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badosu

Balancing Advisors
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Everything posted by badosu

  1. Is the dream real? cc @leitoso
  2. The menu is kinda clunky for registering and signing in. I couldn't take the sword and use it. Perhaps add https too. I didn't find any resources on map and it's quite easy to avoid enemies.
  3. Some suggestions: Seeding: - Players need to register (or provide as nick) their 0ad names, so we are able to provide a better balance - The best x players (where x is the number of groups) will be randomly assigned to separate groups - The second best x players will be randomly assigned to separate groups - All other players will be randomly assigned to their groups By 'best' above I mean the perceived prowess of players in 1v1, unfortunately it's subjective. We could also use ratings as a more objective criteria but I think ratings do not measure that very well at the moment. Group Stage: I would expect some cheesiness going on like cav start/slinger rushes and since we can't have a balanced order for choosing civilizations with Bo1 we could have a bad scenario where an expected favorite player chooses one civilization that has a major flaw against the other player's subsequent choice, e.g. first player chooses Rome or Iberians, the second Macedonians. That said, I prefer the group stage to move fast than to have a perfect balanced matchup for now, it also adds to the entertainment factor. Expect some upsets though. This could also bring some insights for the next cup version. Map choices: I'd like to suggest for the Bo3s to have a map ban step where each player bans one map of the pool (the higher rated player banning first): - Balanced Mainland (s) - Wrench (m) - Balanced Hyrcanian Shores (m) - Slopes (s) - Cross (m) The first map to be played is the first unbanned map following the order above, so if Balanced Mainland is banned Wrench is played; if both are banned, Hyrcanian is played. The second map to be played is loser from first map choice. Third map to be played is first unbanned map in the pool that was not played yet. This adds some complexity, but I think it helps less experienced players on maps with a higher skill cap like Slopes or Cross. Final Stage: Maybe make the final stage double elimination? It seems we have a stronger roster, would be nice to provide an additional opportunity to win the tournament, especially if we have some upsets before the finals. The losers bracket might provide some good entertainment as well since at least 8 good players will be there. I don't mind the single civ ban, but I also don't like that a player can just repeat the same civilization on all matches. It would be nice to stipulate that a player can choose 3 different civs before the 1st match start and only pick from that pool. Higher rated picks first on the first match, loser picks first on the second match, third match are remaining civs.
  4. I like the upgrade to mount idea! Would help balance the discrepancies between infantry and cavalry heroes in vanilla too
  5. They are for Seleucids on Military Colonies, no such unit for Macedonians
  6. They really need some anti-ram unit, ram is not a proper ram counter. It seems there were sword cav units (Paeonian and Thracian Cavalry), were there enough numbers to justify including them? It seems that swords were also used as secondary weapons by some infantry, but making this work would open a can of worms (many other units had secondary weapons or dual-mode usage) Any of our in-house historians know of any unit that could fulfill the role?
  7. For some time now I've been wanting to make a spec mod. Currently the 'chrome', 'dashboard' or whatever the overlay is named provides little insight to what the player is doing. This is true for both players and specs. This is the benchmark I'd use, notice the production pane on top-left as well, income rate besides resource amounts on mid bottom and military upgrades on its right: The first step would be to implement the production overlay, the icons should be easy to display, just run a query over all production facilities to return the units, their amounts and the researching technologies. Would also be disabled for players, just enabled for specs at first. Ultimate goal would be to replace all of the current overlay with a minimal one with more relevant information on display, and also an alternate version for players. One blocker I could see are queries and their calculation taking a lot of CPU on each tick due to inefficient model or something similar. Otherwise I don't think there should be too many blockers I made this thread to ask if anyone has any suggestions, insights or tips on how to perform it (e.g. code I can look at for reference), thanks!
  8. Teams are placed in polygonal shaped opposed to each other, teams with 2 players are placed as a horizontal line facing the opposite side. You can see it here (at 20:00 +10 min for some action): Embed is not working well for some reason
  9. Dude, learn to paragraph (and avoid netspeak), this is unreadable. Rating is fine, community is small and rated games are not common. Biggest issue is stale players holding to their rating and not playing. Simplest solution is to decrease rating by X (e.g. 50) per month of inactive rated games against players at least 100 rating below. This would be a mechanic similar to a 'season reset', not usually needed on active playerbases but I think would be applicable here.
