av93

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av93 last won the day on June 11 2016

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About av93

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  1. I agree overall with DarcReaver, except the tone... In short, you're talking about cost of opportunities.
  2. They won a prize, using a few of costume art and data. They weren't be able to create and animate a gunpowder unit.
  3. Temple of Amun could be the wonder
  4. I would suggest Scythians, as a nomadic civ for cultural and gameplay pov
  5. Well, IRC, that was a decision made by Mythos, suggested somehow by me. My first proposal was that Carthaginians should choose between 2 of the 3 embassies, disallowing 1 to build. I think that currently you can't choose between 3 techs (only pairs works), but my intention wasn't limiting to 2 the numbers if embassies. As you said, a merc civ that can build only 2 embassies doesn't have sense
  6. En esta vida no todo esta regido por una búsqueda de beneficios económicos. Como han dicho, este proyecto es básicamente un hobby para sus desarrolladores. Y lleva más de 13 años. Aquí no hay ni clientes ni ninguna intención de marketing, porque no se está vendiendo ningún producto. Hay un poco de publicidad para atraer más desarrolladores y que la gente juegue, pero hay que recordar que el juego esta en fase alpha: no está acabado. Los desarrolladores son conscientes de todas las cosas que has mencionado en el primer mensaje, y en función de la motivación, la disponibilidad y el tiempo las irán añadiendo. Aunque yo no estoy de acuerdo en algunas cuestiones de diseño (roles de unidades, etc.), es tan fácil como hacer un mod (por ejemplo el Delenda Est) e implementarlo tu mismo (buena parte del juego se puede modificar sin saber nada de programación y algo de inglés)... además es bastante probable que los desarrolladores se centren en las dinámicas del juego, el balanceo y el diseño cuando acaben de tener todas las funciones y características que vean necesarias (en la fase Beta). Moddb es una de las mayores páginas dedicadas a el mundo del modding. Y el hecho de que tus amigos se hayan cansado es una cuestion de tu entorno cercano (subjetiva), habría que ver el número de descargas/jugadores online y desarolladores activos para ver realmente si el proyecto está creciendo o no. Seguramente es fluctuante y crece cuando hay nuevas versiones, pero si lo vemos en perspectiva de años, el juego ha y está creciendo. Y el juego no ha evolucionado a peor: he jugado todas las alphas y el cambio se nota. Finalmente el lag no depende solo de servidores: como en muchos juegos se trata de una conexión entre jugadores en el que uno hace de servidor: ahí entra la calidad de conexión entre estos, pero mayoritariamente el lag es producto del calculo del movimiento de las tropas (el pathfinding). Es una cuestión muy difícil de hacer, que a la vez sea inteligente pero optimizada.
  7. Ya lo solucione yo!
  8. This Phabricator will eventually replace the track system? Eyecandy/Cheat unit!
  9. Should be fixed now
  10. Nice buildings! I really appreciate this project. Historical RTS games have transmitted a lot of learning desires, but the most famous of them are basically eurocentric view. Showing African cultures being more than loincloth warriors it's very important. A pity that African Kingdoms and Rise of Rajas have been released this years. There's no conscience of the effects that could have had if that expansions had been released when the original AoE days. Back to topic, what about army?
  11. Somewhere I read than there's no reference about Iberian ships... There you have one, and in the article, it says is the second ship found. It's a trade ship, for a 4-5 days trip. About April there would be starting an exposition, and maybe there would be some artistic reconstruction of the full ship. http://www.lavanguardia.com/local/girona/20170101/412998512665/arqueologos-reproducen-3d-barco-ibero-cap-de-creus.html
  12. Add also that a unit with slow Damage Per Second could make less damage if it gets killed between intervals. Historically speaking, mounted lancers used the spear to charge and then the sword, right?
  13. Yes in some way, but I think that should be more difference and clearer roles.
  14. 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, Swordman 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.
  15. Original counter system was very messy (like Empire Earth II) In AOE series (specially in the 3, but maybe it's the most unbalanced) you have some civs that miss some unit lines, and some of them are trained and are only useful for some civs (like champions, cav archers...) In my flavor, I would redesign champions as unique units, not as an enhanced elite unit: generally a slighty better unit (not always) with some special feature (special countering, fast creation, regeneration, etc..) Also, I think that counters could be introduced in a easier way...: instead of making every unit a class, play only with 4 (6) main standards: - Heavy infantry (melee infantry) - Light infantry (ranged infantry) - Heavy cavalry (melee cavalry) - Light cavalry (ranged cavalry) - and Siege and Suport ... then you avoid situations like skirmishers good against spearman but not against swordman (¿?). I could explain further my own idea if you want. Every unit should have a role and right now don't know if every one it's clear.. Why I should train cav spearman over a cav swordman?