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alre
Balancing Advisors-
Posts
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Everything posted by alre
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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. -
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.
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I would like to make a claim of irregularities by player Piplox (BOO! <3) on our last (and only) game of A.S.Pruzzo vs Stars. I am not commenting the behaviour of the player in the game and lobby chat, for that I can see his same team choose it to change him with another player, but I am attaching here the replay, from which you can all see he was using ProGUI - or some other mod for automating training. He never used auto-queue and he kept training units in small batches from all his buildings. Oftentimes he created a new batch (usually of 1, but sometimes more), when the last batch was just about to complete training, as usual with ProGUI. Sometimes the training commands are so quick that you can't even see them when looking at the replay with "follow player" activated: the training building is never even shown as selected, at least not at normal speed. For a definitive proof, look no further than at minute 10:06, when Piplox is giving a command to some three units (2 spearmen and one archer). The commands given are: drop resources > create building > gather metal (with shift pressed). While he is giving these commands, the CC starts training a new horseman, this before the last command is given to the three units. A video of the replay at that moment is attached, follow player is activated for the video, and speed is 0.1x. It's impossible that Piplox manually gave the train command to the CC and then immediately reselected the same three units in the middle of all the other ones, to give them the new queued command. Those three units were not in a selection group: they are never given another command together in the rest of the game. commands.txtmetadata.json recording_cheat_480.mov
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As long as the competition score is kept by the rating system in discord, I think the best way to leverage that system would be to have the teams free to play any game they want to play against each other, and update the rating accordingly. Of course some rules should have to be set so that this can still be run manually, limiting the number of official games that can be played every week. What do you think @70H4NN2S?
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for the teams of our next matches: note that we proposed a couple of times on the "scheduling" chat of the Discord channel.