Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-12-06 in all areas

  1. Update: Few changes on deck texture contrast. Added a bridge on rome bireme deck. added stairs to lower deck in cart trireme. Pers Bireme, Rome Bireme, Cart Trireme Main-Sail added. Sail animations (Idle - Move) More width compared to norse sails.
    4 points
  2. In battles, there are a lot of variables, and failing to take as many of them into account results in these awkward situations where "slingers" outperform "archers". I'm not denying that experienced slingers could outrange most archers, or that sling bullets aren't potentially lethal, but there are some important variables to take into account. There is a huge difference between the flimsy self bows generally used in Western Europe, and the recurve and composite bows generally used in the East. Like, a really huge difference. There is also a huge difference between highly experienced slingers and rookies that simply couldn't afford anything better than a sling. The second thing everyone seems to forget is that slingers need much more space to operate than archers. Slingers sling the rocks around before launching the projectile, and therefore obviously need a large radius of free space to operate in. Archers could be easily packed in tight formations, even rows of archers without risking injuring each-other. This means that dense archer formations could fire clouds of arrows, whereas slingers need open ground and space to operate. Archers can even fire from from cover like bushes and trees/forests, whereas slingers literally can not.
    4 points
  3. 4 points
  4. Some people complain that this game favors army compositions featuring a majority of ranged units and minority of melee units. Well guess what? Ranged units are also better for your eco, so all the more reason to spam them nearly nonstop! Is the fact that Skirmishers have a significant eco bonus factored into the balancing of this game? They dash from the CC to the woodline like it's an olympic race! Whether its moving from an exhausted woodline to the next one or returning from a battle to gather resources again, their speed is a significant economic bonus. As they gather they continue to have an advantage economically because they go back and forth to the drop point faster. Slingers are slower than skirmishers, but at least in early P1 it helps that they don't require as much wood. But archers... Archers lose fights 1v1 to every citizen-soldier in the game. An all-archer army loses to all-skirmisher and all-slinger armies. If it's not bad enough that they're the worst ranged unit in combat, they are also worst ranged unit economically. I understand that if they are faster than the other units they could just kite the enemy all day since they also have more range, and that's undesirable. I've thought of some ideas that might help to mitigate this effect Units carrying resources all move at the same speed. Not a complete fix since it only works for half of the journey between the resource and the drop point. Archer combat buffed ((increased damage or accuracy) or skirmishers/slingers nerfed)) so that even if archers are weaker for eco their superior combat ability makes up for it. Increase gather rates or carrying capacity of slower units. Less wood cost for archers (50 Food + 48 wood) and maybe also some other slower units. Maybe not all but some combination of these things could even the playing field for archer civs.
    3 points
  5. I've wanted a shuttle speed element for templates for a long time, but it was dismissed as unnecessary.
    3 points
  6. Yay Lanayru Province is done, at long last. They took way too long to finish: I can see this idea working on something like a large scale campaign map, I'm not sure how it would go over in smaller scale multiplayer battles seeing that it's very situational. Maybe it's worth a try though.
    3 points
  7. I tried increasing footprints in PA for slingers to force looser formations, increasing obstruction makes it impossible to garrison them. I also gave them ridiculous spread. This won't stop them from bunching up though. Functionally they perform in PA as 'skirmishing archers'. They have unreliable DPS and low health and armor, but can choose their fights and have a faster projectile speed.
