DanCar Posted October 21, 2014 Report Share Posted October 21, 2014 I've lost twice to medium. I think you can make medium hard, possibly skip current "hard" and keep very hard as it is. Possibly give them the HP buff we talked about. Sandbox and easy should be fine, but I haven't played them.I beat two AIs at medium level. Quote Link to comment Share on other sites More sharing options...
agentx Posted October 21, 2014 Report Share Posted October 21, 2014 > I beat two AIs at medium level.Yeah, that's fun when both choose you as enemy for their first attack.I think most importantly one needs to master the economy. If you have 2 barracks training units in non-stop mode while the centre researches phase.town and keep that going, you'll win. The chart mod is helpful and shows which player trains units the fastest. 1 Quote Link to comment Share on other sites More sharing options...
raymond Posted October 23, 2014 Report Share Posted October 23, 2014 (edited) > I beat two AIs at medium level.Yeah, that's fun when both choose you as enemy for their first attack.I think most importantly one needs to master the economy. If you have 2 barracks training units in non-stop mode while the centre researches phase.town and keep that going, you'll win. The chart mod is helpful and shows which player trains units the fastest.Where I can find the chart mod? Where are a mod folder on play0ad.com? In Tools & Options > Mod Selection > I can't find any mods. It is possible to load current available mods directly in the game? Could mod creators upload mods to play0ad.com which can be downloaded in Tools & Options > Mod Selection ? Edited October 23, 2014 by raymond Quote Link to comment Share on other sites More sharing options...
feneur Posted October 23, 2014 Report Share Posted October 23, 2014 Where are a mod folder on play0ad.com? In Tools & Options > Mod Selection > I can't find any mods. It is possible to load current available mods directly in the game? Could mod creators upload mods to play0ad.com which can be downloaded in Tools & Options > Mod Selection ?We may implement a way to automatically download mods from within the game in the future, but for now you have to download them yourself and put them in the mods folder. Please see http://trac.wildfiregames.com/wiki/GameDataPaths for where to find the mods folder on your operating system. Quote Link to comment Share on other sites More sharing options...
niektb Posted October 23, 2014 Report Share Posted October 23, 2014 (edited) The current version of the charts mod can be found here:https://dl.dropboxusercontent.com/u/354885/0ad/charts-0.0.17.zipNot sure if it is tested with Alpha 17 but this is the most recent version. Edited October 23, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
feneur Posted October 23, 2014 Report Share Posted October 23, 2014 The current version of the charts mod can be found here:https://dl.dropboxusercontent.com/u/354885/0ad/charts-0.0.17.zipNot sure if it is tested with Alpha 17 but this is the most recent version.Judging by the .0.0.17 in the file name I would assume it is Quote Link to comment Share on other sites More sharing options...
niektb Posted October 23, 2014 Report Share Posted October 23, 2014 (edited) Nonetheless the file has been uploaded a couple of weeks before A17 so I am not sure if it is 100% compatible. Edited October 23, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
meap Posted October 26, 2014 Report Share Posted October 26, 2014 Regarding the AI difficulty levels, I think that what is the most challenging for a beginner is to develop faster than the AI, or at least fast enough to survive the first attacks.Thus, what about decreasing the rate at which the AI develops its economy (e.g. builds new units, builds new buildings, harvest...) to lower the difficulty of the first levels ?Also, what about increasing the "grace period" before the AI first attack ? These propositions have the advantage to keep all features of the game while making the game significantly easier. Quote Link to comment Share on other sites More sharing options...
mimo Posted October 26, 2014 Author Report Share Posted October 26, 2014 That's already what is done in the AI levels: the economy development of the AI is mainly driven by the gathering rate, and it is reduced for the AI in easy levels (0.5 for sandbox and 0.66 for easy level). So as I said in comment 25, if there is a demand for it, we could add a very-easy level with the gathering rate of 0.5 (or even smaller). Quote Link to comment Share on other sites More sharing options...
raymond Posted October 27, 2014 Report Share Posted October 27, 2014 (edited) Suggestion: - sandbox: AI has a gathering rate factor of 0.33, does not trade/barter and does not attack- very easy: AI has a gathering rate factor of 0.33, does not trade/barter and does not rush- easy: AI has a gathering rate factor of 0.66, does not trade/barter and does not rush- medium: AI has a gathering rate factor of 1- hard: AI has a gathering rate factor of 1.33- very hard: AI has a gathering rate factor of 1.66- nightmare: AI has a gathering rate factor of 2 New and changed level in bold. Edited October 27, 2014 by raymond Quote Link to comment Share on other sites More sharing options...
agentx Posted October 27, 2014 Report Share Posted October 27, 2014 If you assume the AI uses the gathered resources to train units only, you could define difficulty the other way around in amount of barracks. E.g athen_infantry_spearman: It needs 50 food and 50 wood and trains in 10 seconds. So one CC + 4 barracks train 5 spearmen in 10 seconds or 300 in 10 minutes consuming 3000 food and 3000 wood. Does that qualify as nightmare? Quote Link to comment Share on other sites More sharing options...
