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Showing content with the highest reputation on 2021-05-27 in all areas

  1. "Ceterum censeo Carthaginem esse delendam." (Marcus Porcius Cato, the Elder, 234–149 BC)
    3 points
  2. I just read on Wikipedia: The unfolded planks were a novelty in the middle ages
    3 points
  3. now the archer civs are the most chosen, and the Carthaginians are quite profitable against any civ now, between arrows and catapults, they can advance little by little, but they will destroy anyone. in A23 for example you could put an Iberian or 2 per team because of the bonus to the javeliners and in frontier you could even advance to defense towers if you reach phase 2, without suffering a constant rush. with the A25 having more balance with the archers, you will return to make teams with civs, taking advantage of the bonus of the civs instead of looking for tactics of only troops op archers.
    2 points
  4. , I always go to ibericos, what happens is that in A24 the archers are op, in the A25 that will be more balanced they will be used more and for the bonus that gives to the javeliners.
    2 points
  5. but nobody uses stone walls
    2 points
  6. Siege Towers combatted units on walls so that ladders could be brought up. We need ladder teams.
    2 points
  7. I'm not sure we can restrict the Z axis. I think we use A 2D pathfinder
    2 points
  8. I'm wondering if it is desirable for Siege Towers to do what they historically did: capturing walls? I think it makes more sense than to have it as arrow-shower vehicles like they are now. Due to infantry cannot capture walls, I think it would be interesting to have gates be captured by siege towers and letting infantry to enter the gates as an alternative of ramming the gates. Speaking of gates, I think it is weird that siege towers can pass through the gates, considering its height. Perhaps we can limit passable units based on footprint height as well?
    2 points
  9. 2 points
  10. Problems and recommendations from Structure Tree (as new stuff isn't working now): Athenians: - Champion Skirmisher needs red skin. It looks like a mercenary. - Marathon's effect doesn't meet its description. - Mercenary Archer may be placed in Barracks. Carthaginians: - Hamilcar Barca can train two kinds of sword infantry mercenaries (it's fine but may be altered a bit). I personally don't like training units from heroes though. Spawning from nowhere seems weird to me (also for pers' Cyrus). Iberians: - Somehow Champion Infantry Javelineer has Crush and Hack. Macedonians: - Unlock Champion Cavalry still in p3. Romans: - Auxiliary camp's description doesn't end with period. - Swap new Slinger's wood and stone cost. - New small Siege Catapult should cost more stone (like 150). Loot value hasn't changed. It doesn't have movement speed. - Put camp's siege in regular order. Spartans: - 40/40 Skirmisher is too cheap. At least 45/45. Also Agis may have 1500 health as he's totally sueless now.
    2 points
  11. I have been asking for this for a long time. especially for lancers. their role is not as well defined as the difference between pikes and lances in infantry.
    1 point
  12. well gameplay wise i prefer sword cav too but my love will always be shock cav. I agree that maharbaal's bonus is better period, seleucids have the extra upgrade but that is another investment on top of the first upgrade plus the cost of making champ cav in the first place (and the less efficient type of cav at that). Another thing the that upgrade also increases training time by 10% therefore you must also take the training time upgrade.
    1 point
  13. Thats boring . get maharbal and go nuts with merc cav
    1 point
  14. Thanks a lot to mysticjim for making these awesome videos!
    1 point
  15. The concrete difference is that you can't edit scenario settings, while you can edit some skirmish settings (mostly the civilisations). This could be changed if/when we allow 'freezing' the civs in the gameosetup, which wouldn't be too difficult. Edit -> but we also have "random maps" that are only partly procedural now, with fixed terrain, the the distinction has grown increasingly confusing. I wouldn't be against cleaning all that up sometimes soon, particularly since the whole concept of "map type" is annoying in the code.
    1 point
  16. I tried it and the textures look good, we should just vary the rocks a bit, I like it. The metal one could highlight/ improve the gold a little. I definitely like the way the new art looks. If I have the opportunity to go out to the rural area or the forest, I will bring them examples.
    1 point
  17. Shader quality, might need a restart.
    1 point
  18. Wait really? So they are not used to pour soldiers into the walls? I was about to think of a way to unload garrisoned soldiers into wall turrets. I wonder what the top part of the tower is intended for. I imagined that it is supposed to unfold a plank in front of the wall, letting soldiers to run onto the wall. Probably it is actually just to let archers shoot over the wall easily?
    1 point
  19. 1 point
  20. Recently I watched a historical video which says that the pop-culture siege towers (which are used to capture walls) are rather wrong. In reality, the siege towers where used to shoot at the defenders (and to destroy gates / walls / buildings) So they should be fine.
    1 point
  21. Perhaps it's clearer if we get rid of the spikes to avoid it looking like a gear at a distance. I personally think hourglass icon is more appropriate and harder to be mistaken.
    1 point
  22. Example: Ptol skirmisher mercenaries are a good example. starting metal is a good issue and I am glad you brought it up. 300 metal spam is definitely a problem, considering this would enable 5 mercs to be made as soon as one finishes a barracks. I think it would be reasonable to have a 200 food 100 wood 100 metal (maybe changed to same cost as fertility festival) upgrade at barrack called "diplomacy" that enables mercenaries for the rest of the game, but in p1(as we discussed before) only certain mercs are available (1 or 2) not the whole selection. I think this could make it economically too awkward (need to afford barracks + 'diplomacy'+ miners to get metal+regular food/wood eco) to start a game by making a barracks within 40 seconds and instantly training as many mercs as possible, but that way it could remain an outlandish and usually unsuccessful strategy. A standard merc rush should not be seen before minutes 3-4 which is pretty reasonable from a rush standpoint and a spam standpoint, this is enough time for players to choose their plan and not be overwhelmed by mercs. The benefits of "diplomacy" tech to this mechanic would be that you will have great challenges to do a merc rush with only starting res. Because of the metal and food and wood cost of the tech: A 300 metal spam rush is turned into 30 seconds later and 200 metal spam merc rush due to the metal cost of tech an opportunity cost of food and wood (not enough wood for houses and men after buying barracks and upgrade, not enough food for usual rate of women production). Ideally there would be enough starting metal to help a merc rush, but only significant if there is enough eco to provide the extra metal, which can only come after producing a certain number of CS and women. greater inability to get eco upgrades I think this would prevent spam at the start and also make the merc rush a more nuanced mechanic rather than a gimmick at the beginning of the game like you said. Tell me what you think. @Dizaka what do you think of the upgrade timing/cost/research location
    1 point
  23. Champion Cavalry can be trained in p2. The upgrade is in p3, but the upgrade is no requirement for training the units.
    1 point
  24. Obvious improvement.
    1 point
  25. 10 years from now, who knows?
    1 point
  26. yeah but nobody plays iberians now
    0 points
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