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Showing content with the highest reputation on 2024-05-22 in all areas

  1. Well @wowgetoffyourcellphone has already put together a pretty awesome rework for ships, which goes a lot further. I'll die on the hill that ultimately a non-random system is superior, but I can agree that the implementation of non-random arrows haven't hit the mark I was going for: Manual targeting isn't used much, some buildings are too effective, and others like the fortress are still fairly ineffective. I'll put out an update sometime removing the non-random arrows, which may also help to serve as a negative control. I will bring them back at some point, with improvements for user control, cursors, audio cues, and more careful balance.
    2 points
  2. I don't think we will ever know what @borg- drinks to make him the way he is.
    2 points
  3. I still can't understand why random arrows is desired by you folks. I'm absolutely flabbergasted. And even all mods will have to adhere to it.
    2 points
  4. We have maps that are functional enough. The most popular land map is mainland because it is just wide open space for battles. That more or less exists for naval maps. Ships are just clunky to move, which isn't very fun. Naval battles also don't lend themselves to reinforcements which make the battles frustrating because it is either one short winner take all battle or it is a never ending battle where the player that wins the first fight becomes weak and cannot cross the remainder of the sea and land troops before fresh enemy reinforcements can arrive to wipe out the low health (and not repaired) victor from the first fight. Right now, ships are most fun when their primarily used as water-based siege that fight against land units/buildings.
    1 point
  5. non random arrows are good, just need more balancing, the cc nerf + tower nerf was too much, for it to work properly i think just buff towers abit, no need to revert it to past, or atleast just do random arrows via cc and let the fortress+towers be non random, also new tech for fortress buffs, and towers whould be good
    1 point
  6. There is a more full discussion in like three other threads. The short version is that non-random arrows creates lots of problems. Rushing is overly difficult. Sentry towers are too strong. Standing under a CC always creates unit loss even if there is no defending army outside, which means like 15 swords can defend against 2 rams and an army 3x as large. While it can be OP for both early and late game as described above, it also has lower dps than random arrows so the attacking army remains stronger in a way. Healers, including healing heroes, are ineffective and the ability to slowly level up units is much lower. And more. In addition to these clear balance issues, this is ultimately just a preference issue. For me, I like random arrows because it creates a more dynamic game. If you stay under a building too long with random arrows you suddenly begin to quickly lose a lot of units, which can quickly flip the direction of a game. But with nonrandom arrows that sudden reversal doesn’t happen. This quick reversal effect can also happen if an army becomes lower health and then runs into a full health enemy army in an open field even if the full health army is smaller. All this is to say, we tried. But it was disliked by a lot of people. It wasn’t the first change to suffer that fate and it won’t be the last.
    1 point
  7. Dedicated mercenaries for Sasanid Persia: Daylami Warrior: battle axe, large, colorful, bright colored Daylami shield, unarmored Daylami Warrior (spearman): long spear, large, colorful Daylami shield, unarmored Daylami Warrior (javelinman): javelin, large, colorful Daylami shield, unarmored Daylami shield pattern
    1 point
  8. noooooooooooooooooooo, siege towers will revert to being useless, we having more units being used lately, people are understanding how to kill siege towers, don't revert all random arrows, theres some good parts about it !!!
    0 points
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