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Feldfeld
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Jul 4 2017, 9:26 PM (225 w, 13 h)

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Sep 9 2021

Feldfeld added a comment to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

Thanks :) Yes I agree that the snow distribution is subotimal, the problem is the the new snow textures don't blend well with other textures, therefore it is hard to reach a natural looking result either way. But I can try the ways you proposed.
It should be noted however, that the current distribution is at least semi realistic. When the first snow falls, the forest floor is usually not covered, as the snow fall on the trees and melts there with the next sunshine.
In spring it is the other way round: snow stars to melt on open ground as the sun shines on it, but the snow that has fallen over the course of the winter inside the forest is covered in shade and survives longer.

Sep 9 2021, 1:58 PM
Feldfeld set the repository for D4232: Random maps: Balanced resources to rP 0 A.D. Public Repository.
Sep 9 2021, 12:33 PM
Feldfeld added a comment to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

That's a nice rework of the map, I like the concept of the new biomes.

Sep 9 2021, 12:32 PM
Feldfeld updated the diff for D4232: Random maps: Balanced resources.
Sep 9 2021, 10:46 AM
Feldfeld added a comment to D4232: Random maps: Balanced resources.

To throw it into the discussion here, because it seems related,
This map could solve balancing resources:
https://code.wildfiregames.com/D4053

Sep 9 2021, 10:26 AM
Feldfeld updated the diff for D4232: Random maps: Balanced resources.

Resource distribution has been moved to player.js, where base resources are done.

Sep 9 2021, 10:16 AM

Sep 3 2021

Feldfeld updated the diff for D4212: Random Maps: scale by map area.

Updated, now the function works as I intended.

Sep 3 2021, 10:52 PM
Feldfeld updated the diff for D4212: Random Maps: scale by map area.

Yes indeed this is what I had in mind.

Sep 3 2021, 7:26 PM

Aug 30 2021

Feldfeld updated the diff for D4212: Random Maps: scale by map area.

Here I used the function scaleByMapArea in mainland and I will explain my changes and my non-changes.

  • The terrain textures currently scale by map size, however not only their quantity, but also their size scale with map size, so by the same argument used with forests earlier in this patch discussion, even if it is possible to reach a good and natural result using scaling with map area, it is not immediately obvious how to reach it, so I didn't modify this
  • The placement of hunt and berry patches only scale with the number of players. As a consequence it looks unnatural, if I generate a 1v1 in giant size the map will be almost empty of hunt and berry patch, and the probability that one of these resources spawn next to a player is very low. Like I justified in this patch, resource placement would be an improvement using scaling with map area, however since it will be even better with my other player resource balancing patch I decided not to change it yet.
  • The placement of decorative actors scales with map size, and looking at the values it looks like the intent was to preserve the density with map sizes. However it will always be imperfect using linear interpolation as explained in the patch summary. See how straightforward the conversion to using map area was, and how I didn't need to tune a 'max 'argument.
Aug 30 2021, 1:21 PM

Aug 28 2021

Feldfeld added a comment to D4212: Random Maps: scale by map area.

It should be checked if this is really required. Example maps might convince.

Aug 28 2021, 10:35 PM

Aug 27 2021

Feldfeld added a comment to D4232: Random maps: Balanced resources.

From a technical standpoint, I guess you are trying to replicate AoE2 style distribution where the base resources of berries, 2 boars, etc. In that case, rather than making a swiss army knife of a function for N cases, it might be better to incorporate this into player placement.

Aug 27 2021, 11:24 PM
Feldfeld added a comment to D4232: Random maps: Balanced resources.

In my opinion this just forces a particular type of game

It forces nothing as soon as the meta is different than (rush OR p3 boom with timing attack), which it arguably already is in a25

Aug 27 2021, 9:05 PM
Feldfeld added a comment to D4232: Random maps: Balanced resources.

If you have more berries, then a rush of any type is more likely. If you have more hunt then a rush of any type is more likely.

