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Showing content with the highest reputation on 2024-06-27 in all areas

  1. So we played a gulf of bothnia game and here are my impressions. I don't think I would make boats to take water control anymore. Boats used to be effective for fighting land troops. (They were WAY too effective.) Now they must be extremely weary of land troops because they will get sunk very easily by ranged infantry. Boats firepower vs each other is also felt lackluster. They take a long time to kill each other. If you are trying to transport soldiers, I wouldn't be too worried about making a bunch of boats, just make a few and they'll probably survive to the other side unless hit by a fire boat. So then what do you do with boats? Fish, Protect own fishermen, harrass other's fishermen Transport soldiers What do you not do? Make combat boats for naval battles Support land troops from the sea I have no idea if this is more realistic so I won't comment about it. But if this is the way it is to be, the fact warships still take 3-4 pop space means you better not make too many.
    3 points
  2. 1. Foley/sound effects for ranged ships can be done if someone creates very simple idle animation for each one that we can use for the attack animation. For units, it is required to have an animation to trigger a sound. 2. Ramming ships need a ramming animation. The Xiongnu battering ram serves as a good example of what could be done. 3. I do indeed would like to see Arrow Ships fire volleys of arrows instead of one at a time. I think there may be a patch somewhere for that. And then be awesome for the arrow ship tech to add arrows to this volley instead of reducing attack time. 4. Balance etc. This was a first draft of the ship stats. Put into the community mod for yall to suggest good stat values. I guess a few rounds of idle complaints are necessary before the real work is done. For instance, I would suggest (among other things!!2) tightening up the accuracy of warships so they are stronger against land units