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Showing content with the highest reputation on 2024-02-15 in all areas

  1. I never advertised it as a fix. non-random arrows were not broken, just a little lame compared to how they work in other RTS games.
    2 points
  2. It wasn't a fix per se, but a desired feature. People wonder why the heck the arrows don't shoot at the unit they tell them to shoot at. I think a more than acceptable middle ground would be 100% random by default, but focus-fire when re-targeted by the player.
    2 points
  3. I had no idea this was already proposed for nearly a decade. I imagine it was simply forgotten? Glad I could bring some attention to the concept, maybe now it's possible to give this a try somehow.
    1 point
  4. No, I am not saying they are too strong now. I am saying, when you lower range of towers or other buildings below 60 range, CAV archers might become OP.
    1 point
  5. I thought the Middle Eastern units in the game (Judaeans, Nabataeans, and Persians) were a little too pale-skinned, so I made a simple mod darkening their skin tone to a bronze one: Link to mod on mod.io: Middle Eastern Reskin mideastern_reskin.zip
    1 point
  6. I could do one with the Carthaginians too. Maybe a mix of lighter and darker tones, especially with the North African units.
    1 point
  7. perhaps. We will have to see. I would have a couple of concerns with letting the default arrows be random. I think a lot of people might not realize these consequences: First, if non-random arrows are stronger as deemed by many players, then it could be seen as beneficial to be constantly targeting single units with buildings, which would be a pretty sub-optimal scenario. In addition, we might have to balance buildings both in their capacity to target random units (how they are currently balanced) and in their capacity to target single units (what makes them strong in 26.6). My last point is more on appearance: I don't like the idea of completely changing the way the arrows function upon a click. It just would look and feel clunky and possibly counterintuitive. (Opinion if you can't tell :D) I am certain that the issues a lot of people have with defaulting to the closest unit are really just balance concerns and can be addressed by modifying building arrow count (default and max arrows) and damage. However, if everyone agrees that what @wowgetoffyourcellphone suggests is the best way forward, I would begrudgingly concede.
    1 point
  8. That is a separate issue. I don't think anyone has an issue with being able to override buidlingAI. But there is a lot of debate around whether buildingAI should shoot randomly or at the closest unit. It isn't clear what the preference of the community is, and if the "closet unit" system can even be balanced in a desirable way. But buildingAI was certainly changed to address a units "don't die" problem. I personally don't think that was ever really a problem. But now we might as well see if this other system is better/workable. In short, everyone should vote in the poll in the other thread once they develop a firm opinion. There is no clear right answer--people have different preferences for legitimate reasons. The community at large should decide. EDIT: Sorry, I didn't all the way down to the bottom of your comment where you said random buildingAI with player override was a good compromise. It could be. I think player override should exist. The buildingAI should be community determined.
    1 point
  9. I haven't read the linked article, but I know that captchas offer different kinds of solving for accessibility reasons. So I'm guessing that bots have no problem with audio captchas. (Or follow the link.)
    1 point
  10. The situation changes when you have 100+ unit battles, some players have complained that everything dies too fast.
    1 point
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