It is more likely... but it is far from guaranteed. So, if you play in this balanced map and you see you have 1 or 2 patches of berry other than the starting one, what are you going to do? Judge that a rush is more likely, decide to skip scouting, and make more men early and risk being at a disadvantage if the opponent decides to go full boom? Looks like scouting is still useful. Even without additional resources, scouting how much commitment an opponent has booming can still be useful, I have a good replay which shows that.

Aug 27 2021, 8:33 PM
Feldfeld added a comment to D4232: Random maps: Balanced resources.

Additionally, another way to make rushing less predictable in game, would be to have hunt being useful to things different than rush, say booming, or corralling.

Aug 27 2021, 6:11 PM
Feldfeld added a comment to D4232: Random maps: Balanced resources.

It would make it easier for potential reviewers to take a look at your patch if you would provide context. :)
(And set the repository to 0 A.D. when uploading.)

If it is what you mean, the context is that the multiplayer community is interested in the balance of the game, and map balancing is an important part of it. Since mainland is the most standard map played online, it is the first map getting changed in this patch.
The biggest cause of imbalance in multiplayer games is the availability of additionnal food near the player base. Because this food is faster to gather than say fields, and because it can facilitate strategies such as cavalry rushing, you can see there is an interest of having each player get a similar amount of food around his base.

For what it is worth, "imbalanced" res actually makes games much more fun for me. If everyone has the same food, especially if I know what type of food, then I can make a pretty good prediction as to whether or not I will be rushed. For example, look at games on African Plains. Everyone knows there is a ton of hunt. Everyone knows a lot of hunt means that a rush is likely. As a result, everyone makes a ton of men/cav early. Is that balanced? Sure. Do I know whether a rush is coming? Pretty close. Is that more fun than an unpredictable game? I don't think so. And I think the fact that African Plains is now a rarely played map reflects the fact that this isn't something that multiplayer community actually wants. This has been a compliant that has been repeated with respect to the balanced maps mod.

Personally, I would prefer if teams--not players-- had more balanced resources. That way the unpredictable, fun nature of the game is preserved while enhancing balance. Team balancing would also fix the 1v1 problem of imb resources because that would still be two different teams.

Aug 27 2021, 6:01 PM
Feldfeld added a comment to D4232: Random maps: Balanced resources.

It would make it easier for potential reviewers to take a look at your patch if you would provide context. :)
(And set the repository to 0 A.D. when uploading.)

Aug 27 2021, 5:05 PM
Feldfeld updated the diff for D4232: Random maps: Balanced resources.
Aug 27 2021, 5:05 PM
Feldfeld requested review of D4232: Random maps: Balanced resources.
Aug 27 2021, 12:51 PM

Aug 17 2021

Feldfeld updated the diff for D4212: Random Maps: scale by map area.

Handle square maps

Aug 17 2021, 9:34 AM

Aug 11 2021

Feldfeld added a comment to D4212: Random Maps: scale by map area.

Is it different though? It would make just as much sense to scale forest sizes with areas.

Aug 11 2021, 5:18 PM

Aug 10 2021

Feldfeld requested review of D4212: Random Maps: scale by map area.
Aug 10 2021, 8:08 PM

Aug 1 2021

Feldfeld updated the diff for D2830: Alpine Mountains random map.

Fixed a bug which could trigger errors on placing players initial resources, and could slow down loading time. Now the map generation should be very reliable.
Added winter biome, and 3 environmental presets that go with it: Sunny, Snowy and Night. For now they are chosen at random. I am not fully sure that I know what I'm doing with environmental settings.
Here is how the map looks like now:

Aug 1 2021, 5:20 PM

Jul 29 2021

Feldfeld updated the diff for D2830: Alpine Mountains random map.

New terrains. Might make a winter biome, and possibly also something more elaborated later on.

Jul 29 2021, 6:58 PM

Jul 28 2021

Feldfeld updated the diff for D2830: Alpine Mountains random map.
  • Flood fill now avoids the map border
  • Now nomad generations always have enough space
  • Better wood generation
  • Updated a few gaia entities in reaction to the terrain and map overhaul, however I didn't change terrain, but I am open to suggestions for that.
Jul 28 2021, 5:36 PM
Feldfeld updated the diff for D2828: Flood fill algorithm to check tile connections.

