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Atrik

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Everything posted by Atrik

  1. Looks very alike the a27 bug/lag that should be fixed with a27.1.
  2. Not specific to a27.1. Not really a bug neither. A variant of the marine seems to have been created in order to make it unlocked by default in PII in the gymnasium. https://gitea.wildfiregames.com/0ad/0ad/commit/ba635f2790762fbf74541013a6247619519c0ebc
  3. https://mod.io/g/0ad/m/10ad You can conveniently get this from mod downloader.
  4. Ranged cavalry are already within that range (x1.3-x1.6 of inf equivalent) melee cavalry have more and I feel it is smart gameplay-wise as melee cav intuitively can be used to: engage backlines be able to counter ranged cavs raid with comparable effectiveness as skirmisher cavs. All 3 scenarios require melee cavalry to have this additional speed.
  5. As you can see from this thread, a consensus will never happen as for the solutions @real_tabasco_sauce makes the all the balancing PRs that get approved by the team atm. So rly it's almost about convincing him. With current production stats (cost, prod time..) more durable units actually makes the game feel more spamy. This because there are much more situation where both sides can sustain sending troops on the front-line, replacing dying units by new one for a long while. Since melee re-balance, this happens more rarely, as battles tend to play out slightly faster. I'll maintain that it did have a positive impact on the gameplay, also because it put less importance on sniping making other things matter more.
  6. Because after melee re-balance, melees were killing other melees faster. For spear inf vs cav, this is even more visible because of this damage multiplier. But note : The melee re-balance didn't change relative strengths* of inf spears vs cavs, it just made fights happens faster So the following reduction of inf counter was a net nerf, which tipped off the balance in favor of melee cav * However in army with mixed compositions, inf spears became more impactful as they were before since the % of dps dealt by them was increased. Now that we identified the above, we can discuss if units dying faster is desirable, and if not, how to mitigate it without inadvertently breaking unit balance. About that my take on this is that it's not bad to have faster paced slaughters when a player miss-micro cavalry, as cavalry are already pretty hard to catch: It seems preferable to keep cavalry stats and mobility high but not too fail safe Then the opposite : make cavalry more normalized with infantry (slower movement, lower stats...)
  7. Basically I think what would be nice is to have cavs used for their mobility, and not a unit that will always be the best suited in all situations as main core troop. To keep melee cav skirmishing still possible they need to have mobility, but being less effective then infantry to fight as front-lines. Restoring x2 spear cav vs cav would also make them a good choice when needing to counter ranged cavs. Strong counters is a easy way to make units more balanced overall because one player can... counter... any unit "abused" by it's opponent.
  8. It's x3 from existing x2.5. x3 inf polearms vs cav and x2 spear cav vs cavs were the a26 values and cavs, especially champ cavs, where still op, just not as much as now.
  9. Finely a hero that will nerf champ cavs?
  10. There is still at least 2 different bug with formations that I haven't been able to have clear way to reproduce yet too. 1. is units acquiring random targets when pressing Halt in formation, ex: a building even if clearly there are units nearby, or attack units far away. (happens when there are a lot of entity around so i guess it's because of some optimization stuff) 2. units sometimes freeze/dance salsa endlessly in formation. Else wise, formation are already very very useful without bonus already, for unit placement, and to fight efficiently. I know some will consider bug too but it's actually nice that units can cluster up while in formation.
  11. Since that happened this WE I looked into it, and got a grasp of the problem. The prices are currently driven by the number of transactions and not the volumes they generate. So one can drive the price of a resource then benefit from large transactions, therefor overall generating resources. Currently the formula multiply some constants to sold amount (which is equivalent to number of transactions, as sold amounts are fix), if you change it to bought amount, large transaction affect the price more, and generating resources from this 'Pump and Dump' no longer works => The only way to have barter efficiency over 100% will now be if ANOTHER player oversold a resource, and the amount you can generate is now proportional to the amount he lost. Which is very likely the behavior intended in the first place.
  12. There is a player who does this from min 15 onward (systematically), and it's not even me @TrashyOtherperson.
  13. Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game.
  14. The consequences of increasing range from 4 to 7m for champ cav are multiples, one is that they do reduce heavily loses when engaging them in a frontline. That does explain why even if you make counter units, you won't necessarily benefit from their already mediocre counter dps. I felt like it was in important consideration when thinking about counters.
  15. There are no counters to Sele/Pers champion cavalry spears (but you having more champ spear cav then your opponent). Even if you had spartiate or any champion infantry polearms. They have extra range (7m) so if your enemy fight with them in formation with some melee infantry, now the champs fight behind the infantry (who have 4m range), therefor your champ spears aren't counters. Tested it against borg in tg recently even him can't do anything.
  16. I like other things in historical, but the slower cav speed there did make me realize that it is a exciting part of playing cavalry. Trying to get the most out of the mobility seems pretty normal. I'm not sure it will be well received by most players to reduce cav speed. Making counter damage actually punishing is probably all that's needed, and what will make the game more interesting. You shouldn't be able just rely on having a big number of champ cavs and bump into any army. As they have mobility and strength, they need a weakness, and that weakness should be being mediocre at holding a front-line against inf spears. Suggestion : restore old counter multiplier values (x3 inf spear vs cav and x2 spear cav vs cav).
  17. I would prefer forts not to have a too a central role in 0ad. I actually like having the choice of not building any to go aggressive vs building it if I plan to defend. Putting units trainable in the forts reinforce the need to just build it whatever, and therefor you play a bit more every game with the same build. Regarding balance, I think a framework for balancing should be worked on. It would be interesting to make relation graphs to have clear views on what are each unit role. Below some example with some existing relationship between units in 0AD (A27 stats, they rounded but they are actually real). Power is dps * hp (after converting armor to hp equivalent, so it does take into account armor, thoughts if hack and pierce armor value are different, a decent mitigation is to use the average of the two), so for jav above, it doesn't account for the accuracy gains.
  18. From https://mod.io/g/0ad/m/shiny, a few small changes were required to make this mod work on released a27. I've ported the endgame screens, added some parts to ModernGUI. Would be too bad to let this artwork vanish in archives. All credits to @maroder obviously.
  19. From your video, we can see that that javs are wasting time bumping into each others, while slingers continuously attack. If you make the same test with both groups locked in formation, the outcome should be favorable to javs (because formation allow units the almost ignore hitboxs of other units in their formation, therefor no more bumping).
  20. There is a warning iirc that suggest to new players to start with Petra "sandbox" before "very easy".
  21. Someone needs to make a PR. Meanwhile: standalone mod to get this tooltip : garrisonedInfoTooltip.zip Already in Moderngui too.
  22. Why not? The data is available you just need to display it.
  23. Interesting work. However you are starting to edit areas already modded in ModernGUI (its lobby page also adds buttons, including 'option') and therefor it is breaking the historical compatibility/complementarity of the two mods.
  24. It's a powerful tech/unit. But it's hard to adapt eco to it as you are now forced to send any new recruit into battle. Also it's competing with other metal hungry options, even more powerful like champs...
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