Jump to content
Sign in to follow this  
wowgetoffyourcellphone

Delenda Est: BALANCE

Recommended Posts

This is for Delenda Est players. You must use the SVN development version of 0 A.D. and the GitHub version of the Delenda Est mod. The Alpha 23 version is extremely out of date. 

 

This thread is for general unit/structure balance and fixing OP strats. It's not a thread for proposing "4.27 pierce attack." That kind of thing comes in beta. However, if a civ's roster pushes them into unbalanced territory or if a feature needs tweaked for gameplay, post about it here. :) 

Share this post


Link to post
Share on other sites

What I have from a23 version and i think still applies to last update :

- Fields too weak, they can be destroyed almost immediately on a raid (much more efficient than targetting workers)
- Elephants too strong I think. I would suggest train time nerf. I don't know how it develops with the new coin ressource but i think it doesn't change much.
- About women and house fertility tech : I think the house tech to train women is too strong, either to grow eco or even to possibly use women to fight. Women are cheap and have decent stats. Spartan women might also have a bonus for them i don't remember
- From years ago memories but I think still applies : Catapults too strong against human (even in vanilla where human units have high crush armor, catapults are still effective). I have memories of catapults melting melee cav
- From last version but I think is fixed now : ranking up gave too much range increase, but after i checked Imperial romans skirmisher stats it looked fixed. I still leave this comment just in case.

I don't have anything for things like balance between civs since it hasn't really been tested (yet)

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
5 hours ago, Feldfeld said:

- Fields too weak, they can be destroyed almost immediately on a raid (much more efficient than targetting workers)

I'll look into this one. I will say though that there is a tech ("Water Screws") that improves Field health +500%. Perhaps I can beef up default Field health and reduce the Water Screws effect.

 

5 hours ago, Feldfeld said:

- Elephants too strong I think. I would suggest train time nerf. I don't know how it develops with the new coin ressource but i think it doesn't change much.

The Coin resource is pretty limiting for champions and elephants. It's kind of like a soft limit, so I can't wait to see if you like it or would prefer something else like a train time nerf as you suggest.

 

7 hours ago, Feldfeld said:

- About women and house fertility tech : I think the house tech to train women is too strong, either to grow eco or even to possibly use women to fight. Women are cheap and have decent stats. Spartan women might also have a bonus for them i don't remember

Besides the Spartans, the civs no longer have female citizens, they have "Citizen" units of both genders, but your point still stands. Perhaps a train time nerf from 60 seconds to 100 seconds, or just remove the feature altogether? 

 

7 hours ago, Feldfeld said:

- From years ago memories but I think still applies : Catapults too strong against human (even in vanilla where human units have high crush armor, catapults are still effective). I have memories of catapults melting melee cav

In Alpha 24 DE, catapults are supremely inaccurate, so that although they have high damage attack, it's only effective on large stationary items like buildings. Spread is 25.0 meters. I think this solves your problem.

 

7 hours ago, Feldfeld said:

- From last version but I think is fixed now : ranking up gave too much range increase, but after i checked Imperial romans skirmisher stats it looked fixed. I still leave this comment just in case.

Some more playtesting may be in order to determine whether it's OP or not, but each rank promotion adds 20% range to ranged units. Basic range for DE ranged units is much lower than in EA as well. As an example:

EA's archers have a default 72 meter range
DE's archers have a default 40 meter range

A similar difference can be found for all other ranges.

 

7 hours ago, Feldfeld said:

I don't have anything for things like balance between civs since it hasn't really been tested (yet)

I really look forward to getting your opinion on things. I'll try to (swiftly) address anything you find or answer any questions you may have.

Share this post


Link to post
Share on other sites
13 hours ago, wowgetoffyourcellphone said:

'll look into this one. I will say though that there is a tech ("Water Screws") that improves Field health +500%. Perhaps I can beef up default Field health and reduce the Water Screws effect.

Yeah, I think it would be good. This tech comes in age 3 but even if it could be made sooner I think it's too easy to raid fields.

13 hours ago, wowgetoffyourcellphone said:

The Coin resource is pretty limiting for champions and elephants. It's kind of like a soft limit, so I can't wait to see if you like it or would prefer something else like a train time nerf as you suggest.

I guess we can wait for the nerf, at least the time to see if a strategy made around early elephants (like saving coins only for slaves and then making elephants army) could be too effective

13 hours ago, wowgetoffyourcellphone said:

Besides the Spartans, the civs no longer have female citizens, they have "Citizen" units of both genders, but your point still stands. Perhaps a train time nerf from 60 seconds to 100 seconds, or just remove the feature altogether?

If it was up to me i think i would prefer to remove the tech (also because i don't like how the gameplay feels with the tech), but with the new differences introduced by the nomadic factions I guess we could keep that tech at least waiting to see how standard and nomadic civilizations fare against each others. Other nerfs possible are to move the tech to later phase requirement or making the citizen train time lower in houses.

13 hours ago, wowgetoffyourcellphone said:

In Alpha 24 DE, catapults are supremely inaccurate, so that although they have high damage attack, it's only effective on large stationary items like buildings. Spread is 25.0 meters. I think this solves your problem.

Alright then

13 hours ago, wowgetoffyourcellphone said:

Some more playtesting may be in order to determine whether it's OP or not, but each rank promotion adds 20% range to ranged units. Basic range for DE ranged units is much lower than in EA as well. As an example:

EA's archers have a default 72 meter range
DE's archers have a default 40 meter range

A similar difference can be found for all other ranges.

Well, perhaps then the range bonus isn't the cause but the consequence of the problem where you can get attacked outside your vision range and not really know the situation (in AoE games a unit attacking from outside vision range is revealed). I have vague memories of the range being problematic but maybe i'll wait for more tests before making my mind

  • Thanks 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...