Update: use flood fill to get an area instead of only connectivity check.

Jul 28 2021, 5:31 PM

Mar 2 2021

Feldfeld added a comment to D3601: [gameplay] lower city phase territory increase.

Considering this patch as a standalone (ignoring major gameplay changes that could happen), and from a multiplayer gameplay POV:

  • From the few games I played up to now in a24, I would say that in 1v1 mainland, both strategies (making a new Civic Center in town phase, against going straight to city phase without building a new CC) are good depending on the situation. Note that for the 2nd strategy, still building a new CC in the city phase will probably be needed.
  • However in teamgames played in mainland expanding with a new CC is generally not worth it.
  • That said many maps other than mainland reward expansion.
Mar 2 2021, 11:07 PM

Feb 24 2021

Feldfeld added a comment to D2830: Alpine Mountains random map.

where one player can be basically entirely surrounded by mountains except for a minor passage near the border, things like that

It is in my plans to add a constraint so that the flood fill passage can't be near the border because indeed that can hurt gameplay.
I will also try to guarantee bigger passages but I don't know to which extent I can go without making the loading time too long.

Feb 24 2021, 2:12 PM

Feb 22 2021

Feldfeld updated the diff for D2830: Alpine Mountains random map.

Rebased

Feb 22 2021, 8:14 PM

Feb 7 2021

Feldfeld added a comment to D3538: [gameplay] Reduce iberian fireship attack.

I'm OK with committing this if you're confident in the values. They seem sensible to me.
For reference, bireme is 800 health, trireme 1400, quinquereme 2000, meaning it now takes one additional fire ship death to destroy them.

Feb 7 2021, 3:37 PM
Feldfeld requested review of D3538: [gameplay] Reduce iberian fireship attack.
Feb 7 2021, 1:09 PM

Jan 25 2021

Feldfeld added a comment to D3476: [gameplay] A24 Cavalry build time increase / speed tech cost increase.

Not really. We had two +10% cavalry speed technologies, now only one +10%. Before we had a +20% health increase for all cavalry, now it affects only champion cavalry and a new one with +10% health.

Fair points. The speed technologies were quite expensive though.

Jan 25 2021, 8:08 PM
Feldfeld added a comment to D3476: [gameplay] A24 Cavalry build time increase / speed tech cost increase.

In general the ranged cavalry was very nerfed compared to the a23. Now you need stables for mass training, range and attack is reduced, spear cavalry has its bonus increased and sword cavalry is more effective against ranged units, including cavalry of course.

To compensate there are 2 new technologies for cavalry (speed and health) whereas infantry doesn't get any of this. Also now forge technologies that affect cavalry also affects infantry so it makes it a bit easier for cav player since sometimes they will want to fight with infantry too.
The train time of cavalry has been relatively reduced compared to infantry (+2 seconds for infantry when they were at 10, +1 second for cavalry when they were at 15 iirc) so it makes them easier to mass. Also persian for example has 2 technologies that reduces train time by 10% for archer cav
Range is reduced but spread as well so they are more accurate.
The formation change makes it easier to hit and run.

Jan 25 2021, 7:16 PM

Jan 20 2021

Feldfeld accepted D3430: [gameplay] balance iber champion cavalry damage.

Good for me, the fire values before the patch had very little effect.

Jan 20 2021, 10:27 PM
Feldfeld added a comment to D3430: [gameplay] balance iber champion cavalry damage.

I think Freagarach's values are a bit more natural, it makes fire damage more continuous.

Jan 20 2021, 10:03 PM
Feldfeld added a comment to D2988: [gameplay] replace corral technology .

I used svn's context menu on windows.
I asked someone else and they also could apply the patch just fine so no problem.

Jan 20 2021, 3:48 PM
Feldfeld updated the diff for D2852: [gameplay] Tweak maurya worker elephant stats.

Can do that.

