ESOC Patch suggestions, comments and discussion

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Canada dansil92
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Re: ESOC Patch suggestions, comments and discussion

Post by dansil92 »

Skirms currently do 2x vs eagle runners, 0.75x vs coyote and disciples and 1.0x vs rattan shields and tiger claws
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No Flag Astaroth
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Re: ESOC Patch suggestions, comments and discussion

Post by Astaroth »

I wouldn't change anything about this tbh.

Skirms seem fine to me atm. They are strong, but hand cav can clean them in some cases. No civ can just go pure skirm. Most civs that focus on skirms go two or even three unit compositions.

Musk/huss is still viable, at least for some civs.

Skirm play also encourages micro and pull trick, which increases the skill ceiling.
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Australia VooDoo_BoSs
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Re: ESOC Patch suggestions, comments and discussion

Post by VooDoo_BoSs »

Quick one - I am enjoying the idea of more dynamic maps and the ability to influence game play.

For example - the inclusion of more high/low ground dynamics in recent EP maps has certainly had some small impact on game play.

Can we take this idea further? EG: Bogged areas where unit speed is halved? Forests that are more sparse but take up a lot more area? Roads that increase unit speed?

I know that this may introduce some imbalances but I feel that introducing that new dimension of spatial awareness will certainly make the game more interesting.

*EDIT* - have it impact LOS as well. Forested areas have poorer LOS, but you have the same LOS over flat ground. Sea can have even more LOS. This would create an incentive for "ambush" style game play which - historically - has been a pretty strong consideration.
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United States of America n0el
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Re: ESOC Patch suggestions, comments and discussion

Post by n0el »

Thatā€™s a great idea. Not sure if heā€™s around but I feel like @Rikikipu is the man for this job.
mad cuz bad
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France chronique
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Re: ESOC Patch suggestions, comments and discussion

Post by chronique »

I think u guys want aoe4 :P
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European Union Scroogie
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Re: ESOC Patch suggestions, comments and discussion

Post by Scroogie »

I had an idea, making 2 new map sets: ESOC TP maps and ESOC no TP maps, just so you can click into an arrayof maps without having to choose them, but them still being kinda similar.
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France [Armag] diarouga
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Re: ESOC Patch suggestions, comments and discussion

Post by [Armag] diarouga »

Scroogie wrote:I had an idea, making 2 new map sets: ESOC TP maps and ESOC no TP maps, just so you can click into an arrayof maps without having to choose them, but them still being kinda similar.
ESOC TP maps is already a thing (tournament maps/competitive maps). The no TP set doesn't exist atm, but why would you want to play on no TP maps anyway haha ?
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France [Armag] diarouga
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Re: ESOC Patch suggestions, comments and discussion

Post by [Armag] diarouga »

@giveuanxiety This would mean no GS, no Zoi and no gamevideo though :(
Ah, and no aqwer. Not sure we want that to happen.
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European Union Scroogie
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Re: ESOC Patch suggestions, comments and discussion

Post by Scroogie »

[Armag] diarouga wrote:
Scroogie wrote:I had an idea, making 2 new map sets: ESOC TP maps and ESOC no TP maps, just so you can click into an arrayof maps without having to choose them, but them still being kinda similar.
ESOC TP maps is already a thing (tournament maps/competitive maps). The no TP set doesn't exist atm, but why would you want to play on no TP maps anyway haha ?
just for equality :D, also not all tp maps are in tourney maps
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Georgia Qosashvili93
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Re: ESOC Patch suggestions, comments and discussion

Post by Qosashvili93 »

Why no tp maps still exist when u get absolute unfair mus there
France Kaiserklein
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Re: ESOC Patch suggestions, comments and discussion

  • Quote

Post by Kaiserklein »

Because failing to balance the game properly on some maps doesn't mean we should delete these maps. Instead we should balance properly, i.e not balance around TPs.
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LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Georgia Qosashvili93
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Re: ESOC Patch suggestions, comments and discussion

Post by Qosashvili93 »

I mean not delete just add tps or smth

Nowdays also seems useless that maps, they are not on tournament map sets and when I play vs tp dependent civ oponents just resign when they get no tp map
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Re: ESOC Patch suggestions, comments and discussion

Post by dansil92 »

As one of the maps team: its really nice not to have to plan for a huge eyesore every single time that deletes everything that gets near it and interupts the flow of your map. Also, some players dont play the tp dependent civs much and thus don't really care.

