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Showing content with the highest reputation on 2014-10-16 in all areas

  1. Currently the biggest issue imo is the combat roles for some units: Elephants are too weak for their cost and only semi-useful vs structures (very weak vs troops).Melee infantry isn't that useful in it's supposed main role, doing the core combat... as ranged units do that. Which is very unrealistic for the ancient era. Instead, with the reduction on building hack armor, melee infantry now do the same percentage of damage vs buildings with siege weapons on average, and that added to mass-ability and mobility makes them the game's effective siege weapons, with a secondary meat-shield role in ranged unit wars. I'd suggest an increase of around 25% to structure hack armor.Ranged units are still a little op, especially ranged cav (not to A16 levels though). Imo they all need to do less dps than melee, be even more weaker in defense (compared to melee), be cheaper and get balanced along those lines. They were almost exclusively support units, but in the current state of the game almost all players focus on them. Furthermore they need far more differentiation from each other, but I've wrote on this before and seems it's a bit early for such changes.
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  2. Enrique told me to go higher poly on the other dog, so I didn't really hold back here. It's at 850 triangles now, which is about the same for all the animals I've made (both dogs and the wolf share the same base). Should I add a neck lace? Is that historically accurate? What should it look like? Another WIP. Unless I should add a lace, i'm considering this done.
    1 point
  3. Fantastic work! I'd just like to mention some things that i really like about this update: I really like the change to having units on the walls becasue it makes defending a base much harder (instead of having 5 units garrisoned in a tower). Despite what other people say i think the rebalancing is a step in the right direcetion and though the formations were removed it is good as they were bugged in the first place. Cant wait to have them back in a more stable way. I cant really say much about the new graphics, as my computer gets a bit of lag and i disabled the graphics anyway lol. What i am most impressed with is the triggers. i love designing my own maps and i have been waiting for something like this for a long time. Great job!
    1 point
  4. I suggest add message when the Ai reach a new phase like AoK. Is not a great suggestion but I want to know how fast is now the Ai. And I have a question about commands what is new for A17, the attack move have new options right? how can I use? How work the new balance? Playing I see the economy now is faster I like how faster is Other suggestion why not create a pasive Ai good to defense but slow to expand and to attack(rush) , the actually Ai is rush and good defender but why not focus in some aspect like AoM you can select the Ai and give personalities. I'm happy with Petra now is time to start give some diplomacy may be dame tribute to avoid attack or stop
    1 point
  5. It is my opinion that it isn't necessary that Part 2 civs correlate with Part 1 civs. It stretches things quite a bit to say that the Eastern Romans (Early Byzantines) equate with the Athenians in Part 1. If anything, I would have equated them with the Macedonians, but then now we are arguing over something unnecessary. I say just go with the civs that make the most sense from a gameplay and historical POV. My favored civs right now are: Culture: Roman Imperial Romans of the "5 Good Emperors" era.Struggles with the Germans, Parthians, etc.Rome at its height.Culture: Greek Early Byzantines (Constantine to Justinian, which allows a cool hero like Belisarius)A good foil for the Sassanians if we choose to include them.Some great architecture and unit rosters that will look unique from the Imperial Romans.Can mix many units with Imperial Roman architecture for a "Late Western Rome" civ for Hunnish scenarios. Culture: German As a culture, they have weak, but fast-building structures, so they capture territory quickly, but may lose it just as quickly. FranksMarcomanni or Alemanni? Which would be best?GothsCulture: Steppes Nomad These as a culture have packing buildings and things like ox carts for dropsites. They also have mighty bonuses in looting and plunder. These civs rely more on cavalry than any other culture. HunsSarmatiansCulture: Eastern ParthiansSassanids​War elephants.Palmyrenes​A mix of Roman and Eastern units; Roman, Eastern, and Greek architecture.Culture: Dacian DaciansCulture: Indian Guptas​Not a carbon copy of the Mauryans, the Guptas have strong stone buildings and defenses and no chariots.The above list would give us 12, like in Part 1. Could be convinced to drop the Palmyrenes for another German faction, but that would seem to overbalance civs toward the German culture.
    1 point
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