Jan 20 2021, 1:34 PM
Feldfeld updated the diff for D2852: [gameplay] Tweak maurya worker elephant stats.

Rebased

Jan 20 2021, 1:01 PM
Feldfeld added a comment to D3431: [gameplay] Increase ram damage.

This is blatantly untrue. They had 150 crush / 1.5 s in A21, A22, A23 and still do in A24.

I guess borg looked at roman ram and forgot about the bonus. That number also felt familiar to me.
I'm also fine with not changing because of the new siege technologies and also because after all there were a lot of complaints about rams in a23

Jan 20 2021, 11:05 AM
Feldfeld added a comment to D2988: [gameplay] replace corral technology .

I had this error on applying the patch:

Jan 20 2021, 10:14 AM
Feldfeld added a comment to D3430: [gameplay] balance iber champion cavalry damage.

I think there is an issue with the patch (file path)

Jan 20 2021, 10:09 AM
Feldfeld added a comment to D3430: [gameplay] balance iber champion cavalry damage.

I see. Then just in case I will do some experiments with the new values I think.

Jan 20 2021, 9:25 AM
Feldfeld accepted D2878: [gameplay] update siege techs..

Indeed as of right now siege technologies are almost never researched. Looking at the modifications the new values seem good, nothing will be broken.

Jan 20 2021, 9:17 AM
Feldfeld added a comment to D3430: [gameplay] balance iber champion cavalry damage.

Indeed as of right now iber champion cavalry's fire damage has very little effect. I like the proposals in this patch, either borg or Freagarach values
That said are Freagarach's values really equivalent? For example if an iber champion cavalry constantly attacks a building, is the 'Duration' constantly extended or something different happens?

Jan 20 2021, 9:10 AM
Feldfeld added a comment to D3431: [gameplay] Increase ram damage.

I agree with this line of thought (there's also the fact that if a bunch of sword champions are garrisoned in a fortress for exemple, and that a ram attack if, then they can unload, melt it in 1-2 seconds and go back in)
That said their cost was a bit reduced. Just in case I'll try to talk to Valihrant today about this patch.

Jan 20 2021, 9:00 AM
Feldfeld accepted D3366: [gameplay] Rework attack forge techs.

I like this patch because it goes well with the defense upgrades rework that is already in, and it will not (or at least, less) lock players into an army composition they invested in (like they can switch from cav to infantry and vice versa if they have to)
That said the first technology might be a bit expensive but I think it's an improvement.

Jan 20 2021, 8:46 AM
Feldfeld accepted D2988: [gameplay] replace corral technology .

Good for me.
The reason I want to see this in a24 is that it will act as a buff to corraling, encouraging players to consider this option.

Jan 20 2021, 8:41 AM
Feldfeld accepted D3404: [gameplay] make gather technologies less effective.

My proposition.
I think I remember Valihrant agreeing with that too when we played a game.

Jan 20 2021, 8:40 AM

Jan 19 2021

Feldfeld added a comment to D2988: [gameplay] replace corral technology .

Oh and yes, I think it would be a good call to raise cattle time like you said

Jan 19 2021, 8:21 PM
Feldfeld added a comment to D2988: [gameplay] replace corral technology .

Indeed they are, I rather like it, but since this patch goes a little bit against my policy which is to be careful of patches that could change balance in a not 100% known way just before balancing freeze, I would invite other players to state if they feel it's dangerous

Jan 19 2021, 8:20 PM
Feldfeld added a comment to D2988: [gameplay] replace corral technology .

Could you elaborate? I'm confused now, 25% of what? And 20 to 40 s looks better than 30 to 60 s, doesn't it?

When writing this post I didn't see that you already modified the patch, but I meant a 25% reduction from animals original training time.
Now the new values are a buff of corrals, which I'm good with. However I don't know the stance of other players about it.

Jan 19 2021, 8:09 PM
Feldfeld added a comment to D3374: [gameplay] tweak ranged attack projectile values.

