alre
Balancing Advisors-
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Everything posted by alre
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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.
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Introducing the Official community mod for 0 A.D. Empires Ascendant
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.
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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.
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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.
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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.
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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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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.
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Introducing the Official community mod for 0 A.D. Empires Ascendant
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.
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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)
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Introducing the Official community mod for 0 A.D. Empires Ascendant
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?
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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?
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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!
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those bonuses weren't there on a25 either.
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it is legal at now, and I imagine it will stay legal. but things could change.
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btw there is debate over which is the ownership of AI-generated art. some regulation is possibly to be expected, but use and distribution is free for now. for italian readers: https://www.ilpost.it/2022/09/22/copyright-immagini-intelligenza-artificiale/.
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very promising. weirdly plastic, some weird details, but probably good for icons already.
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Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I think the hard/soft counter debate is meaningless for rts design, they are both legit choices depending on how those units are designed. first of all, a game can have both soft and hard counters, look at 0ad: sword cav is a soft counter for skirmishers, but siege towers are hard counters for archers, rams are for siege towers, and swordsmen are for rams... I think that for some units it's good to only have soft counters. if it feels good for them, why not? take medium/heavy infantry in "realistic" rts games like total war: they are the bulk of most armies, and it's only right that, however you are going to face them, it will either take a lot of time or quite some losses to take them down. of course hard counters are also good if they are well designed, and can be very fun. soft counters do lean towards snowballing, but some hard counters are enough to offset that I believe. -
I would argue that the stereotype is just in your head, since there are no children in that image, also, chances are the sign and the parking where next to a supermarket or a mall, hence the shopping cart.
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fire damage is OP guys. anyway, bigger variety in gameplay is welcome, when tested. unit specific upgrades are one of many possible ways to achieve that. I have another: Warbands: skirmishers get +2 conquer per second
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the kushites are adorable only because of the starting priest, that makes early rides something more entirely; then there's all the rest of the stuff. I mean, they can mace buildings! it doesn't make sense, but is fun.
