurrito_007
-
-
I suppose, but it would be pretty boring to have all civs with spearmen only in p1. At the moment for iberians and romans its mainly a vulnerability and not a strength that they have swords in p1 (because of cavalry being the main threat early in the game). Popular upcoming design changes may include a melee rebalance and possibly palisade and stone wall ease of placement/snapping improvements, so this could make swords in p1 quite interesting for those civs.
-
4 minutes ago, wowgetoffyourcellphone said:
Yeah, that's kind of a problem of huge vision ranges, IMHO. DE is better in this regard.
I know a lot of players like medium map size and normal map size. I'd kinda like a size between large and medium. I think the issue with shorter vision ranges is that ranged units need to see as far as they can shoot.
-
4 minutes ago, wowgetoffyourcellphone said:
I like this for a spy unit for 0 A.D.
But it would be a standard unit though.
well most of the problems of aoe4 come down to implementation, so I'm sure there's a good way to make a more balanced spy unit. I think the only concern for it in 0ad is how easy it is to see much of what happens on the map. Once all players in a tg have made their first moves after a relatively boomy game then its very easy to predict the flow of the match from then on.
-
lol I love to hate aoe4. I think its a great source of things to avoid implementing for 0ad. Aoe4 was intended to have a fewer number of more differentiated civs. However they designed each civ with a unique way of being equal in every category, be it archers, cavalry, late-game gold eco, siege, you name it. For example with a late game gold generation/trickle, every civ has some way to generate gold, whereas in aoe2 the 3-4 civs out of 45 that can do this are truly special. The only truly unique features of the civs are then boiled down to shockingly gimmicky features like the japanese unique unit that hides as a villager in your enemy's eco and then can attack and go invisible.
-
On 02/11/2023 at 5:13 AM, zozio32 said:
would it just be possible to "garrison" bolt throwers or other ranged siege engine into wall towers? with off course a small range benefit
If this is implemented I'd like to see opportunities for counter-play. Extending the range makes sense and happens anyway due to the way elevation bonuses work in the game. Extending the minimum range by the same amount could allow for players to rush the wall in a higher-risk play that could help counter the wall mounted bolt shooters.
A challenge of balancing these positions will be that different civs have varying levels of siege capability.
-
1
-
-
The damage dampening across walls would be really challenging to balance considering not all civs have a full siege capability. We already sort of have a version of this regarding the units atop stone walls, only its level of exploitation is much more controllable.
About palisade walls I agree they should be used not for slowing down pathfinding, but by blocking it altogether (closing off sections) like walls are supposed to do. palisades are very bad at stopping melee cavalry (in particular axe and sword), so I think melee cav (not sword/axe inf) should have a 0.3x multiplier against palisades. If they are too effective at stopping all aggression, then we could consider a cost increase or some other action. nerfing melee cav vs walls would also give some advantages to using infantry rushes which we rarely see in MP anymore.
Ease of placement improvements would also work wonders for palisades and stone walls. It may look ugly, but increasing the allowable overlap would help a lot especially for straggler trees, small mines, and other res and terrain.
-
1
-
-
8 hours ago, alre said:
what?
yea so the buildings are placed on a tile system like in aoe2, but the physical building has a 1/2 tile perimeter where units can still walk through. So you can't make house walls like in 0ad or aoe2.
Another thing about aoe4 is that all civ bonuses and mechanics are these basic inert bonuses that you either decide to use or not, there is no skill-based execution component for the player to master. While the learning curve is tough for aoe2, its obvious that the depth of learnable skills and strategies are what has kept the game alive for so long. people argue about civs being the same in aoe2 and that aoe4 has improvements here, but the civs in aoe4 just look different. Every civ in aoe4 has to have some kind of gold generation trickle, it just appears in gimmicky new ways. Also many of the units for each civ are unique units, which makes unique units... not feel unique.
-
1
-
-
Sometimes people complain about aoe2 expansions adding civs that are OP. Of course the standard for gameplay quality is 10-20x higher in aoe2, but aside from that there are some really troubling things evident in the aoe4 new civs. There's not much new art, the new civs are basically just buffed versions of old civs. Its not that they tried to make new bonuses that create new gameplay styles and learning opportunities, and they encountered balance changes. It seems to me both pay-to-win and also low effort content.
you can tell some things about the developer when you see that they have walking zones around buildings that prevent you from making walls out of buildings.
-
I view it more as a quality of life change. If enough people were against the capture/delete as a valid way to destroy buildings in 0ad, then perhaps some economic incentive for a slow "deconstruction" would be a good move. In my opinion such a change would have more cons than pros depending on how its implemented.
-
I can get used to manually choosing whichever mode no matter what the default is. The only case where I think it matters is for capturing low value things like houses. If you are attacking someone and if for whatever reason your best way to damage them is capturing and deleting buildings, then capture is the better default as multiple buildings can be captured in parallel.