I initiated the idea of reducing range because my feeling was that archers were possibly too strong, and that it would also make the game a bit nicer (and also fixed buildings range).
My fears for this patch is that it will have unknown effects for balance, it could change quite a bit the balance between ranged units, and we don't have the time or the means to do proper tests for a24

Jan 19 2021, 7:42 PM
Feldfeld added a comment to D2988: [gameplay] replace corral technology .

It could work, although i'd prefer 25%, but I think an additionnal problem with this approach is that train time values are supposed to look good in the beginning if you see what I mean

Jan 19 2021, 7:18 PM
Feldfeld added a comment to D3407: [gameplay] Add food/researchtime cost to reformed_army / traditional_army.

If the question is between having a cost or not for this tech, I'm fine with anything I guess. I'd also have been fine with keeping training in fortress.

Jan 19 2021, 6:34 PM
Feldfeld requested changes to D2988: [gameplay] replace corral technology .

This patch nerfs corralling to the ground (and it was already difficult and arguably subpar against farming). There needs to be some compensation, like reducing base animal training stats by quite a bit (like the values after researching the technology that is getting removed)

Jan 19 2021, 6:07 PM

Jan 18 2021

Feldfeld added a comment to D3404: [gameplay] make gather technologies less effective.

I'll copy my arguments from the balancing PM here:
"2 things changed that lead toward the same effects: the effect of economy technologies have been increased a lot for the early phases of the game (from +15% to +25% for anything that is not food, +15% to +20% for food I believe). Secondly, the train time of citizen soldiers and women also increased.

Jan 18 2021, 8:00 AM

Jan 14 2021

Feldfeld updated the diff for D2830: Alpine Mountains random map.

Adjusted player placement so that they spawn further apart (on low player numbers) which reduces the imbalance in player positions.
I didn't yet replace the unreachable trees on mountains by their actor variation, because some of them are placed with a TerrainPainter which requires a template.

Jan 14 2021, 8:45 AM

Jan 12 2021

Feldfeld updated the diff for D2830: Alpine Mountains random map.

Adjusted values in previously deprecated functions

Jan 12 2021, 9:12 PM
Feldfeld added a comment to D2830: Alpine Mountains random map.

Well probably not actually otherwise the deprecated functions placeholder wouldn't be needed. Plus I just reread the ticket so indeed there is no equivalence. I'll adjust the values if necessary

Jan 12 2021, 8:44 PM
Feldfeld updated the diff for D2830: Alpine Mountains random map.

If I recall from my whacky memories, createObjectGroupsDeprecated is equivalent to a createObjectGroups call with a retryFactor of 0, is that correct?

Jan 12 2021, 8:41 PM
Feldfeld updated the diff for D2828: Flood fill algorithm to check tile connections.

Bug fix required for D2830 to work.

Jan 12 2021, 7:28 PM
Feldfeld updated the diff for D2830: Alpine Mountains random map.

Hi, after I realized that the look of this version of the map might not be as bad as I thought back then, I decided to rebase it to open it once again for feedback.
When evaluating the look of the map I recommend to sometimes generate it with the fog of war, as seeing it from a players perspective can be different from having all revealed.

Jan 12 2021, 7:19 PM

Jul 4 2020

Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..

In a21 where champions were more used, spartan and macedonian champions were quite popular with the previous values of the technologies, which encourages me to think the techs shouldn't be buffed too much.

Jul 4 2020, 1:13 PM
Feldfeld accepted D2861: [gameplay] differentiate African and Indian war elephants.

I also wondered why they were the same when I started the game. The values look good to me. Still ping @borg-

Jul 4 2020, 1:09 PM

Jul 3 2020

Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..

Understandably so. If the train time is removed then the tech should at least cost equal amount of resources than the macedonian silver shields (like now)

Jul 3 2020, 9:59 PM
Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..

I'm fine with it too but the fact that macedonian champions are almost equal to spartan ones, but train 10% faster bothers me a bit but arguably this is compensated by tech cost.

Jul 3 2020, 9:45 PM
Feldfeld accepted D2856: [gameplay] redo nisean_horses technology.

Discard the preceding post, it was not up to date. The changes look good to me

Jul 3 2020, 9:20 PM
Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..

