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alre

Balancing Advisors
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Everything posted by alre

  1. I hope this isn't a goodby. it's not fair. I feel for you even if I it's been years since we've last played together. I really hope you'll figure out a way to not give up. Otherwise, I whish you a happier life.
  2. maps with random player placement use a clustering algorithm to divide spawning position between teams, so, if you make yourself a lot of enemy AIs in one team, you will not spawn in the middle of them, but on one side. make it a small map and you will have the chance to start immediately to harass and dominate the neighboring AIs while also having to prepare for attacks from further AIs. This will make for a game full of action.
  3. just wondering if you know that 0AD has the loot system already working in the main game.
  4. actually, 0ad has docks. You should look how those work and if their behavior can be replicated. In general, I would think most if not all of these mechanics would require adding JS components to the game or at least editing them. What we have is less flexible than you may think. Also, adding buttons is no joke either. Unfortunately, it's a completely independent programming task. I whish we had better tutorials for this stuff, honestly I couldn't even start by creating a new dummy component without asking here for a reproducible example.
  5. may I suggest that this problem is patched by using a proper market maker algorithm in the game instead of one that's improvised? constant product is one that immediately jumps to my mind, that is actually applied in solutions with real money involved.
  6. don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.
  7. so maybe there were about two olympic champions in the spartan army who served as elite soldiers, while hippeis were an established elite contingent. name should be changed already.
  8. some time ago, there was consensus that major reasons for lag - especially during big fights - were javascript attack/die routines and c++ proximity search. In particular, I remember the latter was a very simple function and a relatively low hanging optimization opportunity.
  9. there are multiple accounts of attackers throwing at targets behind city walls (usually incendiary projectiles)
  10. red sea is a good map, I've played it a lot in A23-25
  11. just change captured buildings behavior. I swear, the biggest obstacle I can see to 0ad progression is bogus features that won't ever get corrected because some random dev likes them in spite of all reason.
  12. shooting wall joints were canceled because they didn't have any positioning restriction and this made it possible to cram a lot of firepower in a small space. this is what I remember.
  13. very good video and channel. I love a feminine take at experimental archeology.
  14. did you drop the "blood meter"?
  15. it can be a map. maps allow a lot of variation on gameplay. no need to apply it to more maps, not right away anyway.
  16. this. wfg should realize that simply discouraging new accounts is the best strategy for enhancing the mp experience. to me, the most disrupting players are in order from most to least bothering: 1. smurfs 2. rage-quitters 3. players toxic in player chat, often ending in rage-quitting 4. players stealing in ladder 5. players toxic in lobby chat, and other unsocial behaviour like being interested in cheating, blatantly cheating, being racist or bullying I understand how others may see it differently, but nothing disrupts balance in games as much as a smurf.
  17. that would be correct. in fact, the answer looks a lot like it's mosty allucinated while including some details found in real time from the web: Grok has access to context retrieved from the internet. well that seems wildly inefficient. what would even the output format from the LLM be like?
  18. I think it's a mistake to take campaigns like those from starcraft or aom as a model for a historical game like ours. it can be quite awkward to attribute to historical characters narrative roles, including personal drives, flings and fights, character arcs and plot twists. The main selling point for historical RTS is to give players the chance to reenact big historical moments. Impervim GBOR understood that and introduced their scripted scenarios with effective short videos: https://youtu.be/9KNsYGoogxY?si=Cn6NvHu8nIb3aOOr Inside the scenarios, there are dialogues, but they are relevant for the game mostly, not for the story or for narration.
  19. even in total war, the only real reason for manual switch is that ammo is limited. but still, soldiers do automatically switch to melee if engaged.
  20. I agree with the results. personally I would rather have different stances that define the automatic switching logic, than let users do all the switching.
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