  10. Slopes Action! Here you can see the map dynamic in full action. It's nice to see small is a feasible and fast format on slopes too
  11. I agree with all points here, especially placing more care into teammaking. Is this in reference to previous organizer getting some harass, or were there other instances? It's really annoying to try and help organize the team when they don't commit somewhat, so I'm not sure this helps mitigate a lot. That said, maybe putting some burden on the captain forces him to not want joining a messy team, so who knows? ----- Given the previous experience I'm not sure the community is ready, be it in numbers or player commitment, for a decent TG tournament in a high compromise format. There are also other variables in play, like the unreliability of the current rating system (no TG rating, (in/de)flated 1v1 rating, and consensus rating is hard) and the fact that we have players from too many different timezones. Nevertheless, a low compromise long-running TG tournament would be interesting to see. Just schedule matches on challonge and let it run, put a longer deadline and a reasonable forfeit rule and it may be a first step, bringing some experience and learning which players can be relied on, how to improve scheduling, etc.
  12. It might be an issue with scheduled matches for too many people, or it's just some teams don't want to play anymore because reasons. Scheduling via challonge and not requiring to login to forum might help, you can make it async and let a longer deadline for matches execution. Again, if they are not bothered to check forum they might not to register on challonge too ¯\_(ツ)_/¯
  13. Latest version available to download via 0ad (0.20.0)
  14. It's important to notice that food/wood/mineral gen gets messed up if you play any kind of game in which borders are close to the enemy. I implemented some mitigation to this issue, nevertheless it's optimized for regular competitive games so always stick to the recommended map sizes for the number of players and teams.
  15. Ok, I actually adjusted the hunting distance. Since berries were nerfed due to correct value fix and increased distance, and also players without hunt felt often in disadvantage, now players with hunt will need to scout to find them, and also makes the hunt gathering spot (e.g. farmstead) non optimal. This also fixes some issues with food gen not accounting correct berry values. balanced-maps.pyromod
  16. Ok, this is a straightforward fix, thankfully. I'll update mod.io. I did some general rearchitecture of the helpers and the food value for berries was incorrect, it must have been generating incorrectly for quite a while. Interestingly many times people complained players with hunt had advantage. Most of time though the generations were incredibly similar. I didn't actually count them for a while, relying on the food debugger, but the food debugger uses the initial values set on https://github.com/badosu/badmod/blob/master/maps/random/balancedHelpers/foodValues.js so if it's corrupt, it does not make any difference. Thanks a lot @Feldfeld that was incredibly helpful, it was more than just a specific edge case glitch. balanced-maps.pyromod
  17. Ugh, that's correct, I guess I'll have some work yet to do... Thanks for testing!!
  18. I'm sorry, I don't understand, so is it possible? I don't know how to perform that with only a single file. Most times issues with players with close borders, both ally and enemies. I can revisit that if the approval process is slow and I have time to test.
  19. Me too, a case can be made to check for that when 1v1. However for team games that's not too feasible, so for now we make a compromise. I noticed there's only commands.txt attached, is it possible to be replayed?
  20. New stable version (0.20): - Inclusion of Slopes and Balanced Continent - Inclusion of fixed position variants for Balanced Mainland and Wrench - Various optimizations - Adjusts for team games on all maps - Food amount adjustments, reduction of maximum overall while allowing rare high food gens. Maximum 2 extra berries - Food distance adjustments, farther than before - Fix compatibility check - Balanced Hyrcanian shore uses new placement algorithm, similar to one used in slopes - Straggler trees back in cc range Please test it if possible so we catch any issues before approval on mod.io. balanced-maps.zip
  21. I would be suspicious of this, the placement algorithm is very @#$%le last time I checked. (lol fi-ckle is a curse? ffs)
  22. Are you placing anything very close to the cc that might be obstructing? You can also check if it happens when the elevation is too high or steep.
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