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Showing content with the highest reputation on 2022-07-21 in all areas

  1. I really like all these ideas (I know I haven't had a presence in a while, college is busy) I just want to play devils advocate against this way of thinking. A lot of the people making this complaint are from AOE2, where most civs play more or less identically, even when it doesn't really make sense. Its a double edged sword, like most design choices. Making civs follow a stricter common layout like aoe II does make trying to news and exploring easier for new players. However, after a time, all the factions just blend together into sameness and the game can loose its charm, as a lot of players are motivated by learning to play games well, and once you are there in aoe2, there is little more to hold your attention (which is why the latest AOE2 dlc factions have been straining those common layouts as much as the devs dare without annoying their famously fastidious fans) The counter side, like AOE4, AOE3, or AOM; Makes civs that differ more from each other can make it harder for newer players to expand and learn the various factions, because different factions play differently. However, it can keep players on their toes as they play, as the differences in different factions can ellicit different responses from the player depending on the matchup. It can also keep older players engaged, since it takes longer to master each faction. I know it was a little tangent for this thread, but since the thought came up I felt like here would be a good place to mention it. I think the women and helot dynamic was a very interesting design choice, like others in this thread. I mostly just wanted to say that we shouldn't be afraid of making each faction unique, especially if it expands the historical basis of this game, which it prides itself on
    2 points
  2. Situation - two bots are fighting. The attacker demolished the fortress with battering rams and the battering rams went north to demolish the houses there. The rest of the army is fighting the army of the bot, which is defending itself. Bottom line - the bot, almost in the center of the base, has enemy rams rolling, but the war elephants are standing at the camp and doing nothing. Despite the fact that the rams are literally at a distance of 60 meters. Those elephants that the bot used to defend itself from an attack are also inactive.
    1 point
  3. It's sounds like "try the jumping on crutches", while all that functions could be authomatically maked by program as preset.
    1 point
  4. You've convinced me. I think something more useful would be a section that lists the current techs applied to this unit, and then another section that shows remaining available techs for this unit.
    1 point
  5. Well, that is not exactly what I mean. I mean that you can play skirmish with standard conditions, but with skipping of any tech researching because playing with elite full upgraded units straightaway is more funny (for me). Also cheats may be blocked at multiplayer. Maybe devs could add this feature to game? It's like starting from post-imperial Age at Age of Empires 2. Without any time or cheats manipulations...
    1 point
  6. Might be my lack of imagination, but I can't think of a way to present that info where it would be useful. "Built by": every building can be built by all pedestrians that aren't hero or champ; once one has gotten that concept one wouldn't go through any of these walls of text. The "TRAINS:" section is useless for me, because I always go to the structure tree via the emblem; I find it much easier to see the info there. Maybe it could be useful, but if for example one doesn't know what a "Warrior" is, one doesn't learn that neither from the tooltip nor from the info panel for that building.
    1 point
  7. Thanks! That could explain it. And your test seems like the right one. I don’t think healing should immediately cure fire/poison dmg (I.e. if you’re healing at a rate of 1 hp/s and fire/poison are doing dmg at a rate of -5hp/s then I think it should be a bet if -4 hp/s), but that’s a different topic.
    1 point
  8. what case are you thinking of? I would say if you have a unit selected you automatically see what it can build, so that duplication is unnecessary in every case. An the "trained by" doesn't make that much sense to me either, as you usually have already built the unit from the exact building, before you look at the tooltip.
    1 point
  9. Just wild guess that It has to do something with healing. I think fire and posion disapper if healing starts by temple/cc/healers. To validate that does fire also stops when garrsioning in any other building for example fort?
    1 point
  10. Also, elephants are very stupid if they can't get to the "intended goal". And very often they just stand surrounded by enemy soldiers and do nothing, or walk around the field back and forth. Elite fighters, battering rams, also often behave incorrectly. After repelling the attack, they just stand in the place where the battle was. As a result, they often either die uselessly at the next attack, or when they see an enemy, they run after him to the other end of the map (to the enemy base) and die uselessly
    1 point
  11. It is possible to deal with it without needing any new code. DE does it.
    1 point
  12. I think the Carth embassies can be a distinct outlier, but in general I vote to have captured buildings only build the new owner's units. To do otherwise will take a lot more discussion and design work and balancing.
    1 point
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