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Philip the Swaggerless

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  1. Hello! I got a new computer (yay!) but I forgot what my password is to log into Multiplayer and I didn't see an option to reset it in-game. How can I reset it? Thanks!
  2. It means I assumed that in real life siege weapons were constructed in fortresses. But I don't really know.
  3. Siege Workshop: I think a Town Phase siege workshop that creates weak battering rams is good idea. Like the "2 or 4 guys with a log" mentioned earlier. Then in the city phase new siege units become available based on civilization. I don't want to see universal covered rams or other siege units for all civs. Let each have their own devices. I don't think the covered battering ram should be an upgrade to the "2 or 4 guys with a log"; it should be a separate unit. The "2 or 4 guys with a log" should be less expensive than the covered ram and get built quicker. By the way, how about making siege weapons garrisoned in siege workshops automatically get repaired like soldiers regaining health in a temple? Walls: Here's my thing about walls - I NEVER build stone walls in the town phase. Seriously, who has time for that!? Committing soldiers to building instead of gathering resources to expand pop, and also delaying your ability to go to the city phase because of the stone requirement makes stone walls too cost-prohibitive for the town phase. I like the idea of cheaper stone walls that can be built quicker than city walls beginning in phase 2. But if they are allowed to be upgraded to city walls in the city phase the upgrade cost and research time needs to be significant. Fortress: Removing siege production from the Fortress is a tough call. I'm no historian but it doesn't seem realistic. On the other hand anything that makes it harder to defend your fortress by garrisoning and ungarrisoning battering rams might be a step in the right direction.
  4. @azayrahmadI just tried your mod out. Very cool! It took me awhile to get my eco going, but that's probably to be expected since it was my first time.
  5. This idea came to me while spectating a game. We all know placing your farms next to your CC is the best way to go currently because the workers can drop off the food without having to walk far and they are also protected by the CC; arrows shoot enemies in range and workers can go inside it. Though I am no history expert I assume that an ancient civic center wouldn't be surrounded by farms, but rather would be part of an urban center. To represent the efficiencies of urbanization, how about giving the CC an Aura where nearby buildings work more efficiently? Some ideas: Tech researches complete faster Units get produced faster Discount for technology costs Trade profit bonus for traders going to the markets near the CC Resource exchange rate bonus in the market Discount for unit-cost I don't know either way if historically this bonus makes as much sense for military buildings as civilian buildings.
  6. Bump. I just got burned by this! I built a nice roman fort in near enemy territory towards the outside of the map. With forest on one side of the camp, I built a siege wall from the forest to the edge of the map. Then as I'm fighting and winning against the opponent in their territory I realize my siege units are just sitting there in front of the siege wall because the walls turned to Gaia and can't get out of the gate. I ended up losing and that may have turned the tide of the battle.
  7. I get it now that a particular time frame has been chosen for the Romans, but it's a little goofy that they have to fight Gauls from Caesar's time frame. So, the option to choose between different versions of Romans would be an excellent solution! This would be awesome. I don't think it should be hidden from other players, though.
  8. Gaius Julius Caesar, anyone? This reminds of being a kid in the 90's, playing the NBA games for Sega Genesis. You pick the Chicago Bulls and guess what, THERE'S NO MICHAEL JORDAN. The most famous basketball player ever. Caesar isn't blocking the use of his likeness for copyright, is he? Come on, we need a hero to keep the OP Gauls and Britons in line
  9. Well it's gonna tell us something about the opponent. That's the whole point, isn't it? It could be less informative. It could end up being more informative. I don't understand the desire to have it in a multiplayer game. To simulate the rumors as described by coworotel? I don't think it's cheating. It's not cheating if everyone can do it. But we can see how everyone did with all the nice graphs at the end of the game. What is desirable about having the enemy score visible during the game?
  10. I don't like the idea of having that, too much intel. In AoE you could tell when your enemy began advancing to the next age just by looking at their score. Make us scout
  11. This is true. If the units were changed such that archers became more effective relative to other units, clearly kushites (and other archer civs) would all of a sudden be much better off. I still stand by my suggestions about build time and neutral territory.
  12. Hi. How about instead of the Nomad Camp and Nuba Village being like barracks with limited unit variety that have low HP/capture points and that take a L O N G time to build, you make them be like barracks with limited unit variety that have low HP/capture points and that take a short time to build. I mean come on, the Nomad camp appears to be a few tents. If I practiced I might be able to set that up in 200 seconds in real life. And while were at it, since its a Nomad camp, why not allow it to be built in neutral territory, requiring garrison to not turn into gaia? Just a suggestion to give Kushites some needed help to be a tiny bit more competitive in multiplayer.
  13. I agree that they are overplayed and I think the main bonus is the non-house building pop bonus. However, a skilled player using the Ptolemies can hold their own against them in 1v1. Also, they lack ranged siege units which can be tough in some late-game situations. Nevertheless, I suggest some or all of these nerfs: Reduce non-house building population bonus to +1 instead of +2 Remove barracks +5 pop bonus, or conversely give all civs +5 pop bonus for each barracks built. I've also wondered if slingers ought to be nerfed by not allowing them to benefit from ranged unit upgrades at the blacksmith. Or if that's too harsh just make the last upgrade not apply to them.
