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Showing content with the highest reputation on 2017-06-25 in all areas

  1. Some progress. Also, @wowgetoffyourcellphone will be incorporating my textures to his overhaul mod, Delenda Est
    6 points
  2. Hello everyone. I have recently started playing this game (had about 50 games total) it is AWESOME Game and first of all I want to thank you everyone for the opportunity to play this game and to be part of the community, you guys are great. I have a suggestion to rework the way cavalry units are produced and the way those units impact the game to make it more realistic and more balanced. This is my first topic so please forgive me for my bad English or for breaking some rules (not sure) So these are few the things that I think is problematic in terms of game-play balance and are not realistic: 1. Cavalry units are trainable from Civic Center and some civilisations have melee spear cav at phase 1 which makes impossible to defend early cav rushes for some civs (yea spearman is a counter, but with good micro spearman can be kited forever and there is really no chance of defending the early cav rushes without taking any significant economical damage) 2. Having a Cavalry unit that is not available like normal unit (I play persia and my example would be having Melee sword cav, but not having simple sword soldiers available in the game.... a little bit illogical) 3. There is no cavalry unit that counters cavalry (at first when i started playing i thought if spearman counter cavalry then melee spearcav should counter cavalry too.. but i found out thats not the case which leads to unbalanced strats like mass chariots or horse archers since there is no way of dealing with that....) 4. It is simply too easy to mass cavalry early on specially if you have good spawn with a lot of animals around. Cavalry unit becomes so easy to produce without any commitment (except doing damage to enemy economy, which is really easy, so i guess that doesn't count) and its simply not realistic as having cavalry units should be some what luxury in that age (my opinion :D) So I thought about those issues and I came up with an interesting game play mechanic. This is quite game breaking but hear me out please: What if... The current cavalry production building was replaced with STABLES where you could produce horses at a cost of food, chariots with cost of food and wood (similar to corals like 50 food per horse so essentially unit cost would stay the same and for chariots should cost some wood too) And there would be a limit of horses per 1 stables ( for example 8-10 horses) and any walking unit in the game could be mounted on the horses to make cavalry and dismounted to but only at the stables. the building would cost only wood (300 or so) so it will be still available in phase 1 and the cavalry rushes would be still possible, but it will require more commitment and there would be higher risk/reward ratio. Horses would add extra hp buffer to unit (like 50 or so) and static movement speed bonus (fast units would be faster cav and slow units like spearman would be slower cav, so it doesnt break balance and for example cav archers or skirmishers should be abble to escape when facing hard counter) also chariots should be able to carry 2 units but be more expensive(cost some additional food and some wood) there could be also added horsed wagons which could be specialized in gathering resources like wood, metal, stone from far away locations which are not occupied by territory ( and could carry like 100 resources per wagon and be mounted by 3-4 citizen workers/soldiers) In combat i feel like when the cavalry unit loses 50 hp buffer then horse dies making the unit immobile but still able to fight then that would be very nice since spearcav ( if it was counter to cavalry) or spearman would be dealing 3x damage to horses and essentially would counter cavalry(horses) but not the unit itself which i think is very fair way of countering. I fully understand that it would require a lot of work to implement this feature and also its a little bit breaking the current game. But i personally think that if this feature was ever implemented it would make the game stand out as a unique game even more and would add interesting, realistic, competitive mechanics to game also increasing its depth and creating more opportunities for different game play styles and strategies. Please let me know what you think about it. This is only concept i would be greatly honoured if that feature was ever implemented. Anyway, great game enjoy it so much
    2 points
  3. i will upload the fisherman animations at this topic, i did a separated one for the longship's since, the three uses the same animation. The ram i will do some adjustments and the axeman i will take a look for the lion video and try to make a similar idle. Ya perdí la cuenta de todas las estupideces que a echo jajajaja.
    2 points
  4. Fishing ship and Fisherman AnimatedFishing Ship for norse Civilization Same fishing boat. Animated sail. Animation for idle and walk. If the ship already gathered some fish, it will spawn a basket with fish inside. Fisherman added. Fisherman idle, gather fish. Screenshots Idle Walk Fisherman
    1 point
  5. Sadly yes, but we have a patch for this
    1 point
  6. Looking at Mythos callstack that is not the same error that was reported.
    1 point
  7. btw, when posting animations it might be cool to upload them as gifs (when possible ofc) like Strannik does here: (makes it easier for us to see what the animation looks like)
    1 point
  8. Wouldn't this make cav rush useless? As soon as the enemy sends cav, I just raise alarm and wait until the cav is gone again.
    1 point
  9. btw, I forgot to check for it earlier but it seems that your meshes suffer from smoothing issues when looking from close distance (look at the roof) Now where was that topic again that explains how to fix it? Also don't forget to generate AO maps for buildings
    1 point
  10. Thanks for the heads up, split it into its own topic
    1 point
  11. Yes, age I cavalry is too strong. Some possible solutions: Cheaper sentry towers costing 50w instead of 100w Towers shoot 3 arrows by default Houses garrison 10 units instead of 6, or 5 instead of 3 CC can garrison 50 units (only the first 20 soldiers garrisoned add arrows) so you can put all your women farmers in the CC Make cavalry much weaker in age I, with an age II tech that makes them normal
    1 point
  12. 1 point
  13. That sounds like a good idea at first, but it's an insane amount of work, for little benefits. Since we have building damage variations, one could also add fire prop points for wood and hay buildings. New wackyserious textures.
    1 point
  14. Es porque lo que hace Justus con los principiates cambia bastante la jugabilidad y el código de la IA no soporta esos cambios, por eso es que no hacen mucho si los juega la máquina. En resumen, no es problema de tu computador.
    1 point
  15. Some 1v1s I played yesterday. Feldfeld (sele) vs WarriorSpartan (Ptols).7z Civs were chosen randomly. As they were imba, i offered a re and he declined, not much to say on this game. Feldfeld (ibers) vs WarriorSpartan (persia).7z A mistake ended the game quite fast. PhyZic (brit) vs Feldfeld (sparta).7z This game shows one more time how one unit rules a21's middlegame. It will be balanced on a22. PhyZic (mace) vs Feldfeld (gauls).7z By far the most interesting game of the series. PhyZic (rome) vs Feldfeld (gauls).7z Some rushes. Note that, about the maps, in my second game against PhyZic, he had hunt advantage. In the 3rd game, i had berry advantage. You may want to download all the games in a pack : pack.7z
    1 point
  16. preview https://www.dropbox.com/s/6uywaxzfpg22w3y/millenium dark age symbols.ai?dl=0
    1 point
  17. Could you attach a replay file? And does it repeat in the replay?
    1 point
  18. Preview Ptolemaic Military Settlers (Macedonians)
    1 point
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