I completely missed that he changed the stats (had probably another version in mind), then it is fine. Now spartan champion might be a little bit too strong but this is probably fine.

Jul 3 2020, 9:18 PM
Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..
In D2846#122473, @Stan wrote:

@Feldfeld care to accept again if it's good?

Jul 3 2020, 9:06 PM
Feldfeld added a comment to D2856: [gameplay] redo nisean_horses technology.

The changes are good for war horses
For silvershields, the tech will still remain better than the spartan agoge. (macedonian spear champion remain a little bit stronger and train faster than the spartan equivalent after the techs). This is not necessarily a problem by itself but I just want that this is recognized before accepting the patch.

Jul 3 2020, 9:05 PM

Jul 2 2020

Feldfeld added a comment to D2853: [gameplay] adjust elephant template values.

Feel free to suggest different values.

I would suggest not to change champion elephant stat so as to keep current balance for them (which has been achieved by the patch I linked)

Jul 2 2020, 10:05 PM
Feldfeld added a comment to D2853: [gameplay] adjust elephant template values.

I don't understand (in particular the values @borg- suggested), this nullifies half of the work done in D2575(@ValihrAnt). Having hack attack is justified by elephants being good against humans, the walk speed could be justified by armor values (but I can understand why we would want it to be the same as other elephants, that works too).

Jul 2 2020, 7:41 PM
Feldfeld added a comment to D2854: [gameplay] introduce centre tech progression.

Does it affect the regeneration rate of all buildings ?

No, not all structures, only centres, colonies, and crannogs are affected by these technologies:
"affects": ["CivilCentre"],

Jul 2 2020, 6:41 PM
Feldfeld added a comment to D2854: [gameplay] introduce centre tech progression.

Does it affect the regeneration rate of all buildings ?

Jul 2 2020, 5:55 PM
Lionkanzen awarded D2852: [gameplay] Tweak maurya worker elephant stats a Like token.
Jul 2 2020, 5:28 PM
Feldfeld added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 4:13 PM
Feldfeld added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 2:46 PM
Feldfeld created D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 2:18 PM
Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..

The changes are good. Small thing to note though, this makes the upgrade arguably inferior to the macedonian silver shields upgrade (especially for the train time increase). I don't know if this should be considered a problem or not.

Jul 2 2020, 1:33 PM
Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

After quick playtest I don't think it will have much impact on gameplay for everything not related to combat. For combat (raiding in particular) there might be a need for multiplayer testgames to get a better feel of it.

Jul 2 2020, 1:24 PM
Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I think that this nerfs dance up to a reasonable point. Here are some details I got from my testing :
First note that when testing (for everyone that is interested in that) it's important to know the difference between singleplayer and multiplayer. In multiplayer, IIRC there is 1 turn every 0.5 seconds (which makes traditional dancing easier). In singleplayer, things are much smoother. When testing, you should go multiplayer -> Host game (even if no other human players will join you).

  • There is one variant of dancing i came up with trying to break this patch, however it works only in singleplayer, not in multiplayer (because somehow this requires perfect timing). It consists in clicking a resource and then repeatly hit the stop hotkey, then back to work hotkey, then stop hotkey again etc. Works a bit differently between attack stances and no attack stances. As i said it shouldn't be a problem but i say it just in case.
  • Even if formation dancing is not fixed this should be less of a problem (because it is easier to call out formation dancing) but some players that don't care could still do it i guess.
  • Other than that it is still possible to dance between resources (depending on the situation this can require good accuracy from the player though) but despite that it's still good to not waste time turning going for ressources / buildings for the gameplay I think. That also is made a bit easier to call out, and impossible to do for heroes, very situational for cavalry. Dancing with infantry citizen soldiers is harder due to low speed and HP. (But in the end still possible).
Jul 2 2020, 10:28 AM

Jul 1 2020

Feldfeld added a comment to D2821: [gameplay] tweak military structure costs.
In D2821#122209, @borg- wrote:

What about increase cost of brit stable to 300w? since can train dogs now.

