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LetswaveaBook

Balancing Advisors
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Everything posted by LetswaveaBook

  1. https://awbw.amarriner.com/ It is based on a turn based game called advance wars.It´s nice game-mode if you like strategically planning every move and the moral is not to play live. So you take your turn, leave the site and you come back to see a few hours or a day later what your opponent has done.
  2. I would like to introduce your newest wet dream: Lizzy Hale of Halestorm.
  3. No. I am from the Netherlands instead. The name comes from a combination of my favorite AoE2 unit, the monk. Whose use was way more celebrated in the former heydays of the true arena clowns, such as the all mighty king eddy. Converting all your units in arena by using monks gave a real good feeling and I the happiest moment of game-play should be where I defeated a goth player as Britons by mainly making monks, which counters the huskarl. It was great to see my opponent getting frustrated with that game and all the conversions. I am also inspired by a vietnamese player on age of empires, called saymyname, whose name resulted funny casts as you can imagine. Luckily, 0AD suits me as we still have very good book waving units in the form of the priests.
  4. @Gatot303, the basics of computer science if it does not work, remove and reinstall it. If that does not work either, I could recommend upgrading windows 10 to Linux mint 20. Also you could easily make you system dual bootable if you have a linux mint ISO file. I have to edit this as the gods themselves want probably me to help you. After making the comment, I wanted to join the lobby and got a similar issue. Since I have been messing with mods lately and knew that I could connect with a modded version, I enabled a mod. Then I disabled it and I could connect again. Maybe that helps for you as well.
  5. I know from AoE2 that the repeating crossbow exists, but that does not mean that it was an effective cavalry weapon. A crossbow does not generate energy and all the energy the bolt has needs to be put into it by the users muscles. Actually it is even worse, as crossbows are bad a translating stored energy into the power of the bolt. No matter how you put it, it will never be as effective as a crossbow on foot. The repeating crossbow seems easy to reload, but that comes with a drawback that it is unlikely through armor. I suspect that padded armor would probably even give good protection against the crossbow shown in the video. I would gladly believe you if you could provide a reference on ancient (Chinese) crossbow cavalry. A question out of laziness, is the cost increment for ministers implemented and does the unique blacksmith tech work? You need to fix that before serious reviews can be made.
  6. I tried the mod and the most interesting thing I wanted to try out is massing ministers. The mod does currently not increase the price of ministers, but I won´t judge it for that as it is no design flaw but an implication flaw. Some observation about ministers: 0. There idea needs some more detail. 0.1 The stats are off, you get those much reward for low investments. 0.2 The costs do not increase per minister. 1. The multiplicative effect is really strong. 1.1 10 ministers increase productivity by a factor 1.1¹⁰=2.6. So if the ministers support 30 workers, the combined effectiveness will be like 78 workers(Ignoring walking distances). This makes a population of 50 do work similar to 78 workers, freeing up 28 population space. 1.2 10 ministers make p3 very cheap as well and quick to research as monastery technologies. 1.3 a group of 20 ministers allow to build forward CCs very quick, 2. The cost increasing idea could give problems 2.1 If you batch train ministers, the game needs to know that the second minister should cost more than the 1st. So a batch of 10 should not be 10 times the cost of 1 minister. Same problem would arise if you train the from multiple government centers. Also please do not add crossbow cavalry and sword cavalry to the game. Crossbows require a lot of power to load and you would use all the muscles in your body load it, including those in your legs. By the way, you generate way more power with your legs than your arms. On horseback you cannot effectively use the muscles in your legs to aid to loading the crossbows. In addition there are other factors that make reloading a crossbow on a horse very impractical. Mounted crossbowmen(that dismount to reload) are fine to me, but cavalry crossbows are historically inaccurate. If you are able to afford a horse and a sword, you would also have the wealth to either afford a spear or some javelins. Since the spear is cheaper and more effective than the sword on mounted combat, cavalry always preferred the spear as their main weapon. I would say that cavalry with the sword as their main weapon would be historically inaccurate.
  7. I am happy to see that the idea is appreciated. I have not been able to reproduce the bug you mentioned for iberians as they seem to be able to produce spear cav in p1. However I found a mistake in the code for the ptolemy camel archer and reuppload it. There is also an issue with carthaginians but tht does not affect gameplay. As it shows: I am a noob modder, but that is how we start.
