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Yes, they do. If the old Age of Empires 1 could do it, I don't see why we couldn't.
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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.
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Chariots need trample damage IMHO.
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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.
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If you take the Persian champ it's 1.25, but AFAIK it also has a bigger hitbox.
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It does more damage and has much more life (three times as much).
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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
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What differentiates it from the horse archer?
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Chariots are best for hit-and-runs or harassing enemy gatherers.
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The chariot is another unit that I don't know how to use. There should be one for melee and one for shooting(range).
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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.
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I think he means the guy who sweeps the elephant poop away No wonder the guy doesnt want to appear in the game...
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The one who feeds and bathes the animals, or the one who repairs the chariots.
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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?
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Note one additional for not only the rider but also the "janitor"(Speculative unit that does not appear in the game).
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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.
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Perzival12 started following What race should I do next?
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Sorry, spellcheck wrote Stanford, it’s supposed to be Stalfos
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Hey guys, with the Deku Kingdom finished, I thought I should ask, what race should I do for Hyrule Conquest: Revival next?
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This game is absolutelibly owesome
Perzival12 replied to alvarolopezalesanco's topic in Introductions & Off-Topic Discussion
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. -
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.
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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.
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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.
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Actually, big horses that can't feed on pasture only cost money. Smaller horses (mongolians, US mustangs - yes I know, not the same time period, and afaik berber horses) don't; they cost food and care. So basically we already have that in the game : skirmish cavalry costs food, war cavalry costs gold.
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