badosu
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Posts posted by badosu
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43 minutes ago, Freagarach said:
I would really like to see the ability to instantly capture empty Gaia structures (EDIT: and mechanical entities, see the War Story) by just garrisoning an entity within it. Then, instead of deleting, one can abandon a structure, i.e. give it to Gaia.
Well, if you think about it, outposts should do exactly that. And only give vision when the unit is garrisoned (or at least a considerable bonus).
But the same could be said about towers so, I guess gameplay-wise for those structures makes sense.
But in general it makes sense, I just am trying to imagine which sort of structure would be like that, -
RC3: Fix for goats 70 food now, on alpine sheep are used instead
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RC2: Fix DiskPlacer usage since it was merged and modified into upstream, fix hyrcanian shores flora changes.
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Release Candidate, if no bugs are reported I'll release this on mod.io next week:
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First release candidate for A24, as far as I can see only remaining thing to fix is the new stanza command to deny entry for unmodded players on balanced map host.
Issue was that all berry templates are now inside `gaia/fruit`, which is very handy, thanks!
Please test, I won't be testing extensively so it will be what will be released if no complaints arise.
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@ValihrAnt provided some useful data showing that there are possibly changes to fauna templates messing up with the counts, so even if gen is successful food won't be balanced (everything else will).
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Yeah, I fixed that, unfortunately the top bar replacement is a bit tricky with the new handlers architecture without a proper way to deregister, working that out.
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balanced-maps updated, currently dev version (requires adjustment for blocking joins when hosting balanced-map against players without mod), find on balanced-maps thread on map making subforum
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Dev version, only install if you know what you are doing.
Proper update requires further adjustments to avoid people without mod joining room if balanced-map being hosted.- 1
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enet: 1.3.17
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Does not show any more info than that, that is the message...
Any ideas? -
@nani Would you mind sharing the diff for a24 or the repository if you use a VCS?
I'm having a little trouble adapting the mod checker for a24 (sendRegisterGameStanzaImmediate)- 1
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Chill out and be happy :-)
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15 minutes ago, wowgetoffyourcellphone said:
Go ahead. You have a design in mind?
Not really, what I'd have I'd probably introduce as a mod, if it ever came to fruition.
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If we ever do this reskin, can we also do some rework on the UI to optimize screen real estate?
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Perhaps each house can train at most 1-3 slaves could be a good way to make it a gradual unit to integrate in the game. At least for athens, for sparta would be nice to be able to mass recruit slaves instead of citizens for eco.
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4 minutes ago, borg- said:
Anyway, I think I can keep the idea of having slaves trained in houses for athenas and for sparta it can be slave soldiers.
I think the more accurate and civ differentiating approach would be for slaves to be the majority of sparta eco.
I'd keep slaves as a new unit just for this case to validate it works and keep the changes minimal. -
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3 hours ago, borg- said:
Ok, thanks for the clarification. I will formulate some new ideas.
But I just said the same thing a few hours ago
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@thankforpieOfficialComments like these are the reason the balancing subforum is restricted, please read the thread.
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31 minutes ago, borg- said:
My main objective for 25 is to have differentiation from civilizations.
I think the point is that we should have a shared objective, otherwise we'll have changes all over the place again, which is not a good prospect imo.
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One of the things I noticed is that there's no overarching goal for a release, at least what regards to balance changes.
The changes introduced in A24 were all over the place and while I feel it's a superior product it regressed in some aspects IMO.
I'd like to introduce the idea of having goals for each release, in particular A25. This allows for controlled changes to be monitored and tested accurately while avoiding changes to unrelated sections to the goal that might interfere with a successful new version. Concurrently balance fixes should still be accepted, e.g. bringing cav back to be able to fulfill it's role as a raiding unit **if** it's too weak to perform as such.
So with the mindset that A24 introduced a firm ground with regard to balance, a suggestion for A25 would be civ differentiation (which seems to be the biggest legitimate complaint from player feedback). Feel free to suggest other goals, but ultimately it should be ambitious while restrained in scope and a single one.
A parallel discussion would be to have better feedback from playtesting, I feel ultimately any measure of progress is only attainable with frequent feedback. I don't think reaching our goals will ever be possible in a sustainable manner if we don't have that in place, but this is something that can be discussed on another topic.- 5
Balanced Maps mod
in Scenario Design/Map making
Posted
Hmm.. checking it, thanks for the feedback