
alre
Balancing Advisors-
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Everything posted by alre
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in 0AD there is no single unit that walks at 7 m/s. overwriting that default value is very simple and I would recommend - for easier balancing - fully specifying all units statistics in your template tree, without relying on any default whatsoever. That's what we do anyway. I wouldn't even know if that 7 value is actually the default, @Stan` said here that is only used for generating the example template. You are missing a lot, and you think it's our fault. It's not, take some time to understand the game better, and its balance, or feel free to make your own mod and see how that plays.
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the unrealistic scale of units and speed is nowere coded in the game engine. You can make a mod like that defining a whole new set of unit templates and models, that have realistic values and whatsoever. 0AD will keep having its absurd scale, because it works perfectly fine for us.
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I just don't think this needs changing. buffing fertility fest a bit would be more than enough, booming doesn't need to be better than that, raiding doesn't need to be easier than it already is.
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agree, also I'd add that I never understood why women and inf have such a bad rate of gathering meat compared to cav. ok cav moves faster, but does it also have to butcher faster? 5/10 times so? why?
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I think it should noted that in early game (minutes 0-3) this rock-paper-scissor mechanic exists in 0AD. one can go for naked booming (quite common), immediate/early cavalry rush with about 4 horses immediately, and even more after one/two minutes (more convenient if hunt is present around base), or print some extra infantry at the beginning to protect himself from rushes (especially convenient for slinger civs). Rush wins against boom, boom wins against defense, defense wins against rush. It is in middle game (minute 5 onward) that naked boom is no longer a sensible option, but just because fertility fest is out of balance in this release, that would keep booming with women viable. As for A25 balance, after minute 4/5, raiding can't be your main strategy anymore, you need to settle on either infantry boom or a more committed aggression, be it with cav, infantry, cs or mercs. This is no more a rock-paper-scissor situation, but a two way balance, even if a lot more can be said about different civs and particular strategies - I'm simplifying. To be honest, I'm not a fan of boom-rush-defense balance: it can be very fun to rush a defenseless player, but it is quite frustrating to get rushed when you are defenseless, or fall behind because you picked the wrong strategy compared to your opponent. Scouting could help giving you a clue of what the other player is gonna do, but at the beginning of the game scouting comes at a high cost, so, all in all, a player can be rewarded for essentially being lucky about some risky choice. This is just my opinion, and I can see why others may disagree. I hope that some player better than me, or more used to play 1v1, shares his/her opinion about this.
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now I'm confused, who is it that have fire resistance?
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How? You can barely notice it happens by digging into the statistics, and those are not even complete, because units and buildings have fire resistance, which is hidden and there is no way to tell how good it is. Besides, this mechanic gives to an arbitrary unit, alone in the game, as it was the only one in history to use fire, the ability to do considerable damage to any other unit and building, without exception (that I know of) or defense. How is all this fun?
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I'm confused now. Seriously though, why did you buy the game if you were clearly so unhappy of the news about it?
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there is not. and even if there is, it's irrelevant.
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I must insist that meters and seconds have no real meaning in the game settings. All soldiers models are about 4m tall. Also speed is clearly not meant to be realistic, starting from training and building times, to walk speed and attack times. It's all about making the game play in the desired way.
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there is general consensus that both iberian cav champions, and iberians in general are OP.
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Maurays are too weak and Spartans are too strong against Maurays
alre replied to UltraMan's topic in Gameplay Discussion
so true! -
I think this 'aggressive vs defensive strats' balance works mostly fine, it's not very even, but it's a good recipe all in all. also, the game already offers other long term booming strategies, as with corrals and trading. these are both kind of a in a weird place now, but they do what booming does, which is temporarily hamper your chances of standing a fight, in exchange for a better economical position later. training soldiers in barracks is another investment in future. it seems to me that it's quite difficult anyway to balance these different strategies, because even if attacking and defending are balanced, which is still not the case, booming if unopposed could turn to be a permanent advantage too difficult to take away.
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all this sounds too complicate. I'll play the part of @Player of 0AD this time: don't change anything (except for slaves, slaves mining makes sense). in 0 AD is quite difficult to raid wood, and I guess it's ok, you have the rest of the economy to raid. If you destroy all your enemy's woodcutters, that's a major battle. In 0 AD forests have a strategic importance as places where armies are stationed chopping trees.
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The Halt command (H key) - does anyone use it?
alre replied to mysticjim's topic in General Discussion
same here. I used to use the h button more often (for fights), but then I got used to attack-move instead. I also sometimes have the same problem as @Player of 0AD, maybe I should restore my old habit. -
basically it's the same as a siege tower. If those can be balanced, this can too.
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Challenge to reach 100 pop in the shortest time
alre replied to cl2488's topic in Gameplay Discussion
I also tried again and my best time is still over 8 min without hunt -
Challenge to reach 100 pop in the shortest time
alre replied to cl2488's topic in Gameplay Discussion
that's interesting though, with or without hunt? no challenge can be a perfect proxy for the game itself anyway. -
true, but AOE4 will probably get to a truly stable release within a year or so (not counting balance tweaks and further civs to be added as DLCs), unlike 0AD.
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using any computer to host a match is pretty straightforward using the game lobby. I don't know if the AI is only ran there though, or rather in all players' computers.
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they are just not active anymore. their rating is not updated either.
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also cavalry moves pretty slow. strange. no @#$%
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Challenge to reach 100 pop in the shortest time
alre replied to cl2488's topic in Gameplay Discussion
I'm so pissed because I had one try and managed to make 8:15 with everyone trained fully (touched 100 pop at 7:29), but it didn't store the replay. EDIT: oh wait, I found it, for some reason it was in the MP replays. 2021-11-14_0001.zip -
Mercenary cavalry: The Macedonian case.
alre replied to LetswaveaBook's topic in Gameplay Discussion
I like the combination of these two ideas, sadly, they would need very big changes to the engine. not that big I think. tweaking the values for sword and spear cav is sufficient, easy peasy. Anyway, mercenary cost should be fixed. Unit overlapping also could be reduced. -
Mercenary cavalry: The Macedonian case.
alre replied to LetswaveaBook's topic in Gameplay Discussion
I named skirmishers. for the damage archers make, it wouldn't make much of a difference anyways.