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badosu

Balancing Advisors
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Everything posted by badosu

  1. Will a refined mod dependency check be included in A24 to compensate for this? If using balanced-maps requires enabling/disabling all the time just to play vanilla/bal-maps it will practically kill the mod. As an example I would imagine community-maps to be way more popular if they had the 'hide mod' hack implemented, since there are many high quality maps there and quite enjoyable ones at that. I don't mind letting the user know which mods players are using, as long as: 1. All can see, not only host 2. A refined dependency check is added that allows for mods to be shown while not 'greyeing-out' vanilla games. With regard to mods adding features that might be considered hacks: In my opinion any RTS should strive to have as much quality-of-life features implemented while not keeping the game in auto pilot as possible. The idea is to focus players on finding out what their opponent is doing, implement counter strategies, get good trades with superior tactics, be greedy when there's an opening for superior economy, take map control; basically the fundamentals of RTS and what actually makes games interesting. Even though it's inevitable part of this kind of game for players with enough attention control to be able to always be training units have an edge, this should not be decider of games. As well as other attention grabbing actions, like the assign-to-heal feature of autociv (another possible 'cheat' according to some). I don't use both features and I don't condone using those, but I understand the arguments of those who do so. A mod that offers such features should be praised in my opinion, nevertheless I agree any such discrepancies should be highlighted in-game in the spirit of fair play or competitiveness. The points I numbered above detail what I think in practice fix the issue. Another interesting possibility of showing the mods (and ideally offering an option to require mods, when they don't change simulation) is to require anti-cheat/exploit mods. Some of those mentioned before but to recap: 1. Wall/ram/catapults stacking 2. Hill ungarrison abuse 3. Patrol dancing 4. Gaia resource drain 5. Market floating point res gen 6. Some other I forgot
  2. Yep, I will be out this week. If the players proceed their brackets the tournament can continue. Otherwise the tournament will end as soon as I get back.
  3. @Dizaka If @Lenhes forfeits you are the winner :-)
  4. Hahaha, that's true, but I don't know what to do anymore. I just came to help organize the tournament and have been promoted afterwards. I can't do much about ppl not scheduling games. If most ppl don't bother, why should I?
  5. Yes, as it stands the final will be @Dizaka vs @Lenhes
  6. I may implement this, thanks! Though the player stats will probably be changed to a quickview panel too and be refactored.
  7. I think researching techs show on the production tab. Also, in the future you will be able to choose how many and where the panels are located so I won't increase the number of rows per player for now.
  8. Hy @hyperion , thanks for the feedback: Yes, this is intended for users who don't want the panel present at all times, it's just a quick view. I intended to make a change to switch modes instead when monitor already present but had other priorities so far. Yeah, production mixes units and buildings, the idea is to have an overview of what a player is investing in. Could possibly be changed and configured later. Tech mixing in progress and finished is intended as well. Unfortunately there's not much to be done on that end, it stores each turn gathered res in a buffer of 25 turns (~ 12.5s) then do a delta from last to first, I suppose I could do a moving average too but I want the changes to be at least a bit responsive. Any ideas would be welcome. I also plan to revamp this section when creating a new "Economy" panel which will show the current resources and rates from users, both on presentation and possibly mechanics. After the drag-to-position functionality was implemented this became feasible. So you will be able to have multiple panels on user defined positions at your convenience. This is fine for now I think, could be by design or a bug, either way I don't mind it too much. It preserves the real economy while loot can be inspected separately. Can you elaborate? I'm not sure I understand Buildings also count as res. killed/lost not sure if you accounted for that. Capture unfortunately does not account AFAIK. I'm using default 0ad statistics (as shown on Summary page) so I don't control that a lot. As long as it's somewhat faithful it's fine I guess Thanks, I appreciate!
  9. Everyone is disconnecting these days, multiple dcs on the same game, users with decent connections. Weird.
  10. I don't know much about their specifics (as you can notice by my misconceived assumptions), it would be interesting to have feedback from someone knowledgeable so a distinct topic could be helpful.
