EotA: Twilight 1.16a Download
Posted: December 29th, 2013, 3:54 pm
Not as much as I wanted to do but some important fixes.
DarnYak
DarnYak
An Aeon of Strife map for Warcraft 3
http://eota.emufarmers.com/forums/
- December 9th, 2012FYI: I had to move this week so no time to work on EotA. I promise as soon as I get my stuff back together I'll finish the AI changes/last balance tweaks and release the final version. Don't expect me for sunday games either.
DarnYak
- December 17th, 2011Yea, unless there's some good idea to get people to show up. Doesn't matter too much, since we're only a few weeks out (I fucking hope) from the final version.
DarnYak
This is a good thing imo! I always wanted more skill build diversity but usually its just max out nukes or whatever the best support skill is.In other news, I've experimented with making Pestilence a one point and investing in Heal and Exhaustion which seems much more annoying to enemies than I thought it would be. The Heartstop talent can actually serve as a somewhat reliable AoE for Defiler with higher levels invested in Exhaustion.
I wont deny this difference exists so much as I don't believe it to be a cause. I rarely see blue fighting over those towers to begin with. It might be the cannon towers for red having a better firing position that causes them to kill blue's left lane more effectively, but the last time I checked it appeared pretty damned equal. Now that I think about it though, I've never done spawn watching on kedge just to see how the ebb and flow of those fights go.•I'm arguing that Blue has a disadvantage on Kedge because tower commanders don't prioritize Sentry Tower which makes maintaining left lane for Blue harder than Red.
DarnYak wrote:Anyone have any comments on the moontear changes?
I have the impression that no matter which side I play, the tower commanders of my own team always run into battle and die while the enemy (AI team) tower commanders always rush into the towers so they don't die. Maybe their behaviour is different because the army player of a pure AI team is smarter.watermelon wrote:•I'm arguing that Blue has a disadvantage on Kedge because tower commanders don't prioritize Sentry Tower which makes maintaining left lane for Blue harder than Red.
DarnYak wrote:Now that I think about it though, I've never done spawn watching on kedge just to see how the ebb and flow of those fights go.
When I tried this on Stormwail Peak yesterday, after only 20 minutes red was losing on all five lanes simultaneously. Then I noticed the enemy sorceresses had mana shield... It turns out that even without AI heroes, the army player of an "empty" team can still get army upgrades, which gives their army a clear advantage. They can't hire mercenaries or repair buildings, though. If I turn myself into an observer via the -observe command at the start of the game, both army players can get upgrades, making things relatively fair again. To prevent any potential imbalances caused by upgrades from influencing the test results, it's possible to reduce the energy gain of the upgrade building via the -upgraderate command so that it takes hours until the AI can afford the first upgrade. The optimal solution would be putting a human player on each team to force the army players down to their most basic AI level, but I can't do that on my own.Executor wrote:I also noticed some time ago that in Stormwail Peak, Red would lose the bottom base long before Blue would lose their top base. Actually, I'm not sure if Blue loses its top base.