  8. As promised, here is the zip file containing the mod. I have added a readme file with a little extra explanition, which you might need to open with a basic text editing tool. lwb_mod.zip
  9. I don´t have any experience on earlier alphas that is worth mentioning, so I will not go into history. First of all, we need to consider the worker elephant is a great asset at the start and is a kick starter. I think a setup like 0ad shares similarities of the exponential growth. If one player need 95 seconds to double his population and the other 100, that might not seem to be a lot but after 1000 seconds the economies will differ by a factor of 1.6 Also it is the full packages that Maurya got, a great eco with the worker elephant, good archers, the ability to build elephant stables in p2, strong swordsmen and +10% pop cap. In previous alphas they had similar bonuses, but the other strong civs dropped a lot. On the same time the environment shifted hugely in favour of Mauryas as suddenly archers and elephants used to be a burden on a civ and now these units are a great asset. Also the meta became more defensive which meant that players are more likely to take advantage of the 10% higher pop cap .
  10. I would like to debunk an argument which I heard here and bothers me greatly. It is the argument of ¨The game is still in alpha.¨ To me this argument has some toxic value implying that we can make absurd changes and not bother on whether it benefits the game. As the game is in development, changes will naturally occur. However argument shown before does not give a license to (extraordinary) changes. I would advocate: Extraordinary conclusions require extraordinary evidence, or applied to here extraordinary changes require extraordinarily strong arguments.
  11. A general complaint in 0ad is that archers (actually it holds for all ranged infantry) are to strong. I think this is not exactly the case, but it holds some truth. The main type of units that should be able to punish ranged infantry is mellee cavalry, which is for most civs unavailable in p1. When you reach p2, there are allready so many ranged units on the field, that the cavalry nearly seems just to be target dummies. From my experience melee cavalry does not work out as an archer(or more generally ranged infantry) counter. On the other hand, even civs like Rome or Macedon that get melee cav in P1 don´t seem to be able to use them effectively in P1. Hence I have been working on a mod, whose purpose is not to be peak gameplay, but rather a test on how the gameplay would shift after small changes. I expect that there will be a lot of people who will be voicing concerns, but rather I am looking for 1300+ rated players to test with/against me how it affects gamplay and what can be concluded from these results. If you would like to try it out and see what new meta it would create, please leave a comment here. Also the idea is more about getting generic balance right and less about specific civs. The mod is still a little work in progress(I will publish it soon) and I have implemented some features: Carthage, Gaul, Iberians, Persian, Seleucids get access to a second melee(exception sele who get cav archer) cavalry unit in P1 at the stable/Iberian embassy. For Carthage I did some changes to get the Ib. embassy in P1. Melee Spear/Sword Cavalry get +1 pierce armor and +1 pierce attack for spear and +1 hack for sword. Citizen archers get +10% spread(inaccuracy). Infantry swordsmen get +1 pierce armor and +10% speed. Towers take 50 seconds longer to build, but are 25 wood cheaper in compensation. This prevents panic defenses or situations were people build towers right in front of your army, which seems ridiculous to me. Also garrisoned infantry contribute less to the arrow fire of towers. Finally all buildings(Including towers) get less of a loyalty regen bonus per garrisoned infantry after advancing. My main goal is to create a system with melee cav>infantry swordsmen>infantry spearmen triangle, where players are encouraged to do aggressive strategies and build a good mix of melee and ranged units. If A24 units would be perfectly balanced, I would hypothesize a mod like suggested would totally break the game in favour of the cavalry and sentence ranged infantry to death. I hope you would like to give the mod(I´ll upload it soon) a competitive try and we see if the hypothesis of the unit balance holds true.
  12. I think we need to answer in the spirit of wierd jokes. The point is that if there are constantly rigorous changes, we might never reach a sweet spot. I think we should take just minor steps at a time and just tweak the stats a little bit to move 0ad in the right direction. However I would support the idea of dropping meat in corrals(and making them a little cheaper than farmsteads) so they finally can get a competitive purpose.
