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Grugnas

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Grugnas last won the day on February 1 2017

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About Grugnas

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  1. Grugnas

    Kushites are too weak

    The main problem with Bowmen starting civs is that any civ starting with skirmishers has the advantage of having strong economy and attack power. Skirmishers high movement speed give them the title of best economy-friendly units. They grant fast expanding, fast resources delivery, fast raids. Usually players reach 60/70 population before phasing up, and 35% of that population is made of skirmishers if available at beginning, which can choose the time and the place for a battle. Swordsmen are effective against rams only if massed (20 sec each to train vs 30 sec each to train), as they are the first target of any ranged unit.
  2. Grugnas

    Kushites are too weak

    perhaps siege towers could just have a capture rate equal to a multiplicator multiplied by the number of soldiers garrisoned into it with the only role to capture buildings in safety and efficiently. Actually micromanaging units to make an efficient usage of siege towers arrows limit is annoying and really slow actions down. As it is the slowest between the other sieges makes the direction managing and the timing to perform such maneuver a matter of palyer skills. it seems reasonable to completly make sieges unattackable from ranged distance and have some kind of special attack like the Slaughter for animals giving the possibility to any kind of units (melee or not) to attack the siege on close quarter distance only with a custom animation or perhaps with knifes (like women already do).
  3. Grugnas

    Monkey Wrench Balance Mod Alpha 22

    Honestly I have no plans to update the mod for A23 for the moment as some changes are focused to deeper the gameplay with few attention to the historic accuracy. it will require considerable time for something neat deserving mod.io.
  4. Grugnas

    Standards for Rated Games

    at this point would be nice to have a dedicated leaderboard aswell. Not sure if it would be mantained and even doable since mods can stack.
  5. Grugnas

    Standards for Rated Games

    There is no standard pop cap, no standard map size, no standard starting resources amount that define rated games. Indeed having a standard to follow could help the direction of the balance based on 1v1 matches. Actually when you select rated game, settings are at player's indiscretion.
  6. Grugnas

    Kushites are too weak

    Kushites have access to macemen which have mixed damage between hack and crush, they are kinda effective against buildings and sieges and kinda weak to ranged units (like the rest of melee units, by the way). Indeed an army composed by skirmishers, mostly, have a significative advantage both in economic and military aspects which make elephant even less viable when in low numbers (1-2 elephants). Kushite Champion swordmen and macemen also are effective but, if not covered by other meat shield units, tend to be the first units targetted by skirmishers resulting in a pure waste of resources with no defensive power against sieges. Macedonians, despite they aren't similar to carthage/mauryans/kushites, are still comparable with those civs as long as do not have any kind of sword unit.
  7. Grugnas

    Gameplay features A24

    would be nice to have upgradable palisades into spiked palisades. anti elephant tech for towers only which would allow towers to shoot something like 3 javelins/2sec to elephants only (I am not sure that simply prioritizing elephants class would allow towers to shoot all 5 arrows to a single elephant rather than just 1 arrow to an elephant and the other arrows to random targets). Working formations. eventually battallions for champions only
  8. Grugnas

    Redesign Rams

    siege rams shouldn't be able to attack organic units. This would give more flexibility to the current attack system specially for organic units. If buildings would have enough attack sustain, they could incentive the attackers to garrison the rams.
  9. Grugnas

    Attack stats

    At regard, if sieges wouldn't be allowed to attack organic units, crush armor on organic units could be used to balance in more details crush damage dealers like slingers. I am pretty sure that units attacked by a ram ( which is heavy an slow ) could easily dodge any of its attacks.
  10. Grugnas

    Stoas and champions

    Dear Hannibal, i meant that Amon temple and Apedemak have the same icons. It isn't relevant though as those are just icons. What is way more relevant is that there are 2 buildings, basically acting at same way, that may be avoided. While it is not the case of the temples, as romans also have 2 different type of temples ( one has 1 entity limit though ). The pyramids are basically the same building with different size and an additional aura effect. Would be nice to merge those 2 pyramids in 1 unique upgradeable building, which actually requires some city planning. I am not asking to remove a redundant building, I am just asking to let a building upgrade into another one which seems not compromise any history detail, isntead of let it be just an optional feature like happens for sentry tower upgrade.
  11. Grugnas

    Attack stats

    Lag is due the units path continuous recompute, i guess. Well, I kinda agree with the fact that spread breaks balance as introduces randomness but imho it is necessary for a realistic return. With formations and projectiles hitting the unit near the target within formation would also prevent the exploitable dance ( with dance i mean the repetitive movement back and forth of an unit in order to move away from the thrower trajectory), i hope. In previous alpha there was a bug where a missed unit would still take halved damage, which, despite it was a bug, I didn't dislike it at all. There is already such a mechanism in many RPG games, where a projectile can hit for its full damage, half hit ( it is considered like a scratch. I am sorry for my lack of english skill and grammar ) or simply miss for no damage at all. Having Fully hit and "scratchy" hit conditions would partially reduce randomness without removing too much realism avoiding such dance. The con is that would be weird to see an unit being damage by a projectile at few meters of distance from it.
  12. Grugnas

    Stoas and champions

    This is more a question for artists rather than gameplay related. Kushites have an overflow of stuff ( buildings and units ) which are basically redundant. Pick the 2 pyramids and the 2 temples as example, from a historically point of view they are completely different structures ( someone states that makes no sense to upgrade a small pyramid to a bigger one ) but in game they even share the same icon, just making more confusion in the mind of a player. Would make sense, from a game mechanic pov, being able to upgrade i.e. the temple of Apedemak into the Amun one in order to have different actors depending of its upgrades ( scouting such a building would give some knowledge on the opponent state ), and access to new technologies and units ( the champions, just 1 of the 2 which are imho a surplus ). In that way we would also be able to represent more iconic buildings even if not perfectly in scale (There are always to be compromises, somehow) and eventually have AI getting into account that buildings can be upgraded. If those upgrades aren't acceptable, some buildings should just be used in single player campaigns, when implemented, or as scenario buildings like in the new Elephantine map.
  13. finally someone got the point. Heroes aren't unbalanced at all. They try to incentivize a strategy over another with auras that may be considered as morale bonus for the nearby units(it may even be extended with a morale malus when a hero dies ). Sure, some hero auras are bad designed but it is just a matter of tweaks.
  14. Grugnas

    Attack stats

    As others said, ranged units have higher damage and lower hp than melee units for convention. Instead of using a hard counter to represent the fact that melee units, once they reach a ranged unarmored unit, are able to kill them in a close quarter fight, they simply have high armor and health as they can absorb up some damage with armor and shield. About the movement, it is realistic to have armored units with slow movement ( despite someone stated that it isn't necessarily true ) and ranged with more dexterity. Still for convention some ranged units move slower than expected to give melee untis the time to reach them. If ranged units had same hp of melee units and more damage ( as they do now ), would just be a more efficient unit in any situation rather than a weak unit with a high dps doing their best while protected by heavier melee infantry. Also, ranged units have high damage with a chance to miss depending on their accuracy (spread) and projectile speed. This means that their real damage is, most of times, lower than the one shown on the structure tree as they can miss 1 hit of 3. Accuracy is something realistic but I am not a real fan as it simply too many other factors like units moving back and forth resulting in an exploitable dance. I guess that, when formations will be fixed, spread will be a lesser factor as units within formations are displayed in row and columns very close each other.
  15. Grugnas

    Stoas and champions

    Well, persian mercenary champ spearmen probably are with no doubts the least trained units in the game. Obviously training Immortals is way more convenient. About the new civ, there is something about Kushites triggering me.
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