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alre

Balancing Advisors
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Everything posted by alre

  1. or just disable auto-demolishing all together. not fun. perhaps nerf conquering instead.
  2. lol I just noticed the title
  3. The one for selecting only military units. I have to reset it though, I'm not sure what is it by default, Alt maybe. Also the one that makes double click also work out of vision is nice.
  4. the metal trickle bonus could be called "colossus of rhodes" lol, although rhodes was not an ally to macedonia (they weren't enemies either until the invasion, that's noteworthy).
  5. it makes sense as a team bonus because it affects allies.
  6. you mean like a regular game with blocked diplomacy and conquest victory condition?
  7. arsenals that train crossbows in p2 seems nice. -25% cost for siege looks good to me, honestly I wouldn't want teams boni to be exaggerately impactful, allowing a whole team to build storehouses outside of territory would be way too much. 1 metal per seconds means 2 merc cav at minute 3, seems pretty strong to me.
  8. it may be good for clarity and context, but romans of that time would just call themselves "romans" or "rome". the state was represented by the city of rome, and its power and glory.
  9. a system like that exists in Imperivm, it's very cool gameplay I believe. But 0AD is not the same kind of game as Imperivm and a supply system would just make it even messier than it already is, probably without even impacting that much the already existing strategies of the game. People don't generally like complexity when it's forced into a game, they enjoy it when it spurs from a simpler and intuitive set of rules.
  10. - I think it goes in the wrong direction design-wise - raids don't need to be nerfed - buildings don't need to be nerfed against large armies.
  11. I'm very opposed to non-random building ai.
  12. this made me laugh, your analysis is perfect. If you added a chart, I'd have you published.
  13. or maybe we should drop batch training completely but I don't quite dare proposing that.
  14. well progui is a bit like that (but not too intelligent) because it works on a logic that makes it choose which unit to train based on army composition specifications. I would actually like mentula's solution better because I would enjoy retaining control on which barracks trains which unit. at that point a gui mod that makes you keep track on production (exactly like boongui always did) would be a nice option for those who want to improve their game without any automation.
  15. can you point us the review process you are talking about, the work done, or at least the language?
  16. @hyperion, @LetswaveaBook, wow, your opinons look pretty extreme to me. I'd say it's cool that not all games must finish in age 3, but it's also cool that one can go to phase 3 just by booming, before the deciding part of the game even starts. that has to be allowed, and many players would go for it anyway.
  17. not quite. you can take radical economic choices with ProGUI activated, and feel more confident about them because of the mod; you can and you would very often turn off the auto-production, to then turn it on again. not every game is the same in any ways more than with vanilla. it's a bit like when autociv's autoqueue was out (and now it's in the game), except ProGUI is more helpful.
  18. not. AI does not work on saved games unfortunately. it would be very cool if it was possible to play saved games multiplayer.
  19. Still, that would be a change inconsequential in everyone's practice.
  20. if the map depicts a H-shaped terrain with square seas, I'd argue that it shouldn't be called Corinthian Isthmus whatever the biome. Isthmus is fine, it's not boring (then why would you think a better name should make a map look better, if it's only loosely related to it?).
  21. you can use different ad-hoc mods for those tests, like valirhant did with territory mod. and then merge the feature into community mod.
  22. shouldn't balancing rather go on with the community mod? A lot of development can be made trough that project.
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