Checking these out seemed like a natural extension of reviewing my video/audio settings, so I figured I’d do a quick write-up on what I learnt.
Continue reading “Bonus: A Quick Look at Next-gen Image Formats (JPEG XL etc)”
Data-driven decision making is the only way to go
Checking these out seemed like a natural extension of reviewing my video/audio settings, so I figured I’d do a quick write-up on what I learnt.
Continue reading “Bonus: A Quick Look at Next-gen Image Formats (JPEG XL etc)”
Phase 1 of my big upgrade/migration project was a good chance to reevaluate my recording/rendering settings, so as here’s an extra write-up relating to that.
Continue reading “PC/NAS Upgrade: Re-Evaluating Video and Audio Encoding in OBS and Vegas”
Also known as the part where we fix all of the storage and storage-related things.
Continue reading “PC/NAS Upgrade: OS Reinstall, 71TB of Storage, and Setting up an Unraid NAS”
Over time, my main PC has been increasingly struggling to meet my needs, largely relating to dated CPU/GPU, lack of storage space, and low data resilience.
This very extended project aims to fix most of that while also including the broad outlines for future upgrade plans.
I previously posted about fight control in Rise of Nations, and briefly mentioned how the conventional wisdom regarding Age V combat (which I had also subscribed to until briefly before writing that article) was misguided. Age V combat is not “Age IV combat but with more guns” — it’s actually fundamentally different.
The Community Balance/Bugfix Patch has failed every evaluation category.
Also this starts off quite salty, because I think that there’s no honest explanation of why I’ve done this that doesn’t involve some level of disdain and disappointment.
This is a small bugfix patch, basically “Alpha 8c”. However, because these changes are not multiplayer-compatible with Alpha 8, they’re being released as Alpha 9.
This is just to ensure that this information is fully documented somewhere publicly – unless you’re a modder or just deeply curious about RoN quirks I’m not expecting you to bother reading this. It’s boring, poorly formated, has no images, and I basically haven’t posted it anywhere.
Knowing how fights are started and controlled is an invaluable but often poorly understood part of RoN’s combat.
Stemming from the above you end up with a broad category of units that can be considered the “backbone” of an army because they must exist for an army to be able to negotiate control of fights.
Continue reading “Fight Control and the Backbone of an Army”
This is a small-medium sized patch, focused mostly on non-balance changes.