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  2. Yes, they do. If the old Age of Empires 1 could do it, I don't see why we couldn't.
  3. 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.
  4. Today
  5. Chariots need trample damage IMHO.
  6. 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.
  7. If you take the Persian champ it's 1.25, but AFAIK it also has a bigger hitbox.
  8. It does more damage and has much more life (three times as much).
  9. My apologies, there was a major error in the water beetles that made the game crash, here is the fixed version: Hyrule-Conquest-Revival-0.2.1.zip
  10. What differentiates it from the horse archer?
  11. Chariots are best for hit-and-runs or harassing enemy gatherers.
  12. The chariot is another unit that I don't know how to use. There should be one for melee and one for shooting(range).
  13. What if chariots that died became a resource or treasure where you could gather wood? Then, sending an an army of chariots is risky: If you win, you can salvage some wood from your downed units, if you lose you just helped the enemy.
  14. I think he means the guy who sweeps the elephant poop away No wonder the guy doesnt want to appear in the game...
  15. The one who feeds and bathes the animals, or the one who repairs the chariots.
  16. Yeah, they are trained for speed and wearing leather armor at most, so their endurance (health) and armor (resistance) should be weaker than other cavalry. I know that armor for horses was more Medieval, but hero cavalry and maybe some champion cavalry should have horse armor that gives them a higher resistance, but lesser speed. Maybe the Forge could research this? You mean like the stable boy or trainer?
  17. Note one additional for not only the rider but also the "janitor"(Speculative unit that does not appear in the game).
  18. Elephant/Chariot 4 pop And lower the health and armor of all ranged units.Those that cost food and wood above all. The skirmisher cavalry shouldn't be that strong.
  19. Sorry, spellcheck wrote Stanford, it’s supposed to be Stalfos
  20. Hey guys, with the Deku Kingdom finished, I thought I should ask, what race should I do for Hyrule Conquest: Revival next?
  21. Welcome! It’s great to see new members on the board! I hope to see more posts from you, as the community is pretty small. Feel free to check out the different boards and join in any discussion you find interesting.
  22. Infantry should use the same pop as civilian units, and horsemen should cost 2 pop (one for the rider, one for the horse). Elephants should remain at 3 pop. But siege machines should vary per operators in it’s model.
  23. That makes sense. So, there would be a choice: you either boom or play more aggressively. People would actually train Civilians instead of hard-capping them at 50 (for those 10 full farms). For the population costs, I think changing them too much would impede the unit choice for people who like to play with lower pop caps. Making Champions cost 2 population and siege costing 3 would be a compromise. I even reversed the population costs in my mod because you simply didn't get enough units on the map.
  24. I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
  25. I play so many strategical game but this is out of the page
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