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FeiLongbay

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Posts posted by FeiLongbay

  1. I think that a TG cooldown is the solution to laggy TGs and 4v3 scenarios. I agree that having somewhat decent teammates and no lag in my games would double my gameplay happiness.

     

    I agree that it'd be nice to have both solo rank and TG rank for better TG balance. However, I think Marcus, Sequani, and Causative are making rankings overly complicated. Using certain stats just favors a TG playstyle and might not mean actually winning the game. If a person wins a TG by feeding resources to another player for an early p3 then why should he be rated lower than someone with a good KD or building capture rate. If people are serious about TG, all that matters is whether you win or not. If the only reason to do the ranking this way is because it would better identify who's "carrying" then we wont get the best players we'll just get the most selfish. If people say that straight wins/losses adjusted for enemy team elo might cause people to use boring strategies, it's the duty of the balance team to encourage players to get kills and have fun (not some over-complicated abusable ranking system).

    • Like 1
  2. On 20/02/2021 at 1:13 AM, LetswaveaBook said:

    I have only played a few games on 0AD, so by no means I am an autority and neither do I have anything to say how the game should work out.

    However if I am correct, this game has strategies like a sneaky ram push. Like how is that supposed to be sensible?

    I saw an user saying that the pierce damage is a problem and thrust damage could be included to circumvent the problem is just giving the spearmen a bonus damage. The same thing also goes for other types of siege equipment as spears have trouble killing them as well.

     

    Edit: something I wanted to add: Ramms are faster than elephants. Not only they are sturdy but they are also fairly fast if I am correct. On top of that is that the ramms can move while being chased down therefore their speed makes it troublesome to kill them.

    Rams are not faster than elephants in either version of the game unless elephants are getting blocked by enemy units. For game simplicity only swords, catapults, some heros and elephants (also axemen in a24) significantly damage rams. Try engaging enemy troops with your main troops and then sending in swords/heros/elephants.

  3. Sorry I put this in another message, but just want to comment on the best thing about this mod. If I win a battle with infantry vs infantry, my infantry will actually go over and kill the enemy sieges. No more do they uselessly wave their arms around the sieges as the sieges retreat making capture impossible. No more do I have to carefully select each siege with ctrl+shift to order all of their destruction. Late game battles FEEL AMAZING.

    • Like 1
  4. 3 hours ago, hyperion said:

    Do you mean if you ungarrison a siege? I'll do that with enemy troops around. For buildings you can set a rally point (move, attack-move, attack-move-unit, capture ...). So I haven't noticed this issue yet, will see were it comes from.

    I have not been able to set a rally point that is different than just the move rally point. E.g. in the base game if I right click rally point on an enemy building then ungarrison, my spear cav runs over and tries to capture. If I hold ctrl and right click on a building, the rally point does not even register and my cav ungarrisons at the front of the building. I thought I might have to change the autorallypoint from ctrl to a random key "k", but I still had the same issues.

    (In my example, I assume that setting a rally point on an enemy building is the same as setting it on an enemy bolt/catapult because I don't know a map that starts with siege.)

     

    In the your mod of game, both of those things happen exactly the same.

     

    I have looked at the default.cfg at https://github.com/0ad/0ad/blob/master/binaries/data/config/default.cfg and also scrolled through the hotkey editor on Autociv and have not found ways to change rally types. I am wondering what you mean by setting different types of rally points.

     

    3 hours ago, hyperion said:

      Break the capture-delete meta

    I see the capture delete meta as analogous to an ancient scenario where troops came into the city and they started to raze the buildings. If the city didnt send troops and waterboys to save the building it would be destroyed. Making the capture any more expensive would make warfare before stage III irrelevant because garrisoning in the cc, sentry towers, barracks, houses is much more cost effective than the attacker sending troops all the way across the map.

     

    The only issue I have with capture delete is that it makes sense to stack houses in front of sentry towers to prevent capture but that doesn't really align with the ancient torching scenario. 

     

    3 hours ago, hyperion said:

    For structures it would work to require it to be connected to an owned
        territory root to prevent capture-delete in relevant cases but might
        prevent freeing space if the CC got destroyed or captured to make room
        for building a new one. However this approach doesn't extend to captured
        units.

    Usually people have lots of farms around the cc so I have never seen territory captured that prevented the cc from being rebuilt after it was destroyed (except a case where a rotary mill was captured but that was seen as a bug). If the cc is captured, you shouldn't get another cc nearby.

  5. Great work! This mod definitely improves the gameplay for using slingers or the iberians flaming cav skirms. Thanks for starting a mod to fix the issues with capturing. Like you probably saw, there's still 2 issues.

    1. Troops still attack the buildings in range and do not change targets when enemy units appear. This is a large issue whenever we want troops to stay around catapults but we've moved near an area with houses. (Defensive stance causes the troops to have slow reactions to enemy cavalry, so we have to put in aggressive to minimize siege loss)

    2. When we ungarrison troops they still automatically try to capture the siege. If its an intense multi-fronted battle, we should be able to just add a rally point and ungarrison (2 clicks vs 3 currently: ungarrison, drag highlight troops because we might have 2 cavalry groups, attack).

    Like you stated, the first issues seems to be more about a change to the behaviors of the troops. Even though I'm a game programming nub, I might have to take a look at the engine code to see if I can improve it.

    Potential issue I was unable to test: would range units e.g. archers preferentially target enemy units over siege?

    Other thing, if this mod was saved as a zip file it'd be easier for non-programmers to figure out.

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