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  4. Today
  5. My bad, I need to link the git PR. Also remember changes are in com mod.
  6. Could you give more details about some changes?
  7. Disclaimer : Doing this poll on my own initiative. I didn't consult @real_tabasco_sauce about it but I believe that it would be at least interesting to have votes on balancing ideas that are probably going to be introduced in a28; or even maybe, it could be default of how balancing changes are introduced (like it was for the first version of com mod a26). Ideally votes should be only submitted after testing and building a good opinion on the changes through community mod. PR links for more infos: Cheaper Wall Han Ministers rework Carth Techs, Bonus and Unit rework Fort Accuracy Nerf Capture Elephants and Longswords tweak Mauryas Maiden rework
  8. Bring back 130 HP champion cavalry, lol. Good changes, thanks.
  9. It's a good idea, they were supposed to tire quickly, couldn't fight for long, and were slow for cavalry.
  10. In the short term, I think we should go with the health nerf for the regular melee champ cav, and for the cataphracts which are so tanky, we can significantly reduce their speed, which will create better differentiation for the cataphracts (possibly also nerf the +100 hp tech for them too).
  11. Yesterday
  12. The places of the icons of both techs need to be swapped urgently, they are both at the wrong place. Wicker basket needs to be left from the plough, not above that.
  13. Which is the entire world that 0ad covers. And yeah, stirrups (which allowed the couched lance charge) weren’t invented till the late medieval ages, at which point armor and metal weapons were already beginning to be replaced by arqubuses (guns).
  14. Oh ok, I misunderstood what you meant previously then.. So if this create 0 issues, others techs that would do something similar wouldn't have either, in mods or in future balancing stuff, I guess you already have the proper solution then.
  15. I understand. That doesn't happen anyway, even without investigating WickerBasket. Thanks!
  16. @guerringuerrin your hack is perfectly suited for this. As you said, the likelihood of not having Wicker Baskets researched until you can capture an enemy maury farmstead then research Ahimsa is very very edge case... And wouldn't even break anything. If you really want to hustle it, here two 'long-term' improvements ideas: Support template attribute to mark as 'non-civ specific' techs and structure to be ignored in civ overview Support paired techs to use existing 'normal' techs (Ideal)
  17. Maybe, @Vantha can help me with this?
  18. Thank you for this, but It only work when I join other games lobby—when I host the custom rating and suffix is return to normal ratings
  19. I'm sorry, but known by whom? It's the first time I've heard of it. (Other than the problem with VMs)
  20. 0.5 pop can be used to favor more infantry units. But we would do that in the second phase or late 1. The ideal would be to introduce technologies in the first phase, so the development is more noticeable. That in the first phase 1 cap pop is used and then 0.5. Obviously, this favors CS infantry units. It's one of the ways infantry is favored in this game. The other thing is to tell people that the stirrup did not yet exist. At least in the West/Near East/Africa.
  21. Last week
  22. Yes, they do. If the old Age of Empires 1 could do it, I don't see why we couldn't.
  23. New update, mostly AI and balance changes. - Added back Jubot AI, modified to be compatible with the mod. It should be a bit more unpredictable than Qbot. - Population costs changed. Now it's 1 population for infantry CS, cavalry CS and Champion Infantry, 2 population for Champion cavalry and Siege weapons (Siege Tower is 3). - Some cost changes for Carthaginian mercenaries. They now cost a mixture of food, wood (for cavalry spearmen) and metal. - Population cap is now 200. - Qbot AI will now properly defend its Fortresses and Barracks.
  24. Chariots need trample damage IMHO.
  25. Could we do like in AoE I where there was a tech to unlock infantry pop cost? https://ageofempires.fandom.com/wiki/Logistics Edit: I was wrong, I thought it was population cost.
  26. If you take the Persian champ it's 1.25, but AFAIK it also has a bigger hitbox.
  27. It does more damage and has much more life (three times as much).
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