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Player of 0AD

Balancing Advisors
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Posts posted by Player of 0AD

  1. Almost never. "That city is well fortified which has a wall of men instead of brick."

    Why would you wall off a wood line? It's full of soldiers. You can build palisades in neutral territory though if you want.

    Towers: Usually zero, but they are much more common than palisades let alone walls ;-)

    The most effective way to use walls might be to chose Iberians ;-)

    • Like 1
  2. 10 hours ago, Luckytosi said:

    I’ve had matches crash unexpectedly too, and yeah, not being able to save online games mid-session is frustrating. A mid-game save option would make co-op and long matches way better.

    You do know that it's possible to save and load multiplayer matches since Alpha 27?

  3. 1 hour ago, ffm2 said:

    It should work also in singleplayer replays.

    Rapid fire alarm could be triggered false in mp replay if the game lags online but not offline since the turn time is not logged.

    Or did you maybe work around a trigger?

    I just installed the mod, activated it and then I checked out a singleplayer replay where the market exploit was tested. But I couldn't see that this exploit was recognized...

  4. 8 hours ago, Emacz said:

    I guess i havent played many other games with rating systems.  Just starcraft.  IF i recall correctly you cant play diamond players  if ur in bronze? You have to move up first....

    and this game is so small and complex, differnt there are so many new players new accounts, its really easy to "farm" points.

    But hey if eveyrone likes having fake 1500, 1600, 1700 players, keep it as is i guess.

    Maybe we just need to lower the initial rating from 1200 to something like 800.  Many new players aren't 1200, they are much weaker.

    • Like 1
  5. - it's okay that the system just takes the result into account, it's irrelevant how close it was. In many other games it's like this too.
    - it's ok that people can play rated matches against players who are much lower rated. if they lose, they lose a lot of points...

    - we need a rating system for team games too. Shouldn't be that hard....

    • Like 1
  6. 10 hours ago, Reinod said:

    I have been terrorised by 20 men Spartans Olympic Hoplites in early mid game attacking my entire base and now I have PTSD. Since all the methods I cam e up with to counter them failed miserable, I figured if you can't beat them, join them. But now I struggle with not getting murdered early game. Any tips on playing Spartans well?

    The power of the Spartans is their infantry. Besides using Champions or Skiritai you can also mass up skirmishers and combine them with the Brasidas hero and some melee units, or you can go for a large number of hoplites which you boost with the hoplite tradition technology and the Leonidas hero. As infantry is slow think about using some ranged cavalry as well.

    Actually, rushing with the champions shouldnt work so well. They are so expensive, the enemy could easily create a big citizen soldier army which should be able to overwhelm them. At least thats what I estimate.

  7. 23 hours ago, Atrik said:

    There are no counters to Sele/Pers champion cavalry spears (but you having more champ spear cav then your opponent).

    Even if you had spartiate or any champion infantry polearms. They have extra range (7m) so if your enemy fight with them in formation with some melee infantry, now the champs fight behind the infantry (who have 4m range), therefor your champ spears aren't counters. Tested it against borg in tg recently even him can't do anything.

    The quetion was what's the counter to spear champ cav, not the counter to a mix of spear champ cav and inf ;-)

  8. 6 hours ago, ffm2 said:

    Top Eco Scores of Used Resources at 12 Minutes

    Here are the best games with the most resources spend at minute 12. I don't take the games eco score (of gathered resources) because unused resources are bad and this is better reflected in the eco score of used resources (ecu score)

    Methodology

    • Excluded: Fortress maps (games starting with Barracks)
    • Conditions:
      • Cheats disabled
      • Starting resources: 300
      • Full replay available
      • Game duration >12 minutes
      • No quickstart used

    Dataset

    • Total games evaluated: 763
    • Total player entries: 3,255
        (Note: Same player in multiple games counts as separate entries)

    Key Findings
    The top scores typically come from games where players:

    • Produced only women for the first 3 minutes
    • Didn't face early punishment
    • Played as pocket position

    Note: This only one viable strategy, that can be measured in a benchmark well.

    Top Performances by Civilization

    Replay Date     Ecu Score  Player Civilization
    2025-04-20 920.0 stockfish Gaul
    2025-02-13 911.5 chrstgtr Brit
    2025-02-06 905.0 havran Spart
    2025-02-12 890.0 stronglag Athen
    2025-03-16 887.5 borg- Sele
    2025-03-23 884.5 havran Maur
    2025-02-23 884.0 e133 Ptol
    2025-02-16 870.0 havran Rome
    2025-04-18 872.0 ricci-curvature Pers
    2025-04-22 870.0 stevie_wonder Kush
    2025-02-16 865.0 chrstgtr Mace
    2025-03-29 847.0 borg- Iber
    2025-04-26 845.0 blossom Han
    2025-03-22 830.0 duck__ Cart

    All replays available on replay-pallas

    What does "Score 920" mean? I was curious and checked the record replay out. Neither was it a really outstanding boom nor did Stockfish spend 92,000 resources at minute 12, he rather spend 30,000.

