alre
Balancing Advisors-
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Everything posted by alre
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I have to say, if this kind of mod gets out, it will be hard to put back in the bottle. nice to know we have that python library, it could be very handy for setting up gameplay test also. this is a task so trivial it is better programmed than machine learned.
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with this mod, they do. is it cheating @borg-? But honestly, isn't it boring to have the starting sequence play out by itself?
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guys do you remember your own test in which you gave buildingAI to units? single pointing is a nerf for buildings, even without the additional spread nerf.
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it is believed that chess engines (which can do what you describe against even the strongest players) have pushed upwards the quality of the games played between humans, and even popularized the game.
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Agree on everthing, although overlapping forts/cc are a bit OP me thinks. interesting, stances for building-AI would make it more transparent and user-friendly.
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when units receive a single point movement order, the destination of each units should be computed to be different and spaced enough from each other. this would go a long way towards avoiding unit overlap. also I could try a rewrite of unit pushing so that it is more configurable and effective, but there will be weird effects if many units are ordered to move towards the same points.
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love the philogic research running here. "cojone" is just a regional variant of "coglione". it is not pronounced very differently.
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the main thing that made A23 and A24 big battles take longer, was that without unit pushing, units would stop at maximum range to shoot at enemies, and the soldiers that were behind were "bumped" back and had no other way to get into the fight than slowly getting around the first line. the usual way to avoid this was to put your units into a formation and moving it forward under enemy fire, this is not generally necessary anymore. small fights weren't slower than they are now in past alphas.
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Did @Helicity ask for earth-sezed maps or any of those other things? What has that to do with "the tactics that historical Generals had used"? Also, did you consider that you can have games with longer battles but with shorter duration overall? A23 was like that. Your comments are completely off-focus.
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I think we keep taking the wrong lessons from A24 bad reception. A24 wasn't fun because it was too turtle-y and because just a few civs were played, I actually miss quite a lot A24 slower battles. They also had the effect of giving tactical relevance to logistics, and line of reinforcements, which is totally gone now. By this line of reasoning, development of real-looking tennis/table-tennis videogame is wasted money, because Pong is a perfectly fine game already.
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Proposition regarding pathfinding and unit size
alre replied to Yekaterina's topic in Game Development & Technical Discussion
lol. this mechanic is needed to partially circumvent the bug introduced by acceleration itself, which is that units slow down to hit targets, while those targets don't have to, and take distance. without acceleration you don't even need the extra mechanic and the somehow hidden diversification that most people can't even realise it's there. -
Gameplay Feature: Battalions and Formations
alre replied to wowgetoffyourcellphone's topic in Delenda Est
I agree we should allow more rows on right mouse drag, with missiles on the back. I'm very convinced about this. Doesn't need to be hadled by formations code at all. -
Poll and Feedback: Community Mod in A27
alre replied to real_tabasco_sauce's topic in Gameplay Discussion
I voted no to question 3 because I think some time should be waited after the new vanilla release, before the first mod release. -
no. it only depends on conquer attack, not damage. Regeneration rates are ok, but the math is more complex than it seems. I suggest making experiments.
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Should cavalry be allowed to pick berries?
alre replied to MirceaKitsune's topic in Gameplay Discussion
by logic alone, a men on horse can do anything a men on foot can do, because a man on horse can dismount whenever he wants. so cavalry should be able to gather any resource infatry gathers. the choice to limit cavalry to hunting has more sense if you think of them being of higher social status, so they couldn't be bothered farming or gathering berries, but only hunting because that was more common among warriors and aristocracy of all ages. I think the game is fine now, by this regard. -
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
right now they are way better than not doing anything. the lobby is divided between different versions of the game and this hurts the project. -
the minimap should be remade too. no mod can do this. needs engine changes.
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my main suggestion for buffing walls is to lower heavily the stone cost of walls towers, which are in themselves pretty useless, but contribute significantly to the overall cost of walls.
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I don't have but some 5 replays of that sort for the current alpha, just a few more if you count older versions. however, I must say it looks like you are applying yourself to some very difficult task, what is that? if you are willing to consider something simpler (not sure what is your end goal) there's some work to be done on ratings (data can be extracted from messages from ratings bot in lobby chat dumps).
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any use of walls in top players competitions will not look nice like in old times walled cities, instead there will be walls placed in strategic passages intended to strengthen otherwise weaker spots. if a good player had any advantage walling up their whole town, then walls would be OP when used in a more strategical way. this said, walls are a bit UP. also, it would be nice if the AI employed walls, in any fashon I guess.