alre
Balancing Advisors-
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Everything posted by alre
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Game Balance: Battering Rams, the 0 A.D. tanks?...
alre replied to krt0143's topic in Gameplay Discussion
I agree the game would look more realistic if fortresses were not miniature versions of weirdly square strongholds that throw showers of arrows at a large range, but were instead larger concentric defenses, including patrols, palisades and killzones, then finally a fortified position on a pre-existing hill, where the garrison retreats when the threat is nearest. But that would be hella complicate to realize and a miniature version of a conventionally shaped stronghold does the job of representing map control and also looks cuter in the process. -
Any way to make Gaia neutral towards specific player(s)?
alre replied to krt0143's topic in Game Modification
you should try a solution before dismissing it. yes, sure. -
there is certainly an improvement imo. just dropping some observations: - moving the islands towards the edge of the map is a good idea as it saves space. was the new algorithm tested for all possible combinations of n. of players and maps sizes? - I'm not sure I like that the islands are on opposite sides of the continent in 1v1 or low player count, but actually I don't much play those settings. - maybe biomes should make more sense for the map geography? I think it's a bit weird to have savanna biome on a map with that kind of shape
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Any way to make Gaia neutral towards specific player(s)?
alre replied to krt0143's topic in Game Modification
you can give wildlife to an extra player not assigned to any AI (sandbox). -
you can decide the order of mods directly in mod selection menu in the game. there are arrows on the right bottom that let you move a mod up and down the order. but files from the later mods will replace completely those of the mods before anyway, if they overlap, you understood that part correctly.
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true. a bit cynical actually, but true.
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lol this is so biased it's funny.
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World Map Project: Share your Maps and input on making the mod.
alre replied to Ceaser2's topic in Scenario Design/Map making
- the game engine doesn't support more than 8 players - the game engine doesn't support spherical maps - the game doesn't support server side mods -
Game Balance: Battering Rams, the 0 A.D. tanks?...
alre replied to krt0143's topic in Gameplay Discussion
realistically speaking, a ship could carry maybe one ram, but that wouldn't be mobile and should be used from the ship itself, as in some historical accounts. Rams were built on location, not transported over sea. I hope there will be important changes with how siege works in 0ad, there has been a lot of talk about this over the years. Things will also changes with the melee rebalance soon to be tested at wide. But until next and future patching initiatives, rams are currently pretty balanced in a competitive setting. -
We need an active pause, like in the Age of Empires.
alre replied to Beritra's topic in Gameplay Discussion
just use autociv's active pause. -
Funny Relevant Videos and Memery
alre replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
this is really funny and relevant. -
Han units speak greek, that's really comical.
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this is a question of organization of the game development and it's not a simple subject, ideally you a right, but suffice it to say that the main releases of the games are actually on a halt right now. well, in AoE there is no harm to use your soldiers in any other way than let them kill themselves, in 0AD you want them to do eco rather than chase enemies they can't catch. By simply having them distracted, you are lagging behind in economy.
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try BoonGui mod, it enlarges the minimap and changes players colors. these games are very different in the way eco is managed by units that are also fighters.
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I play for fun, I like competing once in a while and I can play fair: I played without the mod for the tournament event if it wasn't required (contrary to what I had thought). What I'm saying is: think what you want to think, but I've been using progui since soon after it was out, and I'm not a cheater.
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they don't if they are on passive stance. I think that would be bad and potentially exploitable by your enemy, think about how archer cav would be a lot more effective at disrupting eco. It's almost always better to delay the fight as much as possible.
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I'm not considering units standing around simply because units shouldn't generally stand around, but in fact, whenever I've left some unit standing as a sentinel, I put him on passive.
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fleeing to a safe building would be even better, yes. I have suggested creating a command maybe called "find shelter" that makes the selection run to the nearest building that can host them, I hadn't thought about making it automatic with a stance though. Excluding this option (I'm not creating it) I'd be happy if units were passive by default, and switched automatically to aggressive when first given a command for attacking. Maybe this mod I can create.
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that isn't necessarily better than doing nothing. It could lead to mass suicide. Fleeing looks like a much better default to me. In the end the player needs to handle it anyway.
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tool or factor influences game wins
alre replied to seeh's topic in Introductions & Off-Topic Discussion
if you say autociv makes up for lacking game features, you could say the same for progui: it makes up for a faulty built-in autoqueue and for a particularly complicated batch training system. Besides, no one is saying progui is not an advantage, but every element on Seeh's list is. -
tool or factor influences game wins
alre replied to seeh's topic in Introductions & Off-Topic Discussion
it does not. have you tried playing with the mod? becasuse you really seem to be talking only on the base of assumptions. games get updates that decrease the skill gap all the time. some say it's bad, some say it's good. it depends on the change and in this case I like the change, and it's not because it gives me the edge over other players (it does not). BTW, I know everybody loves autociv, but autociv's active pause should also be banned if progui is. whenever the game is paused it gives a concrete advantage to those players that have it. -
tool or factor influences game wins
alre replied to seeh's topic in Introductions & Off-Topic Discussion
I would estimate influenece of progui to be 1-15%. If used well it can help any player, I believe, but pro players will benefit less from it, also it can hinder you if you don't use it well. super noobs on the other hand will their eco improve greatly no matter what. -
lol I can totally do the parser. if I need to.
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I can check. just send me replay and tell me at which minutes you think you find foul play from which player. Of course I expect whoever makes the claim to first screen the replay themselves with "follow player" activated. But a this point I'd rather play freely with the mod on.
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lol autoqueue shows in replays, it's deactivated. take a look at the replay and tell me if you honestly think he's using progui or not.