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badosu

Balancing Advisors
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Everything posted by badosu

  1. Yeah, I agree Lowlands may get a pass, but I've seen horror stories with the wood gen/obstacle. Anyway, happy to see some work on this :-)
  2. Ah, custom map flags, we need you!!! :-) By the way Edwarf. One should be able to remove the undesirable turtly maps: Lowlands, Passes and Isthmus and backport it to a23. Was one of the ideas I had in mind, make balanced unknown maps, but the code isn't too friendly for that. I think if we remove those undesirable maps unknown finally might be a good map for TG (maybe the best).
  3. Well, that's a good idea but perhaps in the scope of a map/civ pool mod I suggested some time ago. Still it would help to have a text-based one in autociv
  4. This is sweet! I think I mentioned on some other thread, adding counter mechanic for ranged units could finally make the meta a bit more realistic (and melee-driven). E.g. send javelineers in front, skirmish as they are supposed to, retreat while the counter recharges. Send in the heavy infantry, skirmish the flanks with the recharges. Could even make slingers more interesting, as a unit that has no recharge delay but very inaccurate/lower damage against melee units (except my beloved balearic slinger champs :-P). Archers could be meta without needing a buff, friendly fire would be awesome to restrict abuse (one can only dream )
  5. As far as I know that's true for the Hastati (romans) but I'm not sure there are references to other civilizations. Still would definitely be cool for swordsmen to throw pilla.
  6. Nice to see DE getting some long-deserved love. https://en.wikipedia.org/wiki/War_pig
  7. I don't like the attrition model much, mainly due to 2 reasons: 1. Armies were able to station at enemy territory by foraging/plundering the countryside (e.g. Hannibal in Italy), having a static debuff regardless of players actions does not seem sensible to me. 2. Gameplay wise, it's already impossible to win a game at early game, realistically setting the minimum gameplay time to 12 minutes if the opponent does not resign. 0ad is also very turtle-prone and we are already adding another layer of defense buff. Let's not punish raids/aggressive players more than needed With a buff instead of debuff we are also able to introduce this mechanic at an opportune time, like for example a tech or enabling it in later phases, not interfering with the early game. I agree with @Radiotraining that it should be a rewarding strategical nuance although we know how food supply was critical in historical times.
  8. Well, a simple way to do it perhaps would be to have ox wagons that act similar to traders, they must reach a farmstead to replenish food (perhaps take food from the player), with a large hp buff aura of 5-10%. As soon as the wagon leaves the farmstead it begins to lose food storage, when the food storage is empty the aura is nullified and it gets back to get more. These wagons should be fragile and be able to make from the cc/farmstead without any cost, but only 1 can be done. Mechanics: obviously it would help defensive positions considerable and this makes sense since you are close to the supply lines, also introduces an incentive for players to flank/cut supply lines, would also help aggressive stances but not as much. This makes a lot of sense both historic and gameplay-wise. I don't think it would be too hard to do except for the food countdown presentation (could reuse the capture points/trader loot UI). Talking about capture, would be super cool to be able to capture the wagon but would be difficult with the 1 only limitation.
  9. Knights and Merchants had a food supply mechanic, unfortunately the game was not polished enough to see it in action in an interesting manner (*nostalgia intensifies*). For 0ad it definitely would be a big challenge, I reckon it should be feasible though complex both for presentation and mechanics (and how they'd fit on 0ad). Hp decay certainly would be the easiest way to piggyback. I'd love to see something like this.
  10. Nice work @Grapjas! I'd like to see some good players playing this map. Could even add it to balanced-maps if you're interested, though would be more interesting to convert it to a random map instead of skirmish
  11. 130 mb/s is just silly, whoever is doing this ffs
  12. Yeah, it's a common feature in some RTSs, e.g.: C&C: Red Alert 3 SC2: LotV One can easily work around by just making a very steep elevation with some texture care, however it's inconsistent and does not look good.
  13. That seems intentional as to not let any possibility of using docks/ships there? As @wowgetoffyourcellphone mentioned we need proper cliffs on 0ad.
  14. Any player that does not watch the video above will be banned.
  15. By the way, some of the feedback will be addressed, I like Aceros proposal, need some graphic work for a better rate indicator though.
  16. As a small nitpick, there was at least a period in history where chariots were the strongest and most relied upon unit in the army, the bronze age.
  17. North vs South though makes things more interesting, I'd like to see a game played like that
  18. I'm not a fan of bottlenecks in current 0ad meta. That said I really like how you distributed resources and the way the map looks, nicely done :-)
  19. EA == vanilla == a23 == normal 0ad edit: forgot the most important, Empires Ascendant lel
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