Author Topic: Fixed unbalanced problem  (Read 2296 times)

Dasaki

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Fixed unbalanced problem
« on: 27 June 2008, 01:51:09 »
Indeed the two initial factions were unbalanced but I helped make it a bit more balanced by weakening a bit of the Swordsmans attacks, and making it a bit more costly to get them out.  I play tested it myself and found it a bit more easier to win as the Magic, but it still is challenging cuz of the AI's speed in procedural commandeering.  (Pull up log 1 under config to see what I mean, as you play you'll see each and every command and order being made on the other side.)

By making these changes the Tech AI works a tad slower as it has to wait for resources to stack, then they start building the army.  

So as it lays out right now, the Tech are now harder and take longer to get out, BUT they are still stronger then the Magic when it comes to firepower.  Just as well, the Magic are easier to get out, but are harder to utilize what they are really meant for thus have little firepower... at the beginning anyways >=D

I'll put it up as soon as I make a few more changes, I'm giving the structures more defense cuz I find that they fall rather quickly.

As of now I've yet to find out how to change up the AI's construct, whih leads me to believe it's within the code source of Glest.  Also meaning I need to learn C++ first.  ANYONE else may have a crack at it if they wish.
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

Omega

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« Reply #1 on: 1 July 2008, 15:16:54 »
If you want to make tech weak, you should mod the worker and reduce the rate of mining/harvesting resources. Also, by making the workers cost more, this can slow them down quite well!
« Last Edit: 1 January 1970, 00:00:00 by omega »
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ttsmj

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« Reply #2 on: 1 July 2008, 19:40:04 »
!! ranged attacks always miss moving unit !!

that's why mages seems to be weaker...
« Last Edit: 1 January 1970, 00:00:00 by ttsmj »

Omega

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« Reply #3 on: 2 July 2008, 13:31:18 »
Except that you cant be moving all the time (or how would you attack) but if that is the problem, use ghost armors and behemoths. (Good idea: mod the golem - thats what I did and it actually makes it useful!)


 :D
« Last Edit: 1 January 1970, 00:00:00 by omega »
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MrBlack

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« Reply #4 on: 2 July 2008, 21:59:54 »
Even with how it currently is the AI when it plays as magic just spams daemons so I'm still with my starting troops and the enemy's got 20 of them.
« Last Edit: 1 January 1970, 00:00:00 by MrBlack »

Omega

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« Reply #5 on: 3 July 2008, 17:26:53 »
Increase the costs of demons and slow down the enemies rate of mining gold. Also, reduce the amount they start with. If you need any help doing this, email me and I have some xml outlines.

Though if you're experienced, you can just fight like a man. build a farm and barracks before mining, then spawn archers and (eventually) horsemen. The archers should be able to hold of the daemons fairly well if theres a lot of them. And once you have horsemen, you can really dish out pain.
« Last Edit: 1 January 1970, 00:00:00 by omega »
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Dasaki

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« Reply #6 on: 3 July 2008, 17:58:58 »
Ah, Didn't think of weakening the Deamons any either.  hmm maybe I should just make THEM harder to get out.

Omega You said there is a way to slow down the AI's mining process, how?  Isn't the AI within the source?
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

pmurias

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« Reply #7 on: 7 July 2008, 21:40:44 »
I personally consider tech to be significantly weaker in single player.
(it's possible to to fast expand with magic, defeat their first attack and destroy their base with a counter attack)
Their mech units are useless in multiplayer against magic
(maybe I have insufficient micro)
Demons shouldn't be weakened as they are usefull for swarming arch-mages
(can't think of an other magic counter)
and the tower is placed stupidly on some maps not giving tech rush defence
« Last Edit: 1 January 1970, 00:00:00 by pmurias »