raymond Posted October 27, 2014 Report Share Posted October 27, 2014 (edited) Yes this is nightmare. Maybe the difficulty level could also vary the amount of military production buildings.I think 2 or 3 human player against 1 nightmare AI would be funny. Edited October 27, 2014 by raymond Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 7, 2014 Report Share Posted November 7, 2014 (edited) > I beat two AIs at medium level.Yeah, that's fun when both choose you as enemy for their first attack.I think most importantly one needs to master the economy. If you have 2 barracks training units in non-stop mode while the centre researches phase.town and keep that going, you'll win. The chart mod is helpful and shows which player trains units the fastesat.are any intension to add chart mode to the main game? Edited November 10, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
raymond Posted November 10, 2014 Report Share Posted November 10, 2014 re any intension to add chart mode to the main game? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 10, 2014 Report Share Posted November 10, 2014 Send the data via the anonymous treport option would be even better Quote Link to comment Share on other sites More sharing options...
raymond Posted November 12, 2014 Report Share Posted November 12, 2014 (edited) If nightmare is not a reasonable option, please add at least "very easy", because easy is to hard for beginners. Edited November 12, 2014 by raymond Quote Link to comment Share on other sites More sharing options...
agentx Posted November 12, 2014 Report Share Posted November 12, 2014 If nightmare is not a reasonable option, please add at least "very easy", because easy is to hard for beginners.Oh, it is. There should be an option no one complains it is to difficult. Quote Link to comment Share on other sites More sharing options...
mimo Posted November 18, 2014 Author Report Share Posted November 18, 2014 If nightmare is not a reasonable option, please add at least "very easy", because easy is to hard for beginners.added in http://trac.wildfiregames.com/changeset/15990 . let me know if the difficulty is now adequate. 1 Quote Link to comment Share on other sites More sharing options...
RK0AD Posted November 29, 2014 Report Share Posted November 29, 2014 Pardon my ignorance as I'm very new to the game. Can you tell me how to achieve the easier settings? Do I need to install the changeset, and if so, how? Thanks! Quote Link to comment Share on other sites More sharing options...
dvangennip Posted November 29, 2014 Report Share Posted November 29, 2014 Pardon my ignorance as I'm very new to the game. Can you tell me how to achieve the easier settings? Do I need to install the changeset, and if so, how? Thanks!The added easy level has been added to the code, but won't make it into the regular download version of the game until Alpha 18 comes out. In the mean time, players could access it if they play the development version of the game (which needs to be downloaded via SVN, and then compiled). The SVN route is not really recommended if you're not ready to deal with the technicalities, or would like to play games against other players online. Quote Link to comment Share on other sites More sharing options...
raymond Posted November 29, 2014 Report Share Posted November 29, 2014 (edited) added in http://trac.wildfiregames.com/changeset/15990 . let me know if the difficulty is now adequate.Please change the level of income to: Sandbox: 0.33 (instead of 0.50)Very easy: 0.33 (instead of 0.50) ...because the intervall of each level should increasing by 0.33 (0.33, 0.66, 1, 1.33, 1.66) and it should be VERY EASY. If it is to slow at the beginning, you can change the game speed instead. Edited November 29, 2014 by raymond Quote Link to comment Share on other sites More sharing options...
mimo Posted November 30, 2014 Author Report Share Posted November 30, 2014 Please change the level of income to: Sandbox: 0.33 (instead of 0.50)Very easy: 0.33 (instead of 0.50) ...because the intervall of each level should increasing by 0.33 (0.33, 0.66, 1, 1.33, 1.66) and it should be VERY EASY. If it is to slow at the beginning, you can change the game speed instead.why should it be increasing regularly ? multiplying by 0.33 is dividing the rate by 3 which is a huge decrease, while multiplying by 1.66 is still a "reasonnable" increase. Futhermore, the patch has other ways to make the level easier (as decreasing the size of armies when attacking) which I think is the way to go instead of further reducing the gather rates.But I would say that the minimum I was expecting when implementing this new level that you asked for would be that you test it and give argumented impressions about the difficulty instead of repeating the same sentence about regular intervals in trac and here. 2 Quote Link to comment Share on other sites More sharing options...
agentx Posted November 30, 2014 Report Share Posted November 30, 2014 Actually human perception works exponential. The step from 0.33 to 0.66 is like doubling the difficulty or plus 100%, while the step from 1.33 to 1.66 is mere 25% increase. 1 Quote Link to comment Share on other sites More sharing options...
auron2401 Posted December 8, 2014 Report Share Posted December 8, 2014 i agree, but, the jump from 0.33 to 0.66, while is a double, at this point if you're beating the ai, you've got a significant hold over them already, which significantly decreases the bonus in and of itself. Quote Link to comment Share on other sites More sharing options...
agentx Posted December 8, 2014 Report Share Posted December 8, 2014 Well, I just don't see the point to put this hurdle at the beginning of the ladder, so especially novices feel it. I'd challenge the player the most going from very hard to nightmare, not when he just learned to manage sandbox. Quote Link to comment Share on other sites More sharing options...
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