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real_tabasco_sauce

0 A.D. Gameplay Team
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Posts posted by real_tabasco_sauce

  1. Ok, I have heard questions about this, so I'll answer here. We will do a community mod for a27, however there will be changes to how it works.

    In a26, we had issues where the mod would split the multiplayer community into mod players and non-mod players. Also, because the mod fixed a couple of bugs, development on the mod was a constrained by the requirement that each change be a clear improvement. This hampered experimentation.

    So the main change will be that each community mod version will be a clean slate, no changes from the last version will remain. What this means is that the mod serve the purpose of a "Community Test Environment", or CTE. Essentially, its a way for gameplay-oriented changes to be run by the community before being committed to the development version of 0ad.

    My hope is that we can make release turnaround fairly quick, and test a lot of ideas. Players can certainly continue to submit PRs, but I'd like to invite developers to submit their gameplay-oriented PRs too.

    Some stuff I hope to experiment with:

    • capture vs destroy balance
    • walls delete trees
    • 3x cavalry counter
    • added economic unit to address boom = turtle
    • ship balance
    • Improve Han gameplay
    • Like 3
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  2. With the cavalry speed tech lumped in, skirm cav are 57% faster than skirmishers, and spear cav are 210% faster than spearmen.

    This basically puts them on another planet in terms of mobility. I don't think they need to be that much faster than infantry. However, by tinkering with melee infantry speed, we may alleviate some of the problem.

  3.  

    19 hours ago, Seleucids said:

    A video demonstration of the disproportionate OPness of champion spear cav:

    Well, you are using gaul champcav, which have 10% more damage than regular champcav. Also, regular CS spearmen benefit from ranking up, so involving more units would give a more realistic picture of the situation. Lastly, you should keep in mind that champ cav cost more than 3x the resources of spearmen, so it is justified that they should survive a 1 to 1 match with spearmen. Its a resource counter, but obviously there's more to the situation since we have citizen soldiers.

    A good player can avoid spearmen extremely well, and in that case, you still have half your economy chasing cavalry while your enemy can have 100+ units on eco. Someone with champ cav and skirm cav can almost always choose their fights, so if there are too many spearmen coming, they go to something weaker. So I think the mobility factor is heavily underrated.

    • Like 1
  4. 9 hours ago, Arup said:

    HOW DOES GARRISON NOT AFFECT THE SHIP AT ALL?

    Garrison effects are pretty problematic for ships. Previously, ships subscribed to the "bigger = better" model, and 1) having a ton of ships and 2) garrisoning ships was the way to dominate the seas. But this takes an absurd amount of population, so very few players wanted to play like this as there is usually land to fight over.

    With garrisons affecting the strength of ships, you often could not tell how strong an enemy ship was until after it sank your ship with your handful of soldiers inside.

     

    On improvements we can make, I think moving scout ships to p1 would be good. I initially was against it, but I think its the right move. They might need to be weakened a little bit.

    What cost changes would be good?

    I heard that ships are a bit weak to land units, so we could bring up pierce armor.

    I don't think the techs are very complicated, but if players don't get a lot of the techs and don't get value out of the techs compared to just making additional ships, they should be streamlined.

    • Like 1
  5. you could have the p3 tech give promotion points to just whatever class the p2 ram belongs to, as long as its unique. So the same promotion approach used by silver shields and the roman reforms.

    If the p2 ram is not unique, you could make a unique phase up tech like what is done for athens and persians for the promotion approach.

  6. 7 hours ago, Darkcity said:

    Wrong strcuture tree was shown while clicking on civilization icon on top middle of the screen.

    Ive noticed before that if you have opened the structure tree before in the same game, opening it with this method puts you back to where you left off, not on the civ you clicked.

    Did you look at the structure tree before this?

    7 hours ago, Darkcity said:

    The selected civic center health & capture bar was not showing. When selected any other buidling of same player or other players, this was showing.

    I've also noticed sometimes that some fraction of selected units don't show health bars. I'll screenshot next time I see it and make a report.

  7. a better civ bonus for carth could be good. Maybe something stone-focused to help with the cost of apartments, temples, and the more expensive stone walls.

    4 hours ago, chrstgtr said:

    Also, the biggest problem with Carth’s bonuses is the lack of a real team bonus. If anyone has good ideas that would help 

    mm I think the infantry merc train time is pretty substantial, but its true that it really only helps merc civs.

  8. 25 minutes ago, Seleucids said:

    I think we should follow weirdJokes' idea and move the champs to barracks and stables, because that is the standard of most A27 civs. Only training champs from temples nerfs the civ too much. 

    The temples can be differentiated in other ways. For example, Carthaginian temples have faster healing rates or greater area of influence, for some rituals they practised. 

    Carthage is already unique enough, no need for more weirdness. 

    A commit before a27 made it so that champs trained from non-barracks buildings train 25% faster. I think it has helped justify making things like fanatics and spartiates, but not so much for carthage champs.

  9. 17 minutes ago, TheCJ said:

    "State hash check" is at ~20, which is noticable, but also not nearly as bad as "sim update".

    My understanding is that the f11 profiler uses some averaging, like a sliding window average. For me, hash checks in the f11 profile that get as high as 15 or so MS correspond to profiler2 peaks (gaps in a non-visual replay) as big as 130 -150 MS.

    22 minutes ago, TheCJ said:

    I tried playing another 4v4 in a27 and looked at the profiler;
    For me, the culprits seem to be "sim update" and "gui sim update", which both took over 200msec/frame in lategame, surprisingly enough without any real correlation to what was going on "on the battlefield", so even while we weren't fighting at all.

    Ok this is interesting. You are also on linux right?

    25 minutes ago, TheCJ said:

    I also tried testing in a26, but since I cant really play 4v4 alone, I had to play with 7 bots

    The bots add in some lag. What you can do to test is do alt+d, opening the developer overlay, and then check "change perspective" this allows you to do "gift from the gods" for each player and then set up some auto queues into the middle to make a large, enduring battle. 

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