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alre

Balancing Advisors
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Everything posted by alre

  1. sword cav used to be avaiable in p2 only for all civ for a reason, I was surprised they decided to give it to han at p1. archer cav in p1 makes much more sense to me for them.
  2. just take away acceleration. it was a failure overall and it fu*ed up with game interactions like spear cav countering other cav.
  3. at 100 pop, slower. at 150 pop, maybe faster, because you slow down unit production and focus on technology at some point. champions are particularly valuable at low pop cap.
  4. this comes up fairly often. I'm not too excited by counter play, but I would like it indeed if focus shifted from spamming and unit cramming, to more varied battle strategies. how is it going with the return of chokepoints?
  5. it's not as small as a value when your max pop is lower. for a 200 pop game, one needs some 5-6 barracks, for a 100 pop game, 3 barracks are enough, your eco is smaller and barracks price is relatively bigger. in any case, most important thing is beating down your opponents pop anyway.
  6. if you want less units, that's less pop cap. strenght is relative.
  7. no hurry wratii, there's time. these forum discussions are faster than testing.
  8. are you going to allow this? you have rights on the name and symbol.
  9. true. this is a distinctive issue with 0AD, that @ValihrAnt called "booming = turtling". - men are the best defence, the best attack, and the best eco - it's easy to keep your men all together and your eco active and defended train times, gather times, spamming, fighting times, they don't matter. gathering slots instead is important for the second factor, but it's not easy with forests.
  10. I think the game plays best at around 150 max pop. different limits change a lot how the game is balanced and plays. not true. I also think fighting could be slower, but if you think about it, this goes in the opposite direction of longer train times that you suggested just before.
  11. LOL guys this is not medioeval england, this is ancient world, where slavery was a totally acknowledged social status, slaves were called slaves and were legally owned by other people (regardless of how much free time they had, which varied very much I guess).
  12. I've said in the past that the biggest problem of 0AD was the lack of communication between players and developers. it seems to me that we have now evidence that shifting responsibility and decision making towards the players can speed up the development by a great degree. this mod may still crash at next release, but I have a good feeling about it, because it's a community mod, and the community is open to everybody.
  13. @ValihrAntplease live stream this game with your commentary, with one hand tied, after getting drunk.
  14. is it just me or time goes faster when zoomed out, and slower when zoomed in? are there other games like that? I like that very much. bold choice. eager to learn how it's received.
  15. I could see that's the intention. top view (what matter for an rts) looks unnatural, like it's moving on its own and not by wind.
  16. I just noticed, at 0:50, the movement of grass is so bad! such a pity, it would have been beautyful if they got it right
  17. does any update to the main branch make up for a new release? I hope not, use a develop branch instead.
  18. start and end of each week is declared in advance. inside those periods, players may give their availability for some number of days and times. each game must be played on its assigned week, otherwise victory is automatically given to the player who has given more availabilities. a player may ask for a rescheduling only once per week, and they must at the same time specify a date that has the avaibility of the other player. players may concede victory if they can't make the game, but they should make their best effort to play all games.
  19. just nerf p3 upgrades. third level upgrade alone is senselessly strong, making units 44% more effective if you combine attack and defence. if you combine all p3 forge upgrades you get a 74% increase in value of all your units. or alternatively: make third level upgrade exclusive to champions: cool but limited.
  20. veterinarians: slow hp regeneration. (probably makes more sense for all cav though, couldn't think about something more specific) I'm still convinced we should wait a good amount of time before introducing big changes to the community mod. on last alpha carth cav rush only came out a couple of months after the release.
  21. I was thinking at https://play0ad.com/download/. ABSOLUTELY! I requested this months ago! I hope for something undertandable by any player who comes up in the next months and must understand why all games are greyed out.
  22. I don't think most players would be "responsible" enough to take the decision to kick a player from their league, I guess they would all give up one after the other. maybe deadlines would be useful though, for expelling players who don't play.
  23. on windows, a mod is as easy to install as a patch, using the pyromod file. maybe the pyromod version of the community mod could be linked in the main site and dubbed "balance patch" or something like that.
  24. in a bad way. it's not affecting the game too much imo. Personally, I believe it's necessary to raise unit clearance, otherwise it's impossible to avoid units trying to get too close to each other.
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