  14. I agree that ShuttleSpeed is the best place to start with this. The elegance of it is that it addresses the economic issue across all soldier types. Then combat balancing issues can be addressed separately. To clarify, when you say ShuttleSpeed, do you mean that units travel at the same speed while carrying resources? Or would the unit also travel at ShuttleSpeed as soon as you command them to gather a resource? Either option would be an improvement from what he have now. The first option is a no-brainer and should definitely be included. However, it would only partially address the economic issue because it be active for one way of the trip, and not from when the unit leaves the CC/Barracks. The second option would even things out better for different unit types, but could be circumvented by players micromanaging (you could shift+click near the resource and then shift+click on the resource). Such micromanagement could become obligatory for high-skill level games and feel cumbersome. It would have the effect of widening the gap between expert and non-expert players which might not be desirable. I guess we'd have to think about whether or not it's worth it. But I can think of no gameplay/balance objection to having ShuttleSpeed active while units are carrying resources.
  15. Assuming the information in the in-game civ structure trees is accurate, the only soldier that does not have 0.6 Food 0.8 Wood 0.5 Stone 0.5 Metal gathering rates are the Skritiai Commandos which I personally am okay with because their combat ability makes up for it. And then also each soldier type has slower rates as they rank up. I did an experiment hoping to show how much the movement speeds affects wood gathering. The results were less drastic than I expected. I created a scenario where you start with a CC, a storehouse next to an oak woodline (28 trees - total 5,600 wood), some houses, 2 soldiers, and enough resources to build 20 additional soldiers. To make it somewhat realistic I created soldiers in batches of 5. I set the gathering point for all to the same initial tree and did not micromanage which trees they cut. I then recorded how long it took for the last soldier to drop the final piece of wood for each unit type (except Skiritai Commandos and Clubmen). I repeated each unit type twice and got the same results. Here they are: Skirmishers (12.6 Walk) - 09:39 Slingers (10.8 Walk) - 09:51 Archers (9.9 Walk) - 10:01 Swordsmen (9.4 Walk) - 10:19 Spearmen (8.5 Walk) - 10:20 Pikeman (7.2 Walk) - 10:53 Women (9 Walk, 0.7 gather rate) - 10:13* I got 10:13 the first time, the next two times were 10:23-ish but the final woman kept walking back and forth and wouldn't go around the women in front of the storehouse. Here is a minute by minute breakdown of how much they gathered. The last number in parentheses for each unit type is the time at which they had deposited all 5,600 wood. Minutes 1min 2min 3min 4min 5min 6min 7min 8min 9min 10min 11min Skirmishers 80 410 1,030 1,800 2,550 3,280 3,970 4,650 5,270 (9:39) ~ Slingers 60 390 980 1,720 2,470 3,190 3,850 4,520 5,140 (9:51) ~ Archers 70 370 970 1,710 2,480 3,180 3,820 4,450 5,060 5,593 (10:01) Swordsmen 60 390 1,000 1,720 2,420 3,100 3,750 4,380 4,970 5,478 (10:19) Spearmen 50 370 940 1,680 2,400 3,070 3,690 4,310 4,900 5,440 (10:20) Pikemen 30 350 910 1,570 2,240 2,900 3,530 4,110 4,680 5,220 (10:53) Women1 110 520 1,210 1,900 2,610 3,280 3,890 4,530 5,100 5,532 (10:13) Women2 110 520 1,210 1,880 2,620 3,260 3,900 4,510 5,080 5,541 (10:23) As expected, it is the case that the faster the walk speed the faster the wood collection. (The women are an exception because they are created faster.) However, much of the difference occurs towards the end of the woodline when more walking is required. So for the first 5 minutes the difference is at most 80w among the ranged units. Pikemen, though, even in the first 5 minutes pikemen are at least 160w behind other melee units. As the game goes on though the effect does become more pronounced. The end times in the data are important as they show how long it takes to catch up. It takes longer to catch up as the game goes on. For example, at minute 1, skirmishers are ahead of slingers by 20, but the slingers actually make up the 20 within 1-2 seconds. Real game factors - Due to path-finding, the workers move in unpredictable ways that can be inefficient. So faster units can randomly under-perform (as can slower units). - These results do not take into consideration soldiers moving from gathering to defend from a rush or to go on a rush and go back to gathering. On the one hand, if defending with archers instead of skirmishers the archers have longer range and would not have to walk as far from the resource to attack the invader. So theoretically they can get back to gathering faster. On the other hand they deal damage slower and may have to fight longer, especially against spear cav. In fact, the enemy rush could force the weak archers to garrison in the CC. It is not obvious to me if archers or skirmishers would get back to wood gathering sooner. Seems like it would depend on the enemy unit composition. I bet defending with slingers would turn out the best. Obviously melee units that have to chase the enemy down while walking slower would lose the most gathering time. If you go on a rush units with faster walk speeds will get back to gather faster. - Also, it is important to keep in mind that the faster you have resources, the faster you can produce more units, the faster you can gather more resources, and so on. This means that in a real game where you are continually producing units the advantage will increase non-linearly if you have faster workers. So you get more workers sooner, and the new workers you get are again faster moving than the opponent's new workers when he gets them. So how big of a deal is it? Does it matter if archers cutting wood for 10 minutes are 22 seconds behind skirmishers cutting wood for 10 minutes? It doesn't seem that bad looking at the data on the chart but it would feel bad if you were trying to build a ram and had to wait 22 seconds for the wood. Entering a battle with a hero or a siege unit can have a big impact on the outcome. And again, because of what's discussed above in real game factors, the advantage/handicap will be more than just 22 seconds worth of gathering. And if for some crazy reason instead of archers you made mostly melee units you'd be worse off yet economically. At the end of all of this I ask: Do we really want a game where you are both economically and militarily incentivized to produce mostly ranged units instead of melee? If archers must be worst of the ranged units economically, shouldn't archers have some other advantage to make them viable?
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