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  1. When I went to school my math teacher teached me that 3,5 (spear attack rate) / 0.75 (sword attack rate) = 4,6 and that 4,6 x 6,5 (sword cavalry damage) = 30,3 (damage of the sword cavalry in 3,5 sec) which is bigger than 19 if ( total spear cavalry damage) i remember right.
    2 points
  2. I agree with the fact that a slow attack speed and a high damage is more realistic because spear cavalry is meant to hit and run and, supposing that spear cavalry is attacking a group of enemies and those enemies are infantry units, spear cavalry should be able to hit and retreat in order to avoid the enemy fire, and attack again. However increasing attack damage instead of attack speed will result in being more effective in women raids, expecially if a new change is coming as I heard (units close to the buildings won't be hitted by the buildings anymore unless a specific tech research) unless they'd have have an "anti-cavalry" damage multiplier which would work only vs other cavalry types resulting that Spear Cavalry will actually counter any kind of cavalry letting Sword Cavalry still be more effective vs infantry. However tests are needed
    2 points
  3. Why not? Handling a spear on the back of a horse is quite cumbersome. I'd expect that to result in slow attack speed. Concerning balancing the attack speed doesn't really matter but the damage per time. If that is to low it can be raised by increasing the damage. Armor effects a portion of damage so also no problem there. High damage/low attack speed only makes a difference at the first blow. And spear cavalry dealing high damage in the first blow actually makes total sense to me. So (besides siege) spear units are a good choice for having a slow attack. (I also like that we actually make use of the stats we have in a wide range) @wowgetoffyourcellphone: I hardly find "Looks ridiculous" a very convincing statement especially as what we are used to is often influenced by videos and those are rarely focusing on realism.
    1 point
  4. Ese tipo de preguntas es mejor que las hagas, creo que en este foro https://wildfiregames.com/forum/index.php?/forum/145-help-amp-feedback/ . ¿Y una versión portable? 0ad no pesa mucho, a no ser de que trates de compilarlo por tu cuenta. Solo descargalo https://play0ad.com/download/ y ponlo en tu USB y ejecutas pyrogenesis como cualquier otro ejecutable. Realmente los requisitos son minimos, la intención es que hasta las maquinas mas viejas puedan ejecutarlo.
    1 point
  5. Other than the unit cost changes, I like where that counter system is going overall.
    1 point
  6. Well my suggestion would be something like this: HEAVY INFANTRY Spearman: Bonus against both cavalry. Role: Basic unit available to every civilization. Main unit and useful to protect other units from cavalry. Meatshield Swordsman: Higher base attack than spearman, bonus against heavy infantry. Role: Break melee infantry fronts, kill unprotected units (light infantry, support or siege) Pikeman: High HP and Armor, low attack (if no formations are implemented, every unit gets a bonus attack aura for other pikes). Bonus against cavalry. Slow movement. Role: Protect ranged infantry, capture or when massed act like a powerful slow spearhead. -LIGHT INFANTRY: Skirmisher: Shortest range. Higher base attack Role: Basic ranged unit. Useful against everything, but with low range it's the most vulnerable unit. The best ranged unit to deal against both cavalry types Slinger: Medium range. Bonus against heavy infantry Role: Better than skirmishers against heavy infantry. Should win skirmishers by range, but they damage between them could be on pair. Archer: Long range. Low attack and bonus against Light Infantry. Role: Kill skirmishers and slingers and support long range attack. All light infantry get a bonus against Light Cavalry. -HEAVY CAVALRY Sword cav: Fast. Bonus against light infantry Role: Kill light infantry (altough spear cav should be better), raid, and maybe catch light cavalry Spear cavalry: Tankier armour, HP, Good attack. Slower Role: Better frontline cavalry than swordman cavalry. -LIGHT CAVALRY Skirmisher cavalry: Good damage. Low range Role: Hit and Run, effective against everything, but could be killed if get caught or by ranged units (so it would be mainly anti heavy infantry) Archer cavalry: Low damage, Long range. Bonus against light units (both infantry and light cavalry). Less HP than skirmisher cavalry Role: Hit and Run from distance, but worst DPS against heavy. Loose against ranged infantry if gets caught in range (specially against archer, with same range) All defensive buildings get bonus against Light Cavalry ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Then, I would make Spearman and Skirmisher infantry and Skirmisher cavalry costing only food and wood (Trash unit). More uncommon units could cost food/wood and metal (no stone for siege or slingers, only for buildings). I would change hacking/pierce/crush to Melee/Ranged/Siege. (I think it could be easier to balance and to think, although hybrid damage could be special feature for some units) *I know that there's some historical things... some slinger could out range archers, and the spear cavalry role resembles more a medieval knight-like... but I think that is somewhat cohesive system.
    1 point
  7. 1 point
  8. Yeah, Siege Walls aren't really that big of a deal to prevent the Romans from having the Sentry Tower. It isn't even that big of a deal for me if the Romans can't build the Sentry Tower, since I don't really use them. It just seems like a waste for them to not be buildable when the model is available. Also, the Entrenched Army Camp could use some attention, the order of the units in the training list is different from the Barracks and the Eques Socius (Italian Allied Cavalry) was never added to the training list.
    1 point
  9. Map: mainland Players: mr_harry vs fatherbushido Summary: a classic 1v1. Rome vs Britons (civ picked in the gamesetup). I posted it mainly for the cav rush of mr_harry wich did a very good unit control imo. Then the game will turn to a big frontline battle. commands.7z
    1 point
  10. Would be cool to add them as the beginning of the game.
    1 point
  11. @Enrique Here is the second version of the Wildfire Games logo. Once we have this completed and you are happy with it, I will continue to write notes about the sound for the game. Wildfire Games Logo Version 2:
    1 point
  12. Hello, I will be playing some of the game today as I write several notes of which I will have done and posted tonight for us to talk further about the sound of the game. I will also answer all the questions that you have about the curate state of the sound effects, what I will add, and so on. One of my concerns that I have noticed in recent updates for the game is that it reads - “You can even use parts of the art and sound for your own projects…” Sound is a lot different than art is, audio works as a license not an ownership thus there are a lot of legal things you can not get away with like art. If I make things for the game I want it to stay with in the game. Obviously. I know someone could essentially steal my sounds that I’ve created but I realize that since it’s a computer game and contribution to build the game. I have also noticed there is not any sound design for companies logo nor for the game so I did sound for them both. You can watch them in the links below. Let me know if you like them and I can send you download link to download them. Wildfire Games Logo: https://vimeo.com/201169986 0 A.D. Logo: https://vimeo.com/201197558 Thank you!
    1 point
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