alre
Balancing Advisors-
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Everything posted by alre
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Proposal for a new map category: Mainland-like maps
alre replied to LetswaveaBook's topic in Gameplay Discussion
that is player river (doesn't have to have a river in the middle) -
isn't it the opposite? the flag stays where you put it, but the troups chase enemies and loose it, before going back to it when there are no enemies. that is the supposed behaviour of formations, and being the flag a debugging tool on top of everything else, its supposed behaviour is signaling the position of the formation element (which has to stay there in order to make formations work as intended).
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kate you didn't even include borg-, who is still very strong. he beat letswaveabook easily few weeks ago.
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@Yavin another thing you could do if you want to, is embellishing some of the maps in the Macedonia campaign, which is going to be included in the next versions of the game. The creator asked for some help on that side, for the city of Thebes, and it seems you are the best man here. What do you think?
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true but there's balance breaking changes that need svn to be tested, like acceleration. that's the point of my proposal.
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I like this way of thinking. In case, I can take some of those tasks on myself, whoever the scrubmaster is. My biggest worry is the lack of testers using svn. Idrally, it would be best if changes like acceleration were introduced to the game with parameters making the change null, so that it's possible to test the game from release version.
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alpha 26 is sheduled for feature freeze in a few weeks and, as far as I know, there has not been a single balancing change committed to the game. is this normal? is A26 really coming out so soon? is there anyone planning to make the balancing changes? Personally, I know why I never worked on it, but what about the rest of the "balancing advisors"? how do you feel about this?
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I see. no, I haven't tried changing the parameters.
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never play 0 AD more like it.
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very good. it looks to me however that the difference is hard to notice in most cases. anyway, I'd make it possible for different units (cavalry) to have different pushing radius, irrespective of clearance.
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that's the same as now but more rigid and without visual feedback.
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Gaia is a troll, Iberians are bigger trolls
alre replied to Yekaterina's topic in Game Development & Technical Discussion
wall gates do work strangely. -
why is this an exploit?
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I don't think PetraAI is gonna prove any more dangerous if unitAI defaults to attacking buildings instead of conquering them.
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'cheating' is incorrect, clearly. if single civs weren't linked to higly predictable OP strats, other players could try to predict your play choices only based on your identity, other than on scouting intel, which is how all other RTS work. most players don't actually bother to create second accounts and it's easy to imagine they dislike others doing it to hide their identity, with the goal of gaining an edge in competitive play. if someone spots a weakness in my play style, I try to correct that weakness, I don't disguise myself in order to hide it. I'm not particularly against allowing players to change names, but hey, slow down with those bold claims.
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left is correct, leaved is not. it was just a play on words on @Freagarach's part.
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over that period of time, one could also have lost the password of the older account. an e-mail confirmation could be useful not only to avoid smurfing, but also to retrieve a lost password.
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what about just leaving it half green without any symbol at all?
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people does that. some players use multiple accounts for whatever reason, without even hiding it. some other try to hide who they are, but are honest about their level.
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Preferred Approach to Garrisoning Towers and Fortresses?
alre replied to Thales's topic in Gameplay Discussion
high level play is the following: - do not garrison anything before attack - ranged troops are faster, so put them to gather the resources farther behind - if a tower is next to the opponent's border, keep some military presence next to it, so you don't risk losing the tower. soldiers should br gathering resources nearby, but if there aren't any, or if it's too risky, you can keep the tower garrisoned, it won't be a huge loss to keep some 3 units idle. - when an attacking force shows up, retreat your forward forces (supposing the attackers are in majority) and at the same time, call forward your back units. a good way to retreat is to hide your units into buildings until the rest of them comes to help, if a defensive building next to the troops can't take them all, call them out from the back of the building while others are coming in from the front, this way you will make units teleport from one side of the building to the other. - when you finally face the attacking army, be sure it's with all the men you can dispose of, and empty all buildings as well. soldiers fight better on the open. - if you lose a fight (supposing you don't want to resign) hide your units into buildings to save the units , the buildings from conquer, and to shoot arrows on the enemy too, if possible. -
player behaviour is the main driver for every game development, I don't get what are you suggesting here. how can a new feature create an imbalance that is already there? it's two different things altogether. AoE4 is ugly for a lot of different reasons, and light up neon arrows don't help when they awkwardly steer mid-air to chase enemies, but I don't think that's necessary in 0AD. right now in 0AD an arrow must land between someone's feet to hit him, so I don't think anyone will complain if we make it so that damage is dealt independently on where's the arrow landed. you'd hardly notice the change.
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I've been advocating removing randomness from missile damage for some time. please don't talk to me about immersion because if you are not distracted by seing a health bar above people's head, you shouldn't be concerned by something that is so easy to conceal like damage mechanics for ranged fire. I bet most players aren't sure about how that works anyway. besides, in 0AD it's quite hard to see missiles at all. another pro for that: no lag-fest range queries.
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I don't get it. why not?