Jul 1 2020, 2:16 PM

Jun 30 2020

Feldfeld added a comment to D2841: [gameplay] split Celtic civ bonuses.

This can be an interesting idea to nerf celtic civilisations. One thing to discuss would be if that makes sense to make a separation when the justification of that tech is for celtic structures. I would be interested in the opinions of Valihrant and borg on this.
Also, just to makes sure, does that give back the 5 population increase on docks for gauls ?

Jun 30 2020, 10:58 PM
Feldfeld added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

Units don't get increases in other stats (e.g. armour, attack damage, resource gather rates) automatically from phasing up, separate technologies are for that, so why should phases increase citizen health?

They shouldn't necessarily do that, but all current numbers for balancing depend more or less from that. Removing health increase will nerf citizen soldiers and can lead to unknown consequences

Jun 30 2020, 10:40 PM
Feldfeld accepted D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

Looks good

Jun 30 2020, 4:07 PM
Feldfeld added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

Different players have different play styles. Not everyone is interested in competitive multiplayer. Many people are perfectly happy with single-player vs the Petra AI.
The point is that these phase stat increases strongly favour a particular play style, punishing players wanting to explore different strategies.

But isn't that the point of gameplay balancing ? By removing the scaling of RegenRate you will either heavily favour focusing on capturing things in the late game, or you will make trying to capture useless in early game, or maybe both. It will punish players wanting to try different strategies and, if that turns out to be a balance problem, could lead to the usual complaints on the forum, which should also be perfectly valid for single players, and that will be a bit different than "I'm in the Village phase and researched 0 technologies, my opponent is in City phase, and I die, how could this be happening?". Plus I don't think think this prevents players to go with other strategies if they ever wish to. They can stay in the Village phase for a long time if they ever wish to, but first, they should expect it to be inferior, and then, if they don't want to compensate with some other smart ressource spending choices (like training more soldiers), they should reduce the level of the AI. Plus, the AI should be quite bad at exploiting players weaknesses.

Jun 30 2020, 3:40 PM
Feldfeld added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

For me it makes sense that regeneration rate scales through the game. As a game advances the attacker will be able to output more capture power while the defender will not be able to garrison much more units. The current values seem good now.

The problem with this is that it effectively means a severe penalty for everyone who's not advanced to the city phase. Suppose player A rushes to city phase and player B stays in village phase. Then if A attacks B, each garrisoned unit equals one champion; if B attacks A, each garrisoned unit equals ten citizen soldiers.

Jun 30 2020, 1:59 PM
Feldfeld accepted D2686: [gameplay] tweak pyramids and wonder costs and auras.

Good changes. I still kind of wish small pyramid to be just a little bit cheaper but new values are an improvement.
The monumental architecture technology, either before or after the patch will probably not be used much, but it's good that it got cheaper.

Jun 30 2020, 1:48 PM
Feldfeld added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

For me it makes sense that regeneration rate scales through the game. As a game advances the attacker will be able to output more capture power while the defender will not be able to garrison much more units. The current values seem good now.
For the health change, I don't know. This is an indirect buff to champions, towers and fortresses and it is difficult to see how gameplay will be changed.
I don't consider phasing up to be too strong now. Players can decide to phase up earlier when they expect fights to happen for the HP increase, but that's an investment of a good amount of ressources that could be spent somewhere else. The primary benefit of phasing up is unlocking economic techs in current meta (it is also often motivated by territory increase in 1v1s). This could change a bit depending of how the game changes of course but I think right now it's in a good position.
The changes of territorial increase could decrease just a bit the interest of expanding with another CC in town phase but nothing crazy.

Jun 30 2020, 12:14 PM

Jun 29 2020

Feldfeld added a comment to D2792: [gameplay] Balance Advanced and Elite Tech..

The only technologies that do are advanced_unit_bonus.json, elite_unit_bonus.json, and special_war_horses.json

There are the phasing tech that give HP bonus. That brings spear cavalry to over 300 HP if advanced and about 360 HP if elite.