I agree with kaiser, the game should be balanced around both map types. Xp trickle on nat tps is a solution, though not a perfect solution
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Italy gamevideo113
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Re: ESOC Patch suggestions, comments and discussion

Post by gamevideo113 »

[Armag] diarouga wrote:@giveuanxiety This would mean no GS, no Zoi and no gamevideo though :(
Ah, and no aqwer. Not sure we want that to happen.
Fair enough, but i would miss aqwer's posts very much :cry:
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019 Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
Georgia Qosashvili93
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Re: ESOC Patch suggestions, comments and discussion

Post by Qosashvili93 »

Xp trickle is good but as we see there are 38484 people who vs it
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France chronique
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Re: ESOC Patch suggestions, comments and discussion

Post by chronique »

Kaiserklein wrote:Because failing to balance the game properly on some maps doesn't mean we should delete these maps. Instead we should balance properly, i.e not balance around TPs.
After 10 years of balance patch, why it's not done yet? Or what it's not the way taken? I have the feeling there are consensus arround it.
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Italy gamevideo113
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Re: ESOC Patch suggestions, comments and discussion

Post by gamevideo113 »

chronique wrote:
Kaiserklein wrote:Because failing to balance the game properly on some maps doesn't mean we should delete these maps. Instead we should balance properly, i.e not balance around TPs.
After 10 years of balance patch, why it's not done yet? Or what it's not the way taken? I have the feeling there are consensus arround it.
A lot of players are very conservative, so whenever somebody proposes a substantial change (because that's what's needed to balance TP and no-TP simultaneously), there are huge countertendencies; current balance is simply achieved by polishing a few sharp edges.
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019 Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
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France chronique
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Re: ESOC Patch suggestions, comments and discussion

Post by chronique »

gamevideo113 wrote: current balance is simply achieved by polishing a few sharp edges.
With the xp triclke stuff?
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Italy gamevideo113
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Re: ESOC Patch suggestions, comments and discussion

Post by gamevideo113 »

chronique wrote:
gamevideo113 wrote: current balance is simply achieved by polishing a few sharp edges.
With the xp triclke stuff?
Oh lol, that's kind of dismantling my point. But as a matter of fact it's probably the most controversial change EP has seen lately. Personally i'd remove that too, because i don't really like it as much. But yeah, as you see, it's really hard to make big changes cut through without great opposition.
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019 Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
No Flag deleted_user
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Re: ESOC Patch suggestions, comments and discussion

Post by deleted_user »

SUGGESTION: give units an opaque "outline" behind war wagons. You literally cannot see friendly or opponent units when they are on top of your war wagons. This probably isn't technically possible. But is a bit annoying when musks from a rax literally materialize under war wagons, start meleing, and you have no visual indicator that they're actually there.
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Great Britain Panmaster
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Re: ESOC Patch suggestions, comments and discussion

Post by Panmaster »

SUGGESTION:
Some random new AI functions:
edit: replaced dodgy libraries with Windows functions

Treaty Time in ms:

Code: Select all


int aiGetTreatyTime(void){
_asm
{
mov eax, dword ptr ds : [0xC66234]
mov ecx, dword ptr ds : [eax + 0x13C]
mov ecx, dword ptr ds : [ecx + 0x8FC]
mov eax, dword ptr ds : [ecx + 4]
}
}
Give AI level 131 homecity:

