Jump to content

alre

Balancing Advisors
  • Posts

    1.347
  • Joined

  • Last visited

  • Days Won

    17

Everything posted by alre

  1. 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.
  2. you should try a solution before dismissing it. yes, sure.
  3. 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
  4. you can give wildlife to an extra player not assigned to any AI (sandbox).
  5. 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.
  6. alre

    proGUI

    true. a bit cynical actually, but true.
  7. - 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
  8. 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.
  9. Han units speak greek, that's really comical.
  10. 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.
  11. 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.
  12. alre

    proGUI

    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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. lol I can totally do the parser. if I need to.
  18. 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.
  19. 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.
  20. 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
  21. 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?
×
×
  • Create New...