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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. if something is considered a balance "emergency" it can be changed still, provided that it doesn't touch strings. There were some of these before the Han were introduced. I wouldn't put it that way, but that is what I typically work on. @Arup care to elaborate?
  2. The Han CC is particularly egregious because of its sloped design. BTW @Tapothei it used to be that the garrison flags would make the height even taller, so what you see in a27 is better than it used to be. It would be great if we could make some changes to accept multiple rectangular prisms as selection volumes, but until then, I could go through particularly problematic buildings and trim some height.
  3. I have this too sometimes. Attack move is the same. So if your units run into a building on their way, they will seek to attack it until a higher preference target is available. yes because their preference is for buildings, except for bolt shooters.
  4. This problem should be no more in R28. They will only continue attacking buildings if you explicitly told them to attack or if there is no other unit available to attack.
  5. Its from the battle of arausio, a huge win for the germans.
  6. yeah but that does not cut the mustard in terms of fulfilling a role in a counter system. Overall, I think we are at a decent position for the next release, but I think we really need to scale down ships going forward. If/when someone with the talent to design such a boarding ship actor steps up to the challenge, we can resume this debate.
  7. yeah, but you can't have RPS with two members. Trying to make siege ships participate in that system doesn't make sense, since they are available in p3 and would fulfill two roles too effectively if they countered some other ship in addition to working as siege.
  8. With the price change, that is mostly true now. Also, they were not exactly the same to begin with anyway. But you are missing the point. What I outlined above would allow for 3 main warship types to coexist for all civs, rather than forcing the fire ship and ram ship to be so similar.
  9. balance-wise, it could be good to let boarding ships fulfill a role almost identical to ram ships, but for civs that don't have ram ships (that way we don't have to be historically inaccuracy of giving ram ships to the gauls for example). Then we could add fire ships to civs that lack those to properly build out the balance system for water.
  10. I'll need to reproduce it myself, but I thought someone else said palisades and bamboo are allowed.
  11. replacement of feminization, since we now use civilians instead of women/female citizens. I suppose we could flip the number and call it militarization. Or just percent civilians.
  12. This fortress is my favorite. Its so cool.
  13. @0adler what's the filename of your map? Sure you could upload the map here. It seems more related to the savegame, so i wonder if filename got mishandled somehow.
  14. There are no maps added by the community mod in version 0.27.2
  15. incredible work! These buildings look great!
  16. I can't reproduce this in a27. @Kreise are you playing a27? Also, what do you mean by ?
  17. Hi @Arup, the way to open tickets is to make an account over in gitea (https://gitea.wildfiregames.com/0ad/0ad) and then make a new "issue". As for melee champion cavalry, I merged a PR recently to address their balance: https://gitea.wildfiregames.com/0ad/0ad/pulls/8380 The other points would be good to submit issues for.
  18. I found a solution for this issue @dmzerocold For me, it worked to go to Control panel -> Mouse -> Pointer Options, and uncheck Enhance pointer precision.
  19. Awesome work. Recovering a partial fingerprint is incredible!
  20. This seems like a narrow definition. With the points I brought up, I was talking about things that make snowballing inherent to 0ad gameplay. Anyways, with the next release, I would like to experiment with some changes along these lines. I hope you all will be willing to test stuff out.
  21. I'd like to revisit this topic to see if there are some ways to limit snowballing. Obviously, if you gain the advantage, it's rightfully yours, but the opponent should have more opportunities to win it back. And I think there would be more fun/creative play by increasing these opportunities. Here are some mechanisms that contribute to snowballing: Citizen soldiers: This means that gaining a military advantage is often accompanied by a proportional economic advantage. Also, by training economy units from military buildings (and military units from the CC), the military infrastructure is largely the economic infrastructure, and vice-versa. Loot: Resource and experience loot leave the victor with a military and economic advantage. However, promoted units are somewhat slower to gather, which partially counteracts the other advantages. There are other features that could arguably contribute to snowballing as well, like preventing construction with ranged units, but these contribute much less. Ideas to reduce snowballing: Unit diversification and counters: by implementing more sophisticated relationships between the units, we can decrease snowballing by allowing smaller armies to beat larger ones if they have a better composition. we will need to vary more factors that are often held constant for whole unit classes in 0ad, like price, train time, and HP. Shift economic contributions more towards civilians (formerly women): This would benefit 0ad by partially deblurring the line between military investment and economic investment, and by decreasing the economic opportunity cost of sending citizen soldier (CS) units to battle. Alternatively, a new eco unit could be introduced to complement civilian gathering abilities, such as a more metal/stone specialized gatherer. Unit-specific technology tree: By providing players ways to selectively buff particular units, strategy will emerge in the prioritization of "teching into" certain units based on the civ matchup, map, and resource availability. Developments in this area will compound nicely with unit diversification. feel free to comment some thoughts and suggestions.
  22. its easy to think of some desirable behavior, but since it is maliciously compliant, its also important to think of the ways that the behavior might occur when you don't want it to. Some behavior could be useful in one case, but annoying in several other cases.
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