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LetswaveaBook

Balancing Advisors
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Everything posted by LetswaveaBook

  1. In the Dutch, the emperors of the HRE are referred to as "Duitse keizer" meaning German emperor/Deutsche Kaiser. However the Dutch education system skips right over the middle ages into the Dutch war for independence and the following glory period
  2. I think Age of empires 2 so popular because it encourages players to opt for a combination of economic growth and military aggression.
  3. Maybe I don't fully understand. But in order to fix the "restricted classes", I assign an "attack" element to the unit template while some units shouldn't get any attack element. Am I wrong on this? The unit template is not suitable: It seems to mess with units that don't have a ranged attack (healers, fishing ships&trades escpecially)
  4. I dont fancy updating every template, especially since I would also consider not allowing ranged units to attack rams or siege towers. Doing it template by template means that with every change of mind, I need to change all the templates again. The templates would be inf_skirm_sling_crossbow_archer Jav archer and javelin champion archer, cav archer and crossbow, the hero templates for archers, cav archers javelineer and mounted javelineer and of course the bolt shooter.
  5. @Stan` Any suggestion on modding the Attack.js script? I tried the code below, but it did not work. I suppose the code does not return the "Field" string/token/whatever correctly Attack.prototype.GetRestrictedClasses = function(type) { if (this.template[type] && this.template[type].RestrictedClasses && this.template[type].RestrictedClasses._string) { let max = +this.template[type].MaxRange; if ( max > 55 ) { return ["Field"];} else {return this.template[type].RestrictedClasses._string.split(/\s+/);}} return []; };
  6. I was wondering if there could be a statement like "if the attack type is ranged, then add "Field" to restricted attack classes" https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/components/Attack.js
  7. The unit template is not suitable: It seems to mess with units that don't have a ranged attack (healers, fishing ships&trades escpecially) I could edit many parent templates, but that is not what I was looking for.
  8. Does anyone know a quick way to restrict ranged units from attacking fields? The template_unit_dog shows that such things can be done, but I wouldn't want to update every single template. Also, I would like to ban Archers/Javelineers from attacking completed structures with their ranged attack. Attacking uncompleted structures is something I would consider a gamplay mechanic. But banning Archers/Javelineers from attacking completed only structures with their ranged attack, would seem tedious. Any suggestions if that can be done in an efficient way?
  9. It is not only about honour, but it is also an issue of self respect : If you have a genius mind, don't waste it by being like everyone else!
  10. A spectator could have given him the info that the berries were there.
  11. Any unit that can capture also needs to be defeated. If you have some champions, you could loot and capture enemy buildings to gain workers again.
  12. Chemistry is complicated. While Na and Cl are both red, the combinition NaCl is fine. btw: group 18 is mostly unlickable.
  13. If you look into the template for the CC, there is also something for territory called "weight". By adjusting weight (for the CC or barracks), I suppose the captured territory after capturing a barracks also adjusts.
  14. I do not antogonize a fast hoplite in the game. Though we had a fast spearman in A24 (the Gual fanatic), it wasn't used by players. The game does often not make fast infantry worthwhile. If the unit would be introduced, give it statistics to make sure that it is viable.
  15. Can you tell what happens if you press shift+z? That should normally work
  16. I agree 100%. But low wood is probably the #2 reason why some maps/biomes are unpopular (#2 after only the fact that some maps require the use of a navy). All I mean to say is that a reduction is radius size should be done carefully because its easy to overdo it and the potential for blowback If you give the players less wood, then they complain (Mediterranean/Aegean biome or like in A24). Then the wood quantity is increased again by changing the settings. The average player gets exactly the amount of wood he wants (which is plenty). The current wood availability is not the problem: It is what players want.
  17. I think DE has a cooler version of skiritai
  18. Actually I don't know anything about chat GPT. But it is a text bot that is incredibly good at what is does. However if you ask chat GTP about the most popular 0ad mods, it will give 10 answers and none is a 0ad mod. So how do you expect chat GPT to write code for an engine that is only used by 0ad?
  19. I think it makes sense. There aren't Mauryan or Seleucid people, but those where dynasties with an empire. Adding empire to their name, clearly indicate what those factions represent. Also for Romans, I think it is good to denote that it is about republican times, not imperial times.
  20. I disagree. In my opinion gameplay would be more interesting if advancing to p3 is more of a finishing move, while the game could/should be decided in p2.
  21. The 'p3 or bust' gameplay is really bad. +50% gather rate in p3 therefore seems bad. While the current setup is better than a +50% gather rate in p3, it does not mean that the current setup is the best we can get.
  22. Can you explain why you consider it well balanced? Maybe it is a falacy. You are used to how the game plays right now and thus it is easy to think that things are well balanced. Remember: Originally, the game didn't need tier forge 2 techs in p2, and the argument was at that point: The game is allready well balanced.
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