Code: Select all

void aiSetHCLevel(int playerID = -1)
{
if (playerID < 1)
return;
trPlayerGrantResources(playerID, "skillpoints", 100);
_asm
{
mov ecx, playerID
mov eax, dword ptr ds : [0xC66234]
mov ecx, dword ptr ds : [eax + 0x13C]
mov eax, playerID
cmp eax, dword ptr ds : [ecx + 0x5C]
jge end
mov ecx, dword ptr ds : [ecx + 0x58]
mov eax, dword ptr ds : [ecx + eax * 4]
test eax, eax
je end
mov ecx, eax
mov eax, dword ptr ds : [ecx + 0x84]
mov dword ptr ds : [eax + 0x54], 131
end:
}
}
Taunts:

Code: Select all

void aiTaunt(int t = -1)
{
if (t < 1)
return;
WIN32_FIND_DATAA data;
WIN32_FIND_DATAA* ptr = &data;
std::string test = "Sound\\taunts\\*" + std::to_string(t) + "*.mp3";
FindFirstFileA(test.c_str(), ptr);
test = "taunts\\";
test = test.append(data.cFileName);
trSoundPlayFN(test.c_str());
test = "Taunt " + std::to_string(t);
aiChat(1, test.c_str());
}
Eject Units from building:

Code: Select all

bool aiTaskUnitEject(int unitID = -1)
{
trUnitSelectClear();
trUnitSelectByID(unitID);
if (trUnitGetContained() > 0)
{
trUnitEjectContained();
return(true);
}
return(false); //no units
}
Set shipment destination:

Code: Select all

void aiTaskUnitSetHC(int unitID = -1)
{
setHomeCityGatherUnit(unitID);
}
Build gate:

Code: Select all

bool aiTaskUnitBuildGate(int playerID = -1, int unitID = -1)
{
if (kbUnitGetProtoUnitID(unitID) == cUnitTypeWallStraight4 || cUnitTypeWallStraight5)
{
if (kbResourceGet(cResourceWood) < 50.000f)
return(false);
trUnitSelectClear();
trUnitSelectByID(unitID);
trUnitChangeProtoUnit("CWallGate");//cost no wood
trPlayerGrantResources(playerID,"wood",-50);
return(true);
}
return(false);
}
Use Wonder Powers by name:

Code: Select all

void aiTaskUnitPower(string unitTypeName = NULL, string powerName = NULL)
{
doAbilityInType(powerName, unitTypeName);
}
TAD AI Reference Guide
"Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln
Georgia Qosashvili93
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Re: ESOC Patch suggestions, comments and discussion

Post by Qosashvili93 »

I play with no tp civ nowdays and now I understand why so many people dont like this patch and why they are quiting game, this patch is really trash
Georgia Qosashvili93
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Re: ESOC Patch suggestions, comments and discussion

Post by Qosashvili93 »

Go make even more heavy tp maps to shit on no tp civs
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European Union Scroogie
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Re: ESOC Patch suggestions, comments and discussion

Post by Scroogie »

deleted_user wrote:SUGGESTION: give units an opaque "outline" behind war wagons. You literally cannot see friendly or opponent units when they are on top of your war wagons. This probably isn't technically possible. But is a bit annoying when musks from a rax literally materialize under war wagons, start meleing, and you have no visual indicator that they're actually there.
SUGGESTION: Dont have WW on top of enemy rax. :)))
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Czech Republic EAGLEMUT
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Re: ESOC Patch suggestions, comments and discussion

Post by EAGLEMUT »

deleted_user wrote:SUGGESTION: give units an opaque "outline" behind war wagons. You literally cannot see friendly or opponent units when they are on top of your war wagons. This probably isn't technically possible. But is a bit annoying when musks from a rax literally materialize under war wagons, start meleing, and you have no visual indicator that they're actually there.
Tried this, but the results were unsatisfying. Giving them the "ObscuresUnits" flag still seems to make it work only like 20% of the time, and in return it makes them obscure self, which looks ugly.

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