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alre

Balancing Advisors
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Posts posted by alre

  1. On 15/04/2024 at 7:02 PM, Philip the Swaggerless said:

    It's true, it is open source and I am not a dev.  So it is easy for me to complain about the poor performance in team games, even though I myself cannot put in the work to fix it.

    Nevertheless, I have been asking myself recently: should I really be playing a game this laggy in 2024?  Time out of one's day is lost in games where actual time is significantly longer (2x, for example) than game time.

    WAY more than the unit rebalances or new units, I look forward to performance improvements like Vulcan.  I also heard a27 will bring a way for the host to check if a player is causing lag due too just having a slow computer.  So the host can choose not let that player in 4v4 games for example.

    That is annoying.  Probably what you are running into is the fact that a maximum of 200 units can be selected at a time. 2 things can help mitigate this now: 

    • Hold alt while dragging the mouse to select military units only.  Holding alt + y while dragging the mouse to select will select NON-military units only.  Or,
    • Play games with a lower pop limit.

    A bit of self critique:  Some of the performance issues can be mitigated by choosing different options.  We DON'T HAVE to play 4v4 200 pop team games.  I think 3v3 is pretty interesting, actually.  We can play lower pop limit games (albeit this effects the defensive structure vs unit balance).

    Just because we have the freedom to choose grander options doesn't mean that it's the best choice.

    the game is better at lower pop imho.

    • Like 2
  2. 4 hours ago, Gurken Khan said:

    Yeah, I also would like some more stats. I put some effort into leveling up units, so personally I would like a number regarding that.

    like what?

    6 hours ago, Outis said:

    I hope you enjoy looking at end game statistics as much as I do.

    The current stats are quite nice, and I propose to add some:

    Regarding units:

    We have aggregate numbers from the entire game, but these 2 can be interesting:

    Peak Unit/Army Size: highest number of military units at any time

    Unit/Army Size at Finish: this would reflect the number of units at the end

    every statistic has its graph, personally I only look that. There you can see peak and end values as well as the whole history.

    6 hours ago, Outis said:

    Regarding technologies:

    We currently have no statistics regarding technologies. We can have info like:

    Technologies researched: number of technologies researched by the players

    Technologies researched (percentage): technologies researched by the player as a percentage of total technologies available to the player

    Time to X Phase: the time stamp at which the player has reached town or city phase

    I second that. fgod mod had a nice feature on this matter (currently discontinued).

  3. On 19/03/2024 at 9:47 PM, wowgetoffyourcellphone said:

    Now you understand the anguish of design by vote. :* 

    On 19/03/2024 at 10:19 PM, ShadowOfHassen said:

    Do what you think is best, and if people grouch about it, ignore them. I for one, trust you with game balance. :-)

    it is the community mod.

  4. On 16/03/2024 at 1:00 PM, Vantha said:

    @Gurken Khan @Obelix

    I was not able to replicate the bug:

    screenshot0012.png.16a41a3b18f47bbebe04d194fd66620c.png

     

    However, forcing the game to choose a new name for each AI player (and avoid all the hassle with the Roman numerals) could be done by simply adding this:

    submit the patch or make a mod. if the change creates a requirement for civs to have at least 8 ruler names, that's a new requirement codewise and it should be made clear.

    • Like 1
    • Thanks 1
  5. 4 hours ago, Stan` said:

    It's funny that the tide went from Capture should be optional to Capture should be the default when it eventually changed X)

    there was never a tide change. just bad balancing.

    if competitive players complain about a feature, making that feature optional doesn't change a thing for such competitive players (they'll just work around the change trough shortcuts or whatever), but it does disrupt the game experience for newbes and give them a bad impression of what the game is like when you learn how to optimize your performance.

  6. 1 hour ago, hyperion said:

    A generic "check for updates" mechanism would make a lot more sense. Then it works for single player as well as any other mod on mod.io.

    Mod.io offers the API required, so the only thing really preventing it is finding someone sitting down and implementing it.

    acyually, I was thinking about something focused on the community mod because it could be merged to a27 and then the community mod would become the standard for pvp games.

  7. 3 hours ago, Alexandra said:

    I'm starting to worry about newbies who won't be able to solve this captcha and will rush around the forum in a panic, not knowing where to turn for help))

    quite too early for worrying. but in fact I guess the champion units captcha would be a problem for people who look for help because they can't install the game, for instance. too bad, it was a fun idea.

    • Like 1
  8. about captchas, something like "which of these is a champion unit" would really work better than anything else, I'm not joking. It's a test too challenging for any AI not spefically trained for it, only thing to worry about would be if we want out the humans who can't solve it as well.

    • Like 2
  9. 2 hours ago, Gurken Khan said:

    When I defeat an enemy and my ally is around I often get an alarm that I'm attacked by them; don't know if that would be something like arrows already in the air or that queue being finished or what.

    this happens all the time to me and my friends. it should be just that, it happes when a building switches sides.

    • Like 1
  10. 15 hours ago, Atrik said:

    If you try to ram a fort with garrisoned swords (something extremely difficult already), you have have very low chances because your army shrinks every time you go into the fort's range. In others words every time you get into a defensive building attack range, it cost you permanently (can't heal dead mens) more then with random arrows.

    I don't believe this is true. it's a proven fact that random targeting is more effective than closest-unit targeting - see @chrstgtr comment as well. this patch is going to buff buildings against early rushing, but nerf them against late game armies.

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