alre
Balancing Advisors-
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Everything posted by alre
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This actually changed a lot from A24, but I agree that now attacking seems very often convenient over defending, even if the defender has some few towers. Guessing reasons, that could be because raiding the economy is so convenient. You can do it also when you are defending, with some cav, but it's harder because you have to split your attention among far battles. To be honest, I don't like this attacker advantage and it may be, in fact, the most important pro-snowballing factor of this game. In any case, loot hardly has any real strategical consequence by itself, because it's only 10% of killed units value (if you want an army to replenish itself with loot alone, it should have a kill ratio of 10!), it's just a gift for whatever player has made more kills, attacker or defender that is. Anyway, if we are still going to keep loot, I'd like if you could visualize it somehow. @Micfild idea is not bad, maybe it could be a message that pops up when a battle is over (starting from any attack alarm, until some time passes without fighting inside that same area). That same message could also give more details like the number of killed and lost. It seems to me like you are describing A24 still. In A25 melee cavalry gets used a lot, and melee infantry also is sometimes used without any ranged support at all. Someone should make a map like that. That's how much it takes. I had something like that planned, but it's very low in my priorities now, I still have to make sense of the map I'm already working on.
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how so, if the defender also gains loot he can immediately spend to counterattack? I don't think attacking is that bad as a risk, especially if you are near to a base of yours
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[Feature Request] send signal a point on the map to teammates
alre replied to andy5995's topic in General Discussion
he means signaling the position of each player to his/her allies. sounds like a good idea to me, although it's not better than each player giving the position in chat, so that you know where's who. -
man, sometimes I literally loose whole groups of men to the lag! because commands don't pass trough it, and so my people makes suicide charges instead of retreating.
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all loots are 10% of the value of the unit/building. it means that a battle that gives you an advantage of 50 men, for instance, also gives you a resource advantage for 5 more men. why would that be a fair number? why not 0? you now have a men advantage, isn't that a sufficient reward? this kind of situations can happen when a player manages to group all together a very big army and overwhelm defending armies if not properly prepared. a single mistake by the defender can throw the whole game away for him/her.
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could be that looting is that unimportant, I'm not sure. can't be unless we try the game without I think. it's also possible that I'm exaggerating the difficulty of comebacks, but to me it seems that if your army starts to break trough in its way to the enemy city center, there's no way out for that player, even if he/she was ahead in eco and maybe is able to raid your own or is able to play smart some other way. borg- is right about expansion potentially playing against snowballing, although that would be a huge shift for 0AD, as CCs are currently very costy and also not that necessary for economic growth.
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I want to share a video that I found some time ago, thanks to another post by @Lion.Kanzen: Before watching this, I hadn't realised how much attention should be put on snowballing when designing a RTS game, and I think it's important for us to discuss this because 0AD is a game that snowballs an awful lot: after losing a fight, you may come up with a plan for coming back and turn the tables, but in 1v1, it's better just to resign, because you know it's gonna be pointless anyway. In fact, 0AD would be a lot more fun if it it wasn't so easy to escalate any advantage so quickly. I think that 0AD could be a lot better in terms of anti/pro snowballing mechanics both in economy and in warfare, but one thing that really stands out, and thus I'd like to discuss immediately, is loot: the author of the clip above says that pro-snowballing mechanics are not necessarely bad, because they can be very fun to benefit from, like veterancy in many games, included 0AD, while anti-snowballing mechanics should be more hidden to avoid feeling punishing. Well, loot in 0AD is a mechanic that is hidden (not fun at all, almost impossible to notice in fact) but favours snowballing: it has it all wrong. I think looting could be a fun thing, if it was more evident, or even explicitly commanded by players (like plundering enemy buildings, or maybe even collecting resources from corpses if you gain control of the battlefield) but they way it is now, it's just a free gift for players who are already winning, and a strong factor towards making it impossible for losing players to come back from a bad position.
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Batch Training (The Good, The Bad and The Ugly)
alre replied to Micfild's topic in Gameplay Discussion
that's more or less the opposite of what I do: - biggest possible batches for eco, split among all production buildings I got. - also batch production for military, unless destined to a fight that's already ongoing, in that case single unit spam. -
because you have to build houses anyway
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it is a disadvantage if the map doesn't allow much building space. it can become quite stressing and time consumimg to find a spot for every house and building. 10 pop houses are better in such maps.
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let's not forget that sword cav was relatively OP in A24 too. it's just that cavalry wasn't nearly as effective as it is now. I think that comes from unit pushing and better turn times, and faster game turns pace. You can see, for instance, that sword cav not only has better pierce armor than axe cav, but even wins in a direct fight against it. also spear cav is UP and already was (not drammatically, but yet, they would deserve a little buff).
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Batch Training (The Good, The Bad and The Ugly)
alre replied to Micfild's topic in Gameplay Discussion
ok, thanks, now it's clearer. this means in practice that with autoqueue training times are rounded up to the nearest second, right? -
Batch Training (The Good, The Bad and The Ugly)
alre replied to Micfild's topic in Gameplay Discussion
ok ok. I did test that, and the results once again confuse me: after 5 batches (of 2 men) manual queuing had gained 2/3 seconds over autoqueing already, after 10 batches, there was more than 6 seconds of a distance. if it was just due to autoqueue waiting to the end of the 0.2s turn, it should have been less than 2 seconds after 10 batches. -
Batch Training (The Good, The Bad and The Ugly)
alre replied to Micfild's topic in Gameplay Discussion
I made some test and training 6 spearmen takes 1 minute, either with manual queuing and with autoqueue. that time is effectively 6 times the individual training time. maybe some very slight difference may have slipped from my attention, but I'm quite convinced that autoqueue is not inefficient compared to manual queuing. -
well they did have some form of walling around all their settlements. it's just that fields weren't usually included.
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the problem with SlopeConstraint is that it seems to work when TILE_CENTERED_HEIGTH_MAP = true, but it doesn't quite reflect passability (for units to walk on them) if TILE_CENTERED_HEIGTH_MAP = false. this is more like a mishap than a deal breaker, but it's a pity that PassableMapAreaConstraint doesn't work. besides, I'd like to ruefully notice that none of this is documented anywhere, so I still have a very rough understanding of how the heightmap is rendered, or what's the role of tiles in the pathfinder in general, like what's the true maximum passable slope, and how is it computed.
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PassableMapAreaConstraint doesn't work at all for me. I mean, it selects all tiles as they all were passable.
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the ancients built their cities in no way similar to how it's done in the game. they would have fields before the agorà , for instance. it's not about how the ancients would actually build cities.
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between javascript and lua, I'd have gone with lua all the time, but that is my personal preference. anyway, I wonder if there is some way to test javascript files in some way different from running the game. I'm working on my random map project and I don't know any other way than editing the files with notepad++ and then directly try the game. since there is some relatively complex algorithm involved, that's quite suboptimal, there is some way I can set an IDE to run my code and see how it works?
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if you want to be able to decide the exact spot where to start the game from, have a nomad game (it's nomad until you place your first cc).
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I like it. Isn't it strange that they decided to "come back" somehow, from the more realistic trade routes of AoE 3? I liked that concept better.
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point is that archer walk speed is not there anymore.
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maurya had a very good economy in A24. now that's gone.