    • Like 1
  9. On 02/04/2025 at 2:00 PM, Thorfinn the Shallow Minded said:

    To offer a brief clarification, I am not saying that this is a necessarily bad thing.  Many popular game series like Starcraft and Age of Empires reward players with high APMs.  I also would note that of my albeit brief time playing the latest alpha, I have had fun; this is not about whether 0 AD is a good or bad game.  That said, it is a fast game, with a casual player like myself feeling like I am running something more like a factory than a fledgling city.  The reason I think this is important to note since 0 AD's vision contradicts the current game state.  To consider this looking at training times shows at least in part why the game is fast-paced:

    Looking at 0 AD, women train in 8 seconds, infantry in 10, and cavalry in 15.

    Age of Empires II Villager training time: 25 seconds.

    Starcraft Probe training time: 20 seconds.

    Starcraft II Probe training time: 12 seconds

    Age of Mythology villager training time: 15 seconds.

    Age of Empires III settler training time: 25 seconds.

    Age of Empires IV villager training time: 25 seconds.

    Considering that aside from champions, all units have economic roles, training times should be significantly increased for all citizen soldiers and women.  If we don't even consider batch training, which accelerates training even more, the early game becomes a frantic rush.  Assuming that a player like myself starts by training women, something I think is intuitively sensible since they cost half as much as soldiers and produce the same economic output, the player is pressed to put all of them towards food production to maintain production before needing to rapidly pivot to wood to allow for the building of houses, eventually the barracks for citizen soldiers, and lastly farms for when berries inevitably run out.   The barracks snowballs this even further, and the fact that a technology at a house makes you able to churn out even more women means that population growth feels exponential.  I'm sure that there could be much better ways of playing, but intuitive way feels surprisingly intensive for what should be the most relaxed part of the game.  

    I would advise at the very least increasing the training time of women to be 15 seconds.  Infantry could take 20 seconds to train, and cavalry could take 25 seconds.  These numbers, I would note, are a modest increase, and I would still argue that the game would feel fast paced.  If we truly wish to make it game that does not force you to multitask too heavily, bumping everything up another five seconds could further help.  These numbers are hardly perfect I'm sure, that's what playtesting is for, yet I think they would bring the game more in line with the game's vision.  

     

     

    You seem to lack expertise of the game. For example, women are more expensive than half of the prize of a soldier: Food is more expensive than wood, and both units cost 1 population space...

    • Like 1
    • Thanks 1
  10. 13 hours ago, sdre said:

    I was playing on my PC and the power went out. Is there a way to recover the game? It appears in the history, but it doesn't appear in saved games.

    For multiplayer it would work, if the replay is still there. You can let the replay run until the end it create a savegame there. The savegame can be loaded then in the multiplayer lobby.

    However, in that situation it's impossible to assign AIs to the slots, just players. This little but useful feature is still missing.

    • Like 1
  11. 16 hours ago, Seleucids said:

    siege tower op.zip 292.5 kB · 6 downloads

    Watch Otherperson spam towers

    sword cavs cannot take them down

    Thanks for the replay. In my opinion it doesn't prove that siege towers are OP, but slow and weak. In two cases you fight the big siege tower army with a smaller army which doesn't contain enough melee units. So it's not a big surprise that the siege towers win.

    In the end, the siege tower army gets defeated by the usage of a mixed army with some siege weapons and a small number of sword cavalry. Again, this doesn't look like the fact that siege towers are OP.

    However, it's remarkable that in this match a big army of Alexandre flees from the siege towers. At the other hand the siege tower army was also big. It might have been the right decision to retreat, but maybe he could have won if he would have commited his spearmen to bring the siege towers down.

    • Like 1
  12. 3 minutes ago, Seleucids said:

    Here is the deal:

    Improve the pathfinding of seige so they look less buggy, but: decrease some of their pierce armour. 

    Catapults are kind of OK but Siege Towers are just insanely OP now. They are too tanky vs sword units and deal way too much damage. Without some GUI mods, it's hard to see their roots so that your units disappear into their model by overlapping. 

    I tested siege towers in a match and it seemed to be a very bad strategy. As they target only one target they suffer from overshooting now. Could you provide replays with matches where siege towers prove to be OP?

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