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Everything posted by ValihrAnt

  1. Can you outline what parts you're not planning to implement so everyone is on the same page?
  2. It's great to see that @borg- has got the motivation to go through with implementing the mod and that a lot of people are willing to help. Yes, a 1v1 tournament would be great to get people to play the mod. I don't think it going on at the same time as the SPG 1v1 league is a problem, since it is a quick weekend event.
  3. I'm not doing this all alone. I have mostly been cooperating with Feld as borg- is generally harder for me to reach, but both of them have given me their opinions on things, helped test and offered suggestions on how to improve the changes.
  4. As borg- isn't going to be implementing his balance mod to base game and no one else is planning to do anything about current game balance, I decided to take things into my own hands and prepare some changes. I am most interested in the champion changes and how they play out in team games. Their stats are fine in the current base game, the reason they aren't used is their high cost. I also reduced their metal cost quite severely since metal mine spawns aren't consistent and in team games there rarely are enough mines for all players. During testing they are able to fight cost efficiently against citizen soldiers, but don't dominate. When playing 1v1s against Feldfeld it felt like champions are much more useful, but not a necessity. Of course there are other changes. Slingers are nerfed, archers buffed. I want to nerf camel archers by reducing their movement speed in P1 and having P2 return it back to the old movement speed, that way they aren't op in rushes and aren't weak in the lategame, I just don't know how exactly to do that. Changes in this mod. Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% Unlock champion units: 1000M and 90s to 300M and 120s. Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 600W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.8P. Elephants: War Elephant: 250M, 250F to 225M, 225F Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Infantry: 125F, 75W, 100M, 20s to 90F, 75W, 30M, 15s Cavalry: 250F, 100W, 100M, 30s to 150F, 90W, 45M 20s Sword Cav: 250F, 100W, 100M to 150F, 80W, 55M Merc Champs: Black Cloaks and Fanas the same. So they're still strong P2, but will be unable to compete P3. Idk how to have P3 automatically reduce their cost, but it would be good to have their cost drop right after P3 is reached. Similar for camels, just their move speed not cost. Skirmishers: 100W, 150M to 75W, 90M Heavy Swords and Cardaces Hoplite: 75W, 150M to 75W, 90M testBalMod.zip
  5. All Vali games. Played with fgod and autociv. spg week2 valihrant perspective.zip spg week2 val no mods.zip
  6. On high settings all of these maps look very good and this being a 1v1 event I doubt anyone will have trouble running the game at those settings. But I doubt anyone would be against graphical improvements if it doesn't affect performance.
  7. You can do this quite simply without any mods, but you will need to have cheats activated. So to play together both people will obviously need to be in the game together and when the match starts one of the players can open the developer overlay by pressing Alt + d or Alt + Shift + d. After that select the ''Change Perspective'' and ''Control all units'' options. After that simply change the player perspective (In top right) to the one you want to play as. (You can also do this if you enter the game as a spectator).
  8. It's barely noticable, atleast in my experience. I'd gladly take the improved performance over it. I suppose a setting to turn it on/off would be nice.
  9. From the testing I did, yes it helps massively. I had max number set to 50 and saw 50-150% fps increase which kept increasing the longer the battle went on. During battles in which I had 2-5 fps I had around 15-30 with the corpse count limited. Lowest fps I hit with a limit of 50 corpses was 7fps.
  10. The Ptolemie camel rush usually happens well before a normal cavalry rush, while able to maintain a strong economy behind it. Which is why it's so hard to deal with as taking even a small amount of damage will make you fall behind any player who can multitask well. As for Britons and Gauls. It doesn't matter how good unit balance is. They will still dominate even if it's perfect. Why? They have something no other civilization has - an economy bonus. It simply gives them a big advantage over every other civ.
  11. Some reasons why Celts are op; 1) Great eco bonuses. Nearly all of their buildings give extra population space in addition to having the lowest build times of all civs. This lets them save wood, time and grow their population much quicker. The Rotary Mill is very good for food income aswell. 2) No inherent weaknesses. While other civilizations lack swordsmen to counter siege weapons (Macedonians) or require specific buildings to do so (Seleucids, Ptolemies, Carthaginians, Persians), the Celts have access to sword cav in their barracks. The Celts can easily function with only food and wood while most other civilizations are severely crippled without access to minerals (Ptolemies most severely). They have good heroes and the good ol' rams. Caratacos, Cunobelin, Brennus and Vercingetorix are very strong heroes. And rams are a strong and capable siege weapon capable of quick and deadly attacks, which are only helped by the strong economic boost.