  13. Thanks for your replies, even though they were not the answer to the specific problem, the were still insightful. That was exactly what I needed to know that I was heading in the right direction, so that a good thing to know. In the end (after messing with root access with the command line), the issue was that I should have had /mods/lwb_mod/simulation/ while I had /mods/lwb_mod/lwb_mod/simulation/
  14. That comment honestly makes no sense. Having a worker elephant is always an advantage, it saves you from building a drop-site and you can nicely put it right next to the berries for an early eco boost. Secondly, in a practical game, it is not so easy to snipe the elephant. Even if you snipe the elephant, the Maurya player has still been able to use it for a good amount of time.
  15. Remind: the original idea was to make towns look more like a city instead of CCs being surrounded with fields. So it was more a question about aesthetics than gameplay.
  16. I agree with this statement. The Maurya tech tree is wide (good archer,good swordsman and good elephant) and their eco is unparalleled. The starting elephant is really good and lets you run away with an eco advantage. However limiting the worker elephant to its own territory takes away its uniqueness and that hurts the diversity. The maurya have an early eco advantage. That means that they can fuel an early army and if there is such an army, killing it will not be so easy. Once again, my side is the one of wierd jokes. I also think that Maurya should not start with a worker elephant and that their cost should be increased (It´s an elephant, isn´t it?). You are in this case still able to do the same strategies, except that you need to pay an (increased) price to get the elephant.
  17. I would like to make a mod to enhance competitive play by doing simple(and conservative) stat changes and try to see what effects they have on gameplay. The first thing I would like to do is to give a civbonus to all civs that increases tower build time by 50 seconds, as it is easy to check if it works. I thought this would be the way that required the least steps. I am working on Linux mint 19(I heard that mint 20 is a good upgrade though.) The mods that I have successfully installed are located in: /.var/app/com.play0ad.zeroad/data/0ad/mods Then I create a directory ./.var/app/com.play0ad.zeroad/data/0ad/mods/lwb_mod for my mod and place a file mod.json containing { "name": "lwb_mod", "version": "0.0.24", "label": "LwB mod", "description": "by LetswaveaBook", "dependencies": ["0ad=0.0.24"] } I copied this format from a maya civ mod and that mod works. Afterwards I create a directory ./.var/app/com.play0ad.zeroad/data/0ad/mods/lwb_mod/simulation/data/technologies/civbonuses an create a file lwb_change.json containing { "genericName": "MThe lwb thing.", "autoResearch": true, "description": "The lwb thing.", "icon": "ionic_column.png", "tooltip": "A lot of things.", "modifications": [ { "value": "Cost/BuildTime", "add": 50 }, ], "affects": ["SentryTower", "StoneTower"] } Then I start 0ad, enable the mod and see it does not work. Any ideas what additional steps needed to be done? I also tried to mess around by coppying the celtic build time bonus and adjusting the numbers which worked neither.
  18. I share the idea that the role of cavalry seems a little odd and I like the idea of discussing it. However I feel like there is no easy solution and maybe the system we have is not ideal but just the best we can get (for now). That being said, I am just waiting patiently until someone gets the 200 IQ move that no one else(including me ofc) had thought off. In the mean time, the current system seems okay
  19. yvon -- Dutch female name, celebrated in a song of mooi wark. Don´t dissappoint me, this forum is not full of barbarians.
  20. I am on the side of wierd jokes. In addition why introduce techs that are to expensive to afford? Also the practice of using war elephants died out(except in India and south east asia), so I don´t disagree with elephants slowly decreasing in value.
  21. If we want CCs to be a center of urban activities, we probably need some auras as in the current meta, people build barracks not near their CC, but at the edge of their territory. I would like to give two wicked suggestion(still need fine-tuning and such): 1: Give CCs a build speed aura like maurya elephant, so if you want to develop fast, you build buildings near the CC 2: Give barracks(and such as markets etc) a aura that gives nearby CCs +5 meter territory per barrack(or other building) to encourage building barracks close to CCs and get a city like infrastructure in the center of the map.
  22. On linux mint(a.k.a. lightweight ubunto ripoff) everything seems just fine.
  23. If that would happen, then people would put at least 3 of their citizens on chickens at the start and your eco would be skyrocketing for the first few minutes. Also if you scout can push the deer to the cc it would be a huge bonus making map gen way more decisive.
  24. It looks all a little too cartoonish for me. I don't have a good feeling about the game, but maybe it turns out to be a great game. My guess is that it will not surpass AoE2 as a game.
  25. maybe the problem is that the chicks like to be near the cc instead of the cavalry having high gather rates.
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