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@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)
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Maybe, @Vantha can help me with this?
- Today
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Outright Systems joined the community
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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
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What are the Graphics Driver Requirements?
ShadowOfHassen replied to Perzival12's topic in Help & Feedback
I'm sorry, but known by whom? It's the first time I've heard of it. (Other than the problem with VMs) -
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.
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Indeed
- Yesterday
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Pop caps would be adjusted.
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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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