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LetswaveaBook

Balancing Advisors
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Everything posted by LetswaveaBook

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. yvon -- Dutch female name, celebrated in a song of mooi wark. Don´t dissappoint me, this forum is not full of barbarians.
  6. 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.
  7. 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.
  8. On linux mint(a.k.a. lightweight ubunto ripoff) everything seems just fine.
  9. 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.
  10. 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.
  11. maybe the problem is that the chicks like to be near the cc instead of the cavalry having high gather rates.
  12. My guess would be that Yekaterinas comment was ironical. Seems like you fell for it ;P
  13. Here is the story of us: https://play0ad.com/about/the-story-of-0-a-d/ https://www.youtube.com/watch?v=nN6VR92V70M Beware of trolls(very strong AoM unit) though.
  14. The problem with that as far as I can judge is that it measures how much you play as much as what your win ratio is.
  15. If this is the problem, we could easily counteract it by making that CC can store wood/minerals but no food(or lets just make it wheat whereas meat and berries can). If you can store wood in the CC, you can build a farmstead and farms and you will still be able to get going. Also I highly doubt if towns will start to look as idyllic in the right picture. The only way to really know is to let people play on such a mod as I can not judge how other people would make a layout for their base. However I do suspect there will be a lot more housewalling to keep your eco safe and map generation would become more decisive. I think it will hurt gameplay more than it helps.
  16. Historically, I guess if there was fertile farmland somewhere, then some people would settle it. build a little cosy house in the neighbourhood. In the game, players build farms at positions that are well defendable(in current meta around CCs). We build farms inside a fortified area. The defensive capabilities help our farmers, wheres houses and other buildings don´t need to be placed in areas that are well defendable. When using this type of logic, it is understandable that it will never look like in real live. Building farms in defensive positions seems logical whereas CCs don´t give reason to build other buildings(to form a city layout) close to them. This is aided by the fact that some players build their buildings(esp. barracks) at the edge of their territory to get some extra territory.
  17. Just another Sunday in open source land!
  18. If I had to do a suggestion for an army camp, I would suggest a building that gives a +15% attack aura in a 120 meter range(enough to build it near fortifications and have an advantage on taking them). However an army camp would slowly dismantle and lose the aura unless you sacrifice large supplies, making it a building with temporary use only. Also army camps should be destroyed upon capture, which should provide considerable loot and be fairly easy if there is no supporting army. If you delete your own army camp, you could get some resources back.
  19. I think the dev team has things quite right. I think only small stat changes are in place. From what I´ve seen in AoE2, small changes can have a drastic impact on the preferred strategy in RTS games. I am more the type of boom player and I think booming is advantageous against turtling opponents. However I can understand that the meta currently might not be the best it could be. I think it would be solved with a few small stat changes. If melee cavalry and infantry swordsmen(for infantry swordsmen maybe also +10% speed) would get +1 pierce armor and towers would take +50% longer to build and upgrade, I think the meta would be fine.
  20. Carthaginians do as far as I know not have a lot to distinguish themselves competitively in 1v1. Style-wise, they only distinguish themselves with nonviable mercenaries. They do have their apartments which seem cool, but are locked to p2. When you reach p2, the minor advantage that apartments seem to offer doesn´t make a lot of impact(especially not with A24 p2 timings). Therefore I would like to do this suggestion: Instead of apartments being locked to p2, I would like to see apartments being unlocked as soon as you have 5 p1 buildings. So for most builds that would mean 3 houses, a farmstead and a storehouse. It would give a small eco advantage, but only after you reached 50 pop. So it is a nice bonus but nothing over the top. The Carthaginian player still needs probably the 3 houses at the start, which means players still get a nice mix of houses and apartments(because mono-culture is boring). In later stages, Carthaginian players will still build houses if they lack stone or need pop quickly when the are housed. Also apartments in this suggestion no longer count as a requirement for p3. I would like to hear your ideas on this.
  21. If I had to do a suggestion, I would go for a faction that represents the Greeks in southern Italy. Syracuse was one of the largest cities in the Mediterranean and was active against both Athene(defeating Athenes fleet and contributing to the end of Athenian hegemony) and they also fought both Carthage and Rome. They are another Greek faction(limits diversity), but that makes fit in with the others. I also recently found a vid about the Kushan empire which might also be interesting. https://www.youtube.com/watch?v=0gc4p_KQGf4
  22. My view is that if your units get slaughtered, the player should get a visual notification. No spooky actions at a distance!
  23. I have to remark that 2 barracks having each 1 unit in the que will cost you 800 resources(100 per unit and 300 per barrack). One barrack with 10 units in the que produces units slower and costs 1300 resources. If you have 2 barracks with 1 unit in the que you can also produce faster. I think going for large ques is not the best way to use your resources.
  24. What I also like about the idea is that we can play around with the times which it takes to turn enemy in neutral and neutral in owned. That would give more options for balancing it out.
  25. I voted that it is not abuse. I think that we have to see it in perspective. It is so hard to reclaim your own territory if someone sneakily captures your own CC, temple or tower. So I think it is only fair if you are able to delete it.
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