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Showing content with the highest reputation on 2022-11-30 in all areas

  1. Close game but i finally win Dakara vs Edwarf.zip
    2 points
  2. I believe that the "small incremental changes" philosophy was more useful when changes came from alpha to alpha, and a lot of different changes would stack, some of which weren't much thought trough from a gameplay perspective. with community mod all changes are gameplay changes, and even when they were daring enough, they proved to be rather conservative. I don't think we need a big cavalry change, but I don't think a big change (cavalry or other) would be too risk to take.
    2 points
  3. Indeed, I think the community mod would be the place where you can be daring, since it's not the official release and can be easily reverted or refined. I'm not saying huge sweeping changes, but modifying a unit's role a bit, going for a 10% change instead of a more conservative 5% change, etc.
    1 point
  4. Well today I learned. Anyways, I think all melee champ cav is OP because most civs can’t counter them. but my general point is a grand solution patch that makes everyone happy probably doesn’t exist but a more narrow patch probably does (ie how only fire cav were changed last alpha)
    1 point
  5. Towers and fortresses are used in 1v1s and TGs on mainland. Walls are not but that's because Mainland is as open as it gets, on top of players sometimes not realizing they are in "must defend" situation. Also, that champions are weak gives less incentive to stall out. Mainland is not the only map. There are maps that are less open but not as closed as the ones you created, and they give some easy to defend positions, one example are water maps (eg Rivers, Corinthian Isthmus). I know by experience they play like this At the end of the day, players mostly play TGs on Mainland. It may be due to lack of taste, but the fact that many options are hardly viable for civs doesn't help. I kind of agree. In AoE2 all civs have trebuchets. In Delenda Est I think infantry can build catapults on the field which is an interesting idea.
    1 point
  6. It is the same for land based entities, when a map becomes mountainous. It is sometimes hard to guess which path is cross able and which not is sometimes surprising. For ships I have reworked some maps for better ship passage. When the seafloor is flattened enough in atlas, and the stream wide enough, there is a small band of water depth where all ship and all other entities can pass. It would be helpful, to have better aid in Atlas editor to design waterways the way you want. At the moment it is a litte try and revise process. It is the same with building land. When atlas could precise indicate how a design works, this would be helpful. There are tools, in atlas but they do not indicate the details. These are the maps where I improved ship opportunities, because of this reason of "trapped" ships:
    1 point
  7. I think this is a map that is worth it. Because there has been some discussion about players too close together when you do not play 4 vs 4 I tried to change this. Therefore I have moved Player 2 to the marshland. Starting conditions for player 1 do stay the same. Player 6 and 7 are also further away. So as skirmish it is possible to play all against each other or 4 teams by two, each with some other difficulties and benefits. There are also some additional tweaks. The civic centers are better aligned to the positioning grid. And the civilizations with special feature do have one at start. With a minor change in water hight, ships can use the whole water ways. AegeanArchipelagoFirstEdit_4-more-moved+ROT_WH_mod-SpF.xmlAegeanArchipelagoFirstEdit_4-more-moved+ROT_WH_mod-SpF.pmp
    1 point
  8. I've added this to the Community Maps mod and it will be included with v0.26.5. Thanks @Yavin
    1 point
  9. (https://wildfiregames.com/forum/topic/95448-0-ad-friendly-tournament-series/?do=findComment&comment=532457) I'm not sure if I understood that correctly. now it's clear to me there is simply no opponent for the round for me. thank you for the information
    0 points
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