    2 points
  8. Long term goals: The Greco Bactrian Kingdom of 1000 cities... One of the richest and most powerful Hellenistic states, if only for a brief 131 years (256 BC - 125 BC). A precursor to the Indo Greek Kingdom (180 BC - 10 AD). They're quite interesting, representing the most Eastern extent of Greek rule after Alexander's conquest. A vast Kingdom encompassing Bactria, Sogdiana and Ferghana, as well as parts of Persia and the Punjab. Syncretizing Greek religion with Bactrian and Iranian influences, and partly converting to Buddhism and Zoroastrianism. Mixing Achaemenid and Greek architecture. Influencing artistic developments in India and China. Multi-ethnic and multi-cultural, with Greek kings ruling alongside local kings. They fought a major war with the Seleucids. They bordered, and had generally good relations with the Maurya Dynasty. They also bordered the Han Chinese! And there seems to have been conflict between them or the Yuezhi (proto-Kushans, similar to Xiongnu) in or around the Tarim Basin in Xinjiang, the Western most part of modern day China. The Han Chinese proceeded to a full on invasion of the Greek cities in Ferghana in the wake of the fall of Greco Bactrian Hegemony after the invasions of the nomadic Yuezhi. This Greek-Chinese war is dubbed the War Of The Heavenly Horses. The Chinese referred to the Greeks as Dayuan (Great Ionians)... As the Scythians connect the West to the East through the extensive contact with the Xiongnu over the Eurasian steppe, the Greco Bactrians connect the East to the West through the contact with China over the Tarim Basin, establishing the beginnings of the Silk Road. A pretty decent general introduction: Greek-Chinese war. Isn't this stuff delicious? Like finger licking delicious??
    1 point
  9. That is exactly what LordGood said he did but it did work at all as the units could not be garrisoned just increasing there footprint has no effect as the pathfinder ignores said footprint and they clump up. Enjoy the Choice
    1 point
  10. Different units have different gather rates? About shuttle speed in the template, I would set it to the same for all units. The point would be that it is controllable in the template so that you can have a uniform shuttling speed for citizen-soldiers (probably the speed of your slowest walking infantryman) while maintaining that they can have differing regular "walk" speeds (fast moving slingers, slow pikemen, etc.). Since it's controlled in the templates, you could have techs or bonuses which modify this shuttling speed, but don't affect normal walking rates.
    1 point
  11. Basically the mod needs a polish.
    1 point
  12. except on the head, i dont see how a stone can really kill you (and an helmet can protect well vs stone) And, I prefer to receive a stone on the shoulder than an arrow in the eye or in the belly button :D . The stone was quite light, while the arrow and even more the javelin were more heavy and had more pierce effect. Seriously, making slingers more harmful than archers is a strange decision. The slingers were the most light, cheap and less honorable unit. They had basicaly no protection and were very mobile. I really think the balance should be skirm sling archer speed 2 1 3 range 3 2 1 attack 1 3 2
    1 point
  13. Sorry but that not help in anyway. Thanks for reply.
    1 point
  14. actually, slingers are perfectly mid-way between archers and skirmishers on : range, speed, and attack. That's theory. But in practice, while slingers can use their bigger range to escape quick enough inter-bumping skirmishers ; archers move just too slow to move away in time (at least on long distance) . Its seems that slingers occupy a really tiny piece of land and bump in each other very few. In my opinion, slingers should be the fastest unit moving but providing less damage than archers (which is reality quite obvious). So rather than making slingers simply a mix between archers and skirmishers ; rather make archers the best ranged ; the slingers the fastest and the skirmishers the most harmful. To summarize > Now its : (1 is the best , 2 middle, 3 the worst) skirm sling archer speed 1 2 3 range 3 2 1 attack 1 2 3 > it should be skirm sling archer speed 2 1 3 range 3 2 1 attack 1 3 2
    1 point
  15. Herding has come up in some discussions before, but would still require quite some work to get in the game. The Xiongnu are also nomadic in-game. They can pack and un-pack their structures and move them to a different location. They're not 100% complete, but nomadic game-play will definitely evolve in future alpha's. Feel free to check out Terra Magna (download from the in-game mod-downloader), which features the Xiongnu alongside the Han Chinese and the Zapatecs.
    1 point
  16. 1 point
  17. It’s seems working really really good. Will tell tomorrow. It’s quite late. Pmayed MP, SP. joined MP good! No lobby lag. I can join any mp games. Played the mods great! Some saved games still recognized and loaded including in the mods Imac version 10.13.6
    1 point
  18. For Celtic ship, there is this discussion: http://www.kelticos.org/forum/viewtopic.php?f=6&t=2228 There are some similarities with Bronze Age Phoenician Ships. https://exploration.marinersmuseum.org/watercraft/phoenician-ships/ https://en.wikipedia.org/wiki/Uluburun_shipwreck
    1 point
  19. I remember 10 years ago we thought games would look photorealistic by now... lol...
    1 point
×
×
  • Create New...