  12. Yeah, I really like this idea. It gives the Kushites some nice new options, but I feel like it would be best if the camp doesn't decay to Gaia even when ungarrisoned in Neutral territory because having 3 units sitting in each camp really adds up over time, especially since the camps are fast to destroy/capture and they don't have any defensive capabilities. Though the main weakness of Kushites in a23 is the same as all other archer civilizations - archers being nearly useless. And another problem for them is their siege options, which are only siege towers and elephants. To achieve anything with siege towers you need to base your entire strategy about them (which is currently one of their better options against the meta civs imo) and elephants simply are too expensive to be relied upon. Elephants are killed far too easily. So I'd suggest changing their cost to 200F/200M from 250F/250M.
  13. Units and buildings can only be in a single control group, so currently this is impossible. This isn't possible either. But you can also try looking for the enemy players units in the minimap, to find the attack location more easily. Also clear out any aggressive Gaia units like Tigers before they wander into your woodline and kill many innocent people.
  14. The only real threat to siege towers are catapults and cavalry swordsmen/spearmen, and war elephants. All siege weapons should be made slightly slower and all civilisations should be at least given swordsmen (Macedonians don't have a single sword unit). Giving siege towers ability to capture buildings would be interesting. Losing 7 siege towers to 2 rams can only be summed up to very severe user error. Siege towers have good crush damage and easily destroy buildings, siege machinery and units, while outrunning swordsmen, spearmen and rams. The reason most have an impression that siege towers deal low damage is that they send the siege towers into the middle of the enemy base where the siege towers are firing upon 15+ buildings and probably some units, making them appear weak. The real reason they aren't used is their cost. Each siege tower costs 500 wood and 300 metal, and also requires to have 10 units garrisoned in it for maximum efficiency. That is 1800 resource cost and 13 pop for each siege tower. It's simply just a bit too much for most.
  15. DPS doesn't mean much in cavalry archer case. Cavalry have what infantry lack, mobility. I've recently played most of my 1v1 with Seleucids and Persians doing cavalry archers, and haven't had trouble dealing with skirmishers or slingers a single time no matter how outnumbered. Freehand formation draw is very useful in doing this too. A buff to cavalry archers will simply do what @(-_-) mentioned. A slight buff to infantry archers would be nice though. They simply don't compare to slingers or skirmishers. Though the major reason these civilisations aren't played is how OP Ptolemies, Britons and Gauls are. I don't remember the last time I've seen Macedonians being played even though they're a skirmisher civ.
  16. Civilisations shouldn't be picked just because of their team bonus, but the team bonus should only be one of the factors in picking a civ. You shouldn't give civs op teambonuses just to make them played, instead they should have their inherent flaws fixed. (ex. Macedonians don't have sword units, making them easy targets for siege spam) Could be changed to 25% reduced creation time and 15% reduced cost. They shouldn't be given a land based bonus just because naval isn't played so often. If Carthaginian bonus is increased Persian bonus needs to be increased too. It's most useful in nomad. I think it's fine the way it is at the moment. (It affects Military Colonies too). This is the exact bonus that Kushites have at the moment. Current Macedonian team bonus is quite good the way it is. I don't see why it should be changed. If it were up to me to change team bonuses I'd do it like this: Iberians: From 20% reduced cost to 10% reduced cost. Romans: from 20% reduced training time to 15% reduced. Athenians: From 25% reduced ship training time to 25% reduced train time and 15% reduced ship cost. Ptolemies: Reducing the trickle speed by 0.25s, because of the fact that the teambonus is working in your favour from start of the match to the end no matter the circumsance. Other than that the current team bonuses seem fine to me. Briton and Mauryan team bonus is never used at the moment, but that's due to healers being super weak not the team bonus being under powered.
  17. The only way to be sure that your units will always be fighting and won't try to capture buildings, siege weaponry or just being idle is to put a patrol point (by holding 'P') behind the enemy army or using the attack move Ctrl + Q + Right Click behind enemy army (don't know how good it really is, because it takes too much effort to actually click the buttons, but should be the same as patrol). That way even if no enemies are in the vision range they'll keep moving toward enemy units and attacking the ones in range.
  18. tag: ValihrAnt GMT +2 I might have no clue what I'm doing, but atleast I'll make sure to look pretty.
  19. Will end up in players building fields at the edge of the map and building house walls around them to protect women during raids. And because the fields will have most of the houses around them players will also make their market there, meaning that the market ends up in the middle of farmlands which are far away from the CC and have only one entrance as far away from the enemy as possible. I think the best way to do it is to still let players build their fields around the CC, but have farmlands (like in Delenda Est) that increase farming rate by 2-4x (depends how much you don't want players farming around the CC) scattered around the edge of their territory. Would be a nice compromise for now. Also what about corrals? I'm sure having a huge slaughtering grounds in the middle of a city isn't more realistic than farming in the middle of it.
  20. ValihrAnt vs Christmas Vali & Christmas.zip
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