-
2
-
-
4 hours ago, chrstgtr said:
Healing just isn’t very effective while in a fight. It certainly isn’t effective when your enemy is basically one-shotting your men by using 20 archers to simultaneously volley arrows on one specific unit at a time. Buffing healers would have the effect of buffing sniping because a good sniper will level up his units and then be able to return them to full health more quickly after a fight
Well this is a bit more complicated. It depends on which method your enemy is using to snipe. The best method for sniping in most cases involves using alt to rapidly task all 80-100 or so of your ranged units on your enemies' ranged units. I think buffing healers would have the effect of nerfing this kind of sniping because spam clicking usually means that damage gets spread out more among enemy units.
4 hours ago, chrstgtr said:But it wouldn’t create the imbalanced mess that happened when charging was accidentally implemented during one of the RCs.
lol that was so fun for a little bit. I think the main thing that made it problematic was that there was no way for the charging units to ever slow down or run out of "charge".
-
Oh goodness, thats an even bigger scam than normal iberian towers XD
-
1
-
-
-
Thank you Stan, you're a champ!
-
6
-
-
I think another challenge is that the height of buildings can make it a bit visually harder to help distinguish things while clicking quickly through the base.
-
10 minutes ago, hyperion said:
For the sake of it I tried, it took me 2 minutes (5 if including compiling and testing) to change the engine to always reveal the map without it being reported to peers. It's ridiculous to claim no one else has done it before.
its actually fairly easy to see if someone is using revealed map as they will react to things they shouldn't know about. It does take some time to investigate though.
-
1
-
-
yea anyway
-
1 hour ago, chrstgtr said:
sounds like too much effort for the reward, to me.
Well it would be way easier if the toggle had a preference for idle barracks/stables/blacksmiths. In that case you would just hit the toggle button even if just to check for an idle building of the type. Usually if you have even and simultaneous batch sizes across all the barracks it means you need to make houses in larger batches, with some barracks becoming idle due to insufficient res to make the same size batch, housing issues, an upgrade, or a previously delayed batch. Of course its not really worth the effort to get this marginal improvement of efficiency if there isn't a good way to do it. To be honest part of my inspiration for the idea for this toggle was seeing how efficiently progui generates batches across different barracks.
-
Ah, I see what you mean. Doing it with a bunch of control groups would probably not be worth the extra attention span lol. I'll probably try putting all of them in one control group though.
-
@krt0143 I think people are getting upset with the way you are phrasing things. I think you should focus on asking how you can change these things for your own game for PvAI gameplay, instead of proclaiming these gameplay elements to be flawed in general. It's not right to complain about the game design when you've already gone and "fixed" so much of it to suit your gameplay preferences. The rest of the community will not change the entire game because of your complaints, so you need to be clear in your writing that you want to change things for your version of the game rather than complaining about the way vanilla 0ad works.
-
21 minutes ago, chrstgtr said:
@AtrikYour mod can decide which units to make, how many to make, and when to make them. It can also move the units for you. With the exception of only a few players (all of whom use your mod), everyone finds your mod problematic.
@BreakfastBurrito_007 I don’t use autociv hot keys, and am not too familiar with their offerings. But based on your description, it sounds like you can accomplish most (all?) of what you want with control groups and a little more work. The control groups in the base game is what I’ve always used. A hot key button for all barracks would be nice but it would only actually save me like 20 clocks over the span of 30 minutes of gameplay (with most of those clicks happening before any real game action). Nice sure. But I’m not upset that it doesn’t exist.
Yea I was testing out the existing autociv toggle feature because I wanted to do custom batches on each barracks 1 by 1 instead of making a the same batch across all barracks. The idea came from comparing early game boom with barracks to the last 70-100 pop trained. Usually players will go from 2-3 barracks in p1 with medium or large asynchronous batches to 5-10 barracks in p2 and/or p3 with small synchronous batches. I think its because eventually it gets easier to just select all barracks instead of trying to manage them individually. I think it could be more efficient (especially if you are trying to hit a timing or a transition to cav or champions) to attempt to continue the individual barracks management through the whole boom process, and perhaps even when managing army composition later in the game.
-
1 hour ago, krt0143 said:
We're in an instant gratification era
0ad is not an instant gratification based game. Learning and improving are features of games that people keep playing for fun. There are great 0ad tutorials and advice videos online as well.
-
On 15/09/2023 at 10:57 AM, borg- said:
I think we can have the kennels again, it was removed because it had no historical basis
Interesting that they were removed because of historical reasons. Did brits actually train dogs in the stable then? I feel like they would get stepped on by the horses. If Britons did have any organized process for training and breeding the dogs, then its totally logical for there to be a kennel building that trains them even if there isn't physical kennel evidence.
-
1
-
-
3 hours ago, krt0143 said:
Sorry, but for any new user, 0 A.D. is a game where your units don't obey, but go their own ways in the most inappropriate moments
Don't worry, as you gain experience it'll get easier to control your units. Take the case of repairing a dock, you might have an idea of what you want your units to do after repairing the dock, so just use shift to queue their next task. Even if you don't want them to do anything after repairing the dock, you can always use shift to tell them to move to a spot next to the dock so that they can wait for your next order.
-
1
-
Spartan Olympic Hoplites
in Gameplay Discussion
Posted