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Post by {PHX} Alaron on Dec 20, 2012 0:51:15 GMT 1
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Neuron
AOE III: TAD/TWC
Posts: 48
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Post by Neuron on Dec 21, 2012 14:45:50 GMT 1
In 5 matches, each player won with one civ.
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Post by °Pp°gggggas on Dec 21, 2012 15:46:27 GMT 1
awesome. nice hang on w/ dutch. 8 vills against 99!!!!
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Neuron
AOE III: TAD/TWC
Posts: 48
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Post by Neuron on Dec 21, 2012 20:05:05 GMT 1
Yeah.. Too bad Alaron was mapscrewed on mines. GP never spawns balanced, idk why ppl still play it 1v1.
The only maps which have a reliably balanced gold distribution are Siberia and Saguenay. All the other maps give an unequal number of mines, sometimes +/-2. GP is probly the most unbalanced map in aoe/tad.
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Post by {PHX} Alaron on Dec 25, 2012 0:18:32 GMT 1
The only problem with Siberia is that it's almost impossible to rush, given that it's a larger map with ice in the middle, and each player spawns with a tower, and Saguenay has a crappy amount of hunts :/
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Neuron
AOE III: TAD/TWC
Posts: 48
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Post by Neuron on Dec 25, 2012 12:18:27 GMT 1
Haha, I agree. In fact, there is no balanced map in AoE3/TAD, but mapscrews seem to happen more often on some maps, like GP. Some people are going to argue this is good, because it forces players to get map control. While I agree with that, in part, on the other hand once the starting resources are finished, players have to get out of their base, and that's when the game starts to get bloodier. And for some players the resources which are placed in their proximity are much farther than they are for their opponent, which forces them either to invest more in protecting vills or take more risks. That's why on GP, many games are decided by the map random spawn.
On other maps, this can be delayed, as you said, because the distance between players is bigger, there is some defensive element (outpost), or because the terrain type doesnt allow placing a building (ice).
I like maps which allow rushing (like GP) but if my strat included mercs and I have minus 2 mines on my half of the map or only one starting mine, then the map limits the strategic options.
Mapscrews happen because the game makers didn't create a system in the random map scripting to make a hierarchy of the objects placed on the map, so that, for example, a cliff can be dropped if it doens't fit in the spawn, but not a mine. Any element from a map can be dropped, including a TC, if the map is badly scripted. You just have to make the avoidance rules in the map script in such a way to make sure this will never happen (ie, there won't be any conflict between a TC and a pond, for example). But that is not possible for resources, unfortunately, unless you code them to spawn at fixed places, which will make the map boring, predictable, so not-random.
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Post by °Pp°gggggas on Dec 25, 2012 19:52:03 GMT 1
unbalanced map is not as bothering as hunt running opposit side as excpected or explo and hatamoto stucked in tp place or glodmine. this pisses me off soooo BAD! or eventually, i saw tp placement screwed so you cant built it (on yukon mainly).but, well, that's part of the game. you can also decide to rush or play agressive if your hunts are fareway so you'd get map control beforehand.
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Post by NeuronrmRandInt1n on Jan 3, 2013 19:05:47 GMT 1
Yeah,that happens because the herd has gone too far from its initial point, so the herd will tend to go back from where it was herded, because the game wasn't programmed with the skills players-would-later-develop in mind.
Units getting stuck in other objects, like TP sockets, is a game bug, so it can't be fixed with better map scripting (it can, tehcnically, but it will also block any other unit).
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