ESOC Patch suggestions, comments and discussion
Re: ESOC Patch suggestions, comments and discussion
Skirms currently do 2x vs eagle runners, 0.75x vs coyote and disciples and 1.0x vs rattan shields and tiger claws
Re: ESOC Patch suggestions, comments and discussion
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.
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.
- VooDoo_BoSs
- Dragoon
- Posts: 254
- Joined: Jul 7, 2016
- ESO: VooDoo_BoSs
- Location: Australia
Re: ESOC Patch suggestions, comments and discussion
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.
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.
- chronique
- Advanced Player
- Posts: 2060
- Joined: Jul 4, 2015
- ESO: poissondu44
- Location: France
Re: ESOC Patch suggestions, comments and discussion
I think u guys want aoe4
Re: ESOC Patch suggestions, comments and discussion
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.
- [Armag] diarouga
- Ninja
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- Joined: Feb 26, 2015
- ESO: diarouga
- Location: France
Re: ESOC Patch suggestions, comments and discussion
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 ?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.
- [Armag] diarouga
- Ninja
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- Joined: Feb 26, 2015
- ESO: diarouga
- Location: France
Re: ESOC Patch suggestions, comments and discussion
@giveuanxiety This would mean no GS, no Zoi and no gamevideo though :(
Ah, and no aqwer. Not sure we want that to happen.
Ah, and no aqwer. Not sure we want that to happen.
Re: ESOC Patch suggestions, comments and discussion
just for equality , also not all tp maps are in tourney maps[Armag] diarouga wrote: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 ?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.
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- Dragoon
- Posts: 219
- Joined: Nov 8, 2018
- ESO: Qosashvili93
Re: ESOC Patch suggestions, comments and discussion
Why no tp maps still exist when u get absolute unfair mus there
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- Pro Player
- Posts: 10278
- Joined: Jun 6, 2015
- Location: Paris
- GameRanger ID: 5529322
Re: ESOC Patch suggestions, comments and discussion
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.
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 ..
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- Dragoon
- Posts: 219
- Joined: Nov 8, 2018
- ESO: Qosashvili93
Re: ESOC Patch suggestions, comments and discussion
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
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
Re: ESOC Patch suggestions, comments and discussion
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
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
- gamevideo113
- Howdah
- Posts: 1899
- Joined: Apr 26, 2017
- ESO: gamevideo113
Re: ESOC Patch suggestions, comments and discussion
Fair enough, but i would miss aqwer's posts very much[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.
[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 ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
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- Dragoon
- Posts: 219
- Joined: Nov 8, 2018
- ESO: Qosashvili93
Re: ESOC Patch suggestions, comments and discussion
Xp trickle is good but as we see there are 38484 people who vs it
- chronique
- Advanced Player
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- Joined: Jul 4, 2015
- ESO: poissondu44
- Location: France
Re: ESOC Patch suggestions, comments and discussion
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.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.
- gamevideo113
- Howdah
- Posts: 1899
- Joined: Apr 26, 2017
- ESO: gamevideo113
Re: ESOC Patch suggestions, comments and discussion
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.chronique wrote: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.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.
[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 ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
- chronique
- Advanced Player
- Posts: 2060
- Joined: Jul 4, 2015
- ESO: poissondu44
- Location: France
Re: ESOC Patch suggestions, comments and discussion
With the xp triclke stuff?gamevideo113 wrote: current balance is simply achieved by polishing a few sharp edges.
- gamevideo113
- Howdah
- Posts: 1899
- Joined: Apr 26, 2017
- ESO: gamevideo113
Re: ESOC Patch suggestions, comments and discussion
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.chronique wrote:With the xp triclke stuff?gamevideo113 wrote: 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 ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
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- Ninja
- Posts: 14364
- Joined: Mar 26, 2015
Re: ESOC Patch suggestions, comments and discussion
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.
Re: ESOC Patch suggestions, comments and discussion
SUGGESTION:
Some random new AI functions:
edit: replaced dodgy libraries with Windows functions
Treaty Time in ms:
Give AI level 131 homecity:
Taunts:
Eject Units from building:
Set shipment destination:
Build gate:
Use Wonder Powers by name:
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]
}
}
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:
}
}
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());
}
Code: Select all
bool aiTaskUnitEject(int unitID = -1)
{
trUnitSelectClear();
trUnitSelectByID(unitID);
if (trUnitGetContained() > 0)
{
trUnitEjectContained();
return(true);
}
return(false); //no units
}
Code: Select all
void aiTaskUnitSetHC(int unitID = -1)
{
setHomeCityGatherUnit(unitID);
}
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);
}
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
"Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln
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- Dragoon
- Posts: 219
- Joined: Nov 8, 2018
- ESO: Qosashvili93
Re: ESOC Patch suggestions, comments and discussion
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
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- Dragoon
- Posts: 219
- Joined: Nov 8, 2018
- ESO: Qosashvili93
Re: ESOC Patch suggestions, comments and discussion
Go make even more heavy tp maps to shit on no tp civs
Re: ESOC Patch suggestions, comments and discussion
SUGGESTION: Dont have WW on top of enemy rax. :)))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.
Re: ESOC Patch suggestions, comments and discussion
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.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.
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