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ValihrAnt

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About ValihrAnt

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  1. May gods (banned: Ptol and rome) vs animal farm (banned: ptol and iber) May gods vs Animal farm.zip
  2. eae em vs Goats EDIT: banned civs from both sides: Ptol and brit eae em vs Goats.zip
  3. New version. Changes include: Removed Promotion animations Spear cavalry: 6H + 5P / 2s to 4H + 3P / 1.25s, champ and hero spear cav adjusted in same manner. Rams: 0.9 speed to 0.8 and can't attack organic units + fields anymore Allow building Kushite merc camps in neutral territory Mostly made this to play around with some proposed changes in multiplayer more easily. BalanceTestModV7.zip
  4. ValihrAnt vs Feldfeld Very nice and fun matches. We also both streamed the matches, so if you want you can watch the vods. My pov (with commentary): https://www.twitch.tv/videos/595518040?t=0h1m9s Feld pov (no commentary): https://www.twitch.tv/videos/595515841?t=0h5m8s Draft: Ant bans Gauls, Feld bans Ptol. Ant picks Brits, Romans and Athenians, Feld picks Brits, Athenians and Spartans. Score: PPL Vali vs Feld.zip
  5. ValihrAnt vs dakeyras Bans: Ptolemies & Britons I'll also upload the replays for the past games which I had sent directly to Stockfish initially. PPL Vali vs dakeyras.zip PPL Vali vs Taylor Games.zip PPL Vali vs H.Herly.zip
  6. It might be obvious to you or me, but some others could be unsure what to pick. It's better to mention these things instead of assuming that everyone will just know what settings are correct. The norm in drafting is that an already taken civ can't be taken by the other player. This deviates from that so, again, I think it should be made more clear.
  7. @Stockfish Here you've uploaded an old version of the balanced-maps mod, which doesn't even contain the map ''Cross''. Also detailing on what settings (Population size, starting resources etc.) the maps should be played would be very helpful in avoiding confusion. It would be very helpful to mention that you allow both players to also pick the same civs. Additionally including how the drafting and banning is done below this line will make it much easier for players to know how the drafting is done, as otherwise it can be easily unnoticed in the poster. I understand removing jungle but why savanna? So you will upload all the replays to the first post?
  8. I have some questions. How does this work? From what I understand you want to do 4 separate tournaments? And I don't quite get the two winners part for four tournaments. I'm guessing you want a separate league for the winners of those tournaments? Does the ban affect both players or only the opponent? Of course I would prefer hidden pick over drafting, but limitations remain limitations. Lastly will @badosu's balanced maps mod be used in the tournament? It's a good improvement over the current unfair mapgen and it adds new competitive maps.
  9. A fully mirrored map will mean that a player will be capable of knowing exactly what resources, and where, the enemy has. So for an early rush I'll know exactly where all the berry spots are, where the woodlines are and such. It severely reduces importance of scouting. Other than that not too many downsides I can think of right now.
  10. Kushites also train champions in their temple, but the temples still cost 300 stone. Though, I suppose it is 1 champion vs 2 champions.
  11. Updated the mod to most likely the last version. VERSION 6.0 CHANGES Actually changed archer damage to 6.7P from 6.8P Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template. Carthaginian temple cost from 400S to 300S Kushite small pyramid cost reduced from 300F 300S to 300S The Carthaginian temple is the only temple not to have a resource cost of 300, I have changed it to fit with the rest after some requests. Is the higher cost intended or is it an oversight that should also be fixed for a24? Additionally I have changed the small pyramid cost to just 300 stone from 300 food and 300 stone. Should make them a bit more accessible and hopefully more used.
  12. Thank you for pointing it out. Looks like I'll have to experiment with the numbers more to see what works best.
  13. New version released, available on the first post. Changes in this version: Reverted all champion changes, due to extra metal mine spawns being entirely random. This means that very often 1 team will have a considerable advantage, due to having access to extra metal. I've even played multiple matches just in this balancing mod where one team had only 1 or no extra metal mines at all, while the other team had safe access to all other metal spawns. Also removed the champion tech unlock change. Additionally I've lowered archer damage by 0.1P from 6.8 to 6.7, changed around War elephant cost to have higher food than metal cost and also slightly lowered catapult aoe damage. Version 5.0 changes Champion cost and unlock tech back to old cost Citizen archers: 6.8P to 6.7P War elephants: 225F and 225M to 300F and 200M Catapults: Splash damage radius: 10m to 7m
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