alre
Balancing Advisors-
Posts
1.321 -
Joined
-
Last visited
-
Days Won
16
Everything posted by alre
-
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
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). -
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
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. -
@ValihrAntplease live stream this game with your commentary, with one hand tied, after getting drunk.
-
Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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. -
Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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. -
Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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 -
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
does any update to the main branch make up for a new release? I hope not, use a develop branch instead. -
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.
-
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
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. -
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.
-
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.
-
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.
-
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.
-
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.
-
I think it improved the game a lot. consequences are substantial: battles take more time, units are a bit more visible, I'm thinking skirmishers are less op than before, chokepoints are significant again. I'm also seeing more units getting stuck sometimes.
-
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
I like the idea of using the community mod for experimenting noticeable gameplay changes, but we are getting ahead of ourselves: - did the community adopt the mod yet? - before introducing big changes, we should give players a couple of months for testing a26. -
that would be roads and tight schedules for building camp and resting, which no other army had at the time. roman army was highly organized and legions movements would be facilitated by scouts and officers in charge of choosing the stops, signing the positions of each camp quarter for soldiers to make, everyone knew what to do and when, and men could be demanded to walk many hours a day for many days in a row. none of this has to do with the shape of the walking lot. of course, when traveling on road you can't keep a fully fledged line formation, but on flat uniform terrain, that wouldn't have been slower. I believe "column formation" in rts games is more of a modern mistification than a real thing. this said, if one still wants to use the clunky in-game column formation (or any of the other ones) can select it at any time. I'd just rather not have it switch on by itself when I tell my men to leave a losing battlefield, or when giving them any order that doesn't require at all a formation rearrangement.
-
there is. I'm not proposing to take off anything from the game, just to deactivate the automatic switch. (by the way, the comments above are completely ofd topic)
-
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
there is currently a problem of adoption of the mod. -
I played the new alpha and had the occasion to observe the game with my formation mod integrated, and I must say I'm glad it was merged (credit to @maroder), formations do seem to move more naturally. But I regret that one of the changes in my mod wasn't merged: I had turned off the automatic switch that makes formations change shape when you give them a target far enough. Column formation is particularly akward and it shouldn't switch on by itself, most often the reshape is unexpected and surprising in a annoying way. I would post a video example, but I can't seem to capture one in this alpha. What do you think?
-
I saw a game with athens and I feared for iphicrates, but I couldn't obeserve the bug. maybe if you don't halt it works well?
-
Formations were quite broken before already, but are more so now, and they are just as useless. wait, are you sure you could garrison cav in barracks before?!? I always kept it in the stables!
-
those bonuses weren't there on a25 either.