  11. The Ocas (housing) look pretty cool and realistic. I wonder if we could add come interesting mechanic for them reflecting their nomad nature or the harmony with the environment. I don't think it's possible with the current mechanics but would be nice to add a tech (by default or researched) that makes edible flora spawn near certain buildings (https://en.wikipedia.org/wiki/Terra_preta). An alternative would be making this tech buff farm efficiency significantly so they would be a spam based civ to counter the lack of advanced technology (depends on what meta they are placed on). Other ideas: - Make them lack territory roots and be able to build anywhere, they would still require houses, farmsteads, etc tho. - Allow training from houses - Make terra preta default but with increasing bonus at each phase, e.g. (+50% p1, +50% p2, +50%p3) On the other hand their combat prowess would be significantly worse than other factions, they would excel in spamming units and dealing attrition damage while also having bonuses so the eco impact would be negligible. This would reflect the guerilla nature of their history in Brazil, they would frequently ambush small settlements and travelers. Granted, it would be very hard to balance this civilization but I think it would be awesome to have something like this with such a particular mechanic. The biggest issue to figure out is how they would destroy buildings.
  12. New development version: - Allow user to configure position of monitor on screen. Right click and drag 'Overview' (e.g. Production Overview etc) button to move monitor on screen. New configuration options (x and y set from top to bottom, left to right, e.g. 0, 0 is top left): monitor.pos.x = <anumber> monitor.pos.y = <anumber> - Show player phase as first item monitor.zip
  13. I think keeping barracks and fortress pop bonus while having an additional +10(+-2) cc pop cap would be interesting for the pop cap bonused civ (brits in the context of that patch). Having +10 pop cap without any investment early on is HUGE while not scaling badly mid to late game, the value can be adjusted iteratively. Would make sense as well for a civ with a boom-oriented style. Keeping in mind that +9 pop cap is storehouse/farmstead/house as it is currently so an argument could be made for it to be slightly higher, OTOH you won't have to bother with having houses captured/constructed/invested so maybe not, testing would fine tune. PS: That said, @Genava55 , from your reference description it seems maybe the bonus changes should be inverted? (pop cap bonus for gauls, construction bonus for brits?) cc @Nescio
  14. Hmm, I couldn't find on that diff but someone more acknowledgeable mentioned the pop bonus makes sense for military structures, e.g. barracks. Not much for farmsteads, storehouses, etc...
  15. Well, can't do much about it. 2 weeks seems to not be time enough for a Bo3 (or at least bother to communicate alternate schedule, early forfeit)
  16. No substantial changes, just a bunch of fixes that I don't remember and renaming from specmod,prodmod -> monitor. I recommend removing the specmod folder from your mods folder before installation. If that's not possible, make specmod disabled. A reminder these are development versions, only install them if you know what you are doing. Official releases will be supported, but these ones are for sharing and receiving feedback from power users. monitor.pyromod
  17. With the Ro8 deadline ending these are the results: - Losers bracket defc0n v @Subotai_Mongol was nullified (both absent, no responses), @Lenhes proceeds to Ro4 - Without the second game @ZeroCelsius loses by WO, @Dizaka proceeds to Ro4 - @Feldfeld got into contact with me one week ahead and he may play with @borg- this following week.
  18. Javelins with 3 ammo + cooldown would be amazing imo. Increase considerably the amount of damage per javelin and it would really set this game apart, battles would become much more interesting and closer to reality (with small amounts of javs at the wings or front + retreat). It would also be interesting giving a choice to either use the last jav as a melee weapon or throw and wait for cooldown. Supply lines would be nice, but I don't think this can be feasible as gameplay mechanic unless herculean effort refining it. Better to start with cooldown.
  19. Some games start and no players can move units, sometimes it gets fixed by waiting a while or by some player or spec rejoining, it's not always though. Any ideas what could cause this?
  20. Hi Cophian, try to switch the map Filter from Skirmish or Scenario to Random Maps, then you can select how many players you want.
  21. Audio seems to need some treatment, maybe take a bit off low end and lower volume.
  22. I mean, priority to have https://code.wildfiregames.com/D1746 merged for a24 would be nice, especially if you can monitor also the turn calculation time.
  23. Ok, for the first match @ZeroCelsius vs @Dizaka, 1 win for Dizaka, these are the remaining steps for the next games: @ZeroCelsius decides map between Slopes (s) and Bal Hyrc Shores (m) @ZeroCelsius decided if he or @Dizaka picks civ first @ZeroCelsius Remaining civs: Romans, Spartans @Dizaka Remaining civs: Kush, Iber
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