badosu
Balancing Advisors-
Posts
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Everything posted by badosu
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Since people were organizing matches to play already I've started the final stage.
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@DerekO Is the final stage open?
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New version: - Use monospace font to avoid names breaking container - Colorize playernames - Color and layout improvements prodmod.pyromod
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Splitting our civs in groups - Fixing the balancing problem
badosu replied to wraitii's topic in Gameplay Discussion
In the period spanning the punic wars you had Macedon, Greeks, Rome, Gauls, Carthage and Iberians fighting one way or the other so yeah, pretty crazy. -
@vinme Rationale for civ ratings unclear, please describe the thought process and calculations performed (in a single paragraph if possible). The 0ad community thanks you.
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Splitting our civs in groups - Fixing the balancing problem
badosu replied to wraitii's topic in Gameplay Discussion
Yeah, I was originally going to talk about catapults but I did a little research before and discovered the 'catapults' from the Magadha dynasty, didn't find reference about bolt shooters so that's why I referenced them, thanks for the info! -
Splitting our civs in groups - Fixing the balancing problem
badosu replied to wraitii's topic in Gameplay Discussion
I like the idea that you can get some leeway into providing more realism and avoiding anachronistic or even impossible stuff in (e.g. mauryan bolt siege, zapotecs catapults, etc) but I would like to keep it possible for players in the same tier to be have a decent matchup with wildly different civilizations. I don't know if it's feasible though, it would probably require bringing in heavy counters which might make balancing even harder. -
@DerekO I updated the matches with the players inactivity/responsiveness. We should be able to start the Group Stage.
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Is this what 0ad copypasta looks like?
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Splitting our civs in groups - Fixing the balancing problem
badosu replied to wraitii's topic in Gameplay Discussion
I think the point of balancing is not that all civs should be equally balanced (I'm not sure that's even possible if we want diversity in), but that in general it should not be an impossible matchup between players of similar tier. I agree that historically speaking it does not make much sense for zapotecs to kick romans ass, but at the same time I don't want to be in the zapotecs player shoes when I have to face this matchup. Now I could understand that making this 'balanced' would be insane from a realism point of view, but at the same time there are such many inconsistencies in aoe and I don't think it takes away much enjoyment from players. Alternatively, if we want to have as many civilizations as possible I could see we not needing to make this tradeoff and silo civilizations in their own tiers, it would be a bit of an ugly inconsistency in terms of gameplay though. Unless we separate these tiers in their own 'settings'. E.g. the American setting, Asian setting etc. I still think it's not bad that Mauryans can fight a war against Britons though. -
Well, I was gonna wait a while and polish it up. But I am undecided on how to fix colors and etc and want some feedback. This version adds the civ emblem inside the indicator, this is not only useful to show the civ and team but also adds some area to the indicator for hover when showNames is false. prodmod.pyromod
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Hello Folks! This weekend ends the Group Stage, these are the outstanding matches: Group A: - @Feldfeld vs @Lorenz11 - @DerekO vs @Lorenz11 Group B: - @badosu vs MarcAurel - @Subotai_Mongol vs @afarre - @Subotai_Mongol vs MarcAurel Group C: - @Wendy22 vs @Dizaka - blade1989 vs defcon - blade1989 vs @Wendy22 Group D: - @LeGenDz vs @ZeroCelsius If, for some reason, you are unable to fulfill your matches until Sunday EOD please notify and you'll be able to play on another occasion. Otherwise, the player which is present at Sunday 19 PM CET on lobby gets the win by WO. If both players are not present or did not respond, it's a tie. Good luck and ggs!
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Awesome, great work! I was surprised with the amount of javascript 0ad relies on, hopefully this paves the way for massive performance improvements in the subsequent versions even though the bottleneck seems to be somewhere else.
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- https://github.com/0ad/0ad/blob/eb9448e1a954971158e54a8e5d33932f6d24cc09/binaries/data/mods/public/gui/summary/counters.js#L133-L138 https://github.com/0ad/0ad/blob/eb9448e1a954971158e54a8e5d33932f6d24cc09/binaries/data/mods/public/simulation/components/StatisticsTracker.js#L393 https://github.com/0ad/0ad/blob/eb9448e1a954971158e54a8e5d33932f6d24cc09/binaries/data/mods/public/simulation/components/StatisticsTracker.js#L405 https://github.com/0ad/0ad/blob/eb9448e1a954971158e54a8e5d33932f6d24cc09/binaries/data/mods/public/simulation/components/StatisticsTracker.js#L336
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Great job @mysticjim!
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I know . I'll miss my old skiri tho
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Who nerfed Skiritai?????
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I won against afarre. metadata.json commands.txt
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Somewhat big update: - Optionally show player names and pops - Unit tooltips bring stats - Major refactoring New settings: prodmod.showNames = "true" // if shows player names at start hotkey.prodmod.toggleShowNames = "Space+Tab" // self evident prodmod.pyromod
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New version: - Group duplicate templates like trainable fauna and packable siege - Group techs with ranks - Add tech description to tooltip prodmod.pyromod
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New version: - Move to unit position on units view prodmod.pyromod
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what qualifies a player to be titled?bronze,silver,gold ect
badosu replied to vinme's topic in General Discussion
Most players are casual, it would not be nice for them to have a rating change applied for each game. There are no easy solutions I can think of as we don't have competitive community big enough to create some kind of ladder matchmaking. -
New version: - Add tech mode - Add config and hotkey: `"hotkey.prodmod.quickShowTech": "Space+e"` - Improve tooltips prodmod.pyromod