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Player of 0AD

Balancing Advisors
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Posts posted by Player of 0AD

  1. 1 hour ago, Freagarach said:

    I can't reproduce.

    Please provide a (minimal) replay. That will help us debug.

    Works perfectly on my side. What do you call huge? (I tried up to 150.) Please provide a minimal replay for this. :)

    Could be https://code.wildfiregames.com/D4550.

    The replay is now unfortunately not really minimal. I've been trying to reproduce the bug where idle soldiers are not shown as idle all the time and it happened only at the the very end, at like minute 49. In the southeast there is a military colony which my formation has captured and little bit later its soldiers get stuck and if you go to my perspective and check for idle units you will see that they are not listed.

    Around minute 2 i make a small formation which I place somewhere, and if you go to my perspective and select idle units you will have suddenly selected a battaillon even though battaillons are deactivated (do that in your settings).

    Everything in between is unfortunately irrelevant.

    Furthermore I discovered another bug which is probably easily reproducable:

    - put 4 starting infantry into a box formation.

    - let them cut wood at a normal tree

    - execute with them an attack move (only attacking units,  which is ctrl+q+rightclick by default on the ground somewhere)

    - they will not move at all and you get an error message

    formationBugs.zip

    • Thanks 1
  2. 10 hours ago, Stockfish said:

     i guess until 0ad team doesn't support it won't be made

    I don't know, man. Letswaveabook managed to organize a tournament without support, but then half of the players decided to stop playing after their first match. So the problem might be the players, not the 0ad team.

  3. On 13/03/2022 at 5:35 PM, Stan` said:

    Well if it shows how formation are broken it might help @Freagarach and @Silier might fix it.

    Actually it might be a bit to un-useful, this 3v5 replay. Instead I attach a A25 replay where the deciding battle is decided by the formation bug which prevents units from fighting. Suddenly the units of my opponent decide that fighting is meh, they just restore the normal look of the formation and stop fighting. I've seen this bug also in A26. A reason might be the mixture of ranged and melee units in a formation. Usually it works all fine if you have just melee units in a formation or just ranged units.

    Considering the other bugs, I can try to tell how to reproduce:

    On 13/03/2022 at 1:30 PM, Player of 0AD said:

    Formations work even worse than ever

    It seems to be not possible to deactivate the battaillon behavior in the settings

    Deactivate battaillons in the settings, put some soldiers into some formations, send them somewhere and later check for idle units. Battaillons appear in your selection.

    On 13/03/2022 at 1:30 PM, Player of 0AD said:

    Idle Formations are not shown as idle

    Will happen after a won fight, at least very often

    On 13/03/2022 at 1:30 PM, Player of 0AD said:

    Formations hack buildings down even though i tell them to attack just units

    Very easy to reproduce if there is a hostile building (not gaia) in front of you

    On 13/03/2022 at 1:30 PM, Player of 0AD said:

    Formations cant walk through forests even though soldiers can

    Very easy to reproduce

    On 13/03/2022 at 1:30 PM, Player of 0AD said:


    Formations can fail at gathering resources, f.e. wood

    Try to send a huge formation to cut wood

    On 13/03/2022 at 1:30 PM, Player of 0AD said:

    Ranged units in formations run via the battlefield instead of shooting

    Formations can fail completely and get stuck, just walk but not attacking

    Both of this happens in the replay

    FormationBug.zip

  4. 4 hours ago, BreakfastBurrito_007 said:

    Firecav need nerf, we already know.

    Already done. Fire doesn't stack anymore, making firecav much less effective against buildings, rams, siege towers and many units. So they are much more similar to briton chariots and you rarely see someone complain about chariots being OP.

    Firecav is not even stronger than in A24 but I think nobody ever complained in that alpha that they would be OP. Instead everyone complained about archers being OP. Hilarious from a A25 point of view....

  5. Formations work even worse than ever

    It seems to be not possible to deactivate the battaillon behavior in the settings

    Idle Formations are not shown as idle

    Formations hack buildings down even though i tell them to attack just units

    Formations cant walk through forests even though soldiers can

    Formations can fail at gathering resources, f.e. wood

    Ranged units in formations run via the battlefield instead of shooting

    Formations can fail completely and get stuck, just walk but not attacking

  6. Good that you mention it. There are even cases in which overlapping of objects damages the gameplay: On the map mainland small wood bushes can overlap with civic centres or mines, sometimes woodcutters try all the time to reach them but they never achieve anything. So they are out of the game for that time.

    Also iberian Walls can overlap with a lot of things

  7. Corrals shouldn't be nerfed: They are bad in the early game anyway so the fact that you require phasing up for bigger animals only makes it worse. And animals give experience now, that might be a design mistake. Why would a soldier learn how to fight by butchering domesticated animals? This doesnt make sense while experience from hunting makes some sense. In the long run your cavalry will reach rank 3 so they lose half of their gather speed and this makes it harder to use the corrals. Operating corrals with rank 3 cavalry will not save you much more population space than operating fields.

    Reducing the armor of pikemen is a step into the right direction but I think they should gain 10% attack in return. Right now the macedonians are the ones who have the biggest disadvantage of this nerf and they arent really the ones who deserve it the most.

    Acceleration seems to be pointless. It makes the game more complicated and reduces the fun.

    • Like 2
  8. 5 hours ago, real_tabasco_sauce said:

    I think we should keep the ptol house bonus, but I agree this civ is pretty op. In particular, having 3 really strong heroes is kinda nuts meanwhile athens has one okay hero and two wastes of resources.

    Actually that athen hero is the best in the game, and the 2 Ptolemies are not even that good. But yeah the 2 other Athen heroes need a buff.

    • Thanks 1
  9. 2 minutes ago, real_tabasco_sauce said:

    For all civs:

    1. barracks and stables train champs: perhaps increase cost of champ unlock?

    Why not decrease?

    2 minutes ago, real_tabasco_sauce said:

    2. For civs without dedicated champ buildings, champs train from the fort with no need to unlock.

    Allowing to train from the fort is great because sometimes u just need 3 -5 sword champs to stop a ram spam attack. I don't think forts are OP, just annoying. Its almost always best to attack something else if you can.

    I think that means that forts should not be buffed. At the other hand if you really want that a fort can train champs again it's probably not the worst thing.

    • Like 1
  10. Ministers have 20/s capture speed - thats twice as much as heroes have. Isnt it too much?

    Fields are cheaper, smaller and need only 3 women. Thats a huge advantage. And no, they are not much slower. After first farming tech only 10% slower than normal fields with first tech, and if all techs are researched the difference is only like 2%. Reason is that farming with 5 women at once has a higher debuff than farming with 3 women at once

    Is the first hero not too good? It helps all allies and own units on the whole map. If an ally combines him with an own speed hero the speed bonus will be like 32% - isnt that way too fast?

    Enhanced Civic centers seem to be too powerful because of 40 Projectiles and 40 garrison size - how is one supposed to destroy that? Especially as there are additional techs for extra health.

    If you conquer barracks or stables of another civ, you can train champions there. Must be a bug, it's too OP

     

    • Thanks 1
  11. I don't know. In Alpha 24 archers made the same amount of damage but they have been the OP ranged unit. So if we buff them again they might be suddenly OP again. And cavalry archers are not useless.
    I've already seen successful rushes with elephant archers. When they reach rank 3 they are very tanky.
    Maurya has a special upgrade which makes sword units stronger. So you can try to counter javelineers with sword cavalry, and you can use sword infantry against spearmen.

    • Confused 1
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