Jun 29 2020, 6:24 PM · Restricted Project
Feldfeld added a comment to D2792: [gameplay] Balance Advanced and Elite Tech..

{ "value": "Heal/HP", "add": 5, "affects": "Healer" },
is rather excessive (basic healers have a value of 5). Could you replace it with e.g.

		{ "value": "Heal/Rate", "multiply": 0.8 }?

I think that indeed basic healers are too weak but promoted healers are probably too strong, maybe overall changes could be done in another patch. I think @borg- had ideas for them.

Jun 29 2020, 1:00 PM · Restricted Project

Jun 28 2020

Feldfeld added a comment to D2839: [gameplay] remove the build time malus from greek structures.

Also the consistency is not strictly held through all the game. There is special_colonisation.json for Carthage, and special_hellenistic_metropolis.json that doubles the HP of civil centres (but is quite specific)

Jun 28 2020, 8:56 PM
Feldfeld added a comment to D2792: [gameplay] Balance Advanced and Elite Tech..

I have personally always disliked our promotion system. It gives no real choice to the player, and it stems from a weird vision of historical perspective where people would be more or less specialised towards combat, but this is completely inaccurate anyways -> the warfare division was generally based on social class, not on 'experience'.

My question is simple -> Are the current values of these techs actually a problem in-game? I would agree that in general I would expect most melee units to die anyways, so promotions seems irrelevant.
If it's simply a change because you dislike the promotion system, I would actually go all the way and simply remove it entirely.

If it's a necessary balance change, then I would like to see some more motivation for it in the comments.

Jun 28 2020, 8:29 PM · Restricted Project
Feldfeld added a comment to D2828: Flood fill algorithm to check tile connections.

Just in case, I'm waiting for either a consensus or a decision by @FeXoR before updating my patch. I saw P212
This patch was intended as a connectivity test but I'm fine with changing it to return an Area.
The reason I didn't check against constraints instead of Tileclasses was because I didn't check how they worked under the hood (and, again, I wanted quickly something to work with my map), but that sounds better indeed.

Jun 28 2020, 7:59 PM

Jun 27 2020

Feldfeld added a comment to D2840: [gameplay] Fix values in "heal rate" techs..

The values are correct in fact. Multiplying the reload time by 0.8 corresponds to a 25% heal rate increase ( 1 / 0.8 = 1.25) Just like if you multiply the reload time by 0 you won't have a 100% increase but an infinite one instead

Jun 27 2020, 10:52 PM
Feldfeld added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

Or remove the food and make it metal only?

Jun 27 2020, 6:55 PM
Feldfeld added a comment to D2839: [gameplay] remove the build time malus from greek structures.

The reason the build time increases is to keep the health/second repair speed unchanged. I disagree with removing it. Other technologies and civ bonuses do this as well. See e.g. cart_walls.json, celt_structures.json, maur_walls.json and buildtime_walls_rubble.json, health_walls_geometric_masonry.json, persian_architecture.json.

All the other technologies/bonuses have a justification gameplay (balance) wise for their changes. As an example, celt_structures.json is a strong economic bonus and sacrificing building health is still quite good for it. For the technologies, since the build time change isn't applied before the technology is researched that makes it a good bonus. (And even for buildings that are built after the technologies are researched, there is no economic snowball so this remain quite good).
I would like to say that keeping the build time / building health ratio is not important here but that's just me I guess

Jun 27 2020, 6:39 PM
Feldfeld added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

This could be okay values, but what about 500 food and 500 metal ? For me it would make sense that this tech cost more metal. If that's too much maybe 400 food 400 metal ?

Jun 27 2020, 6:05 PM
Feldfeld created D2839: [gameplay] remove the build time malus from greek structures.
Jun 27 2020, 6:01 PM
Feldfeld accepted D2792: [gameplay] Balance Advanced and Elite Tech..

The current values for this patch seem good.

Jun 27 2020, 8:40 AM · Restricted Project

Jun 26 2020

Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I use svn on windows, did "apply patch". I think build is usually done automatically when updating so I don't know how to do it.

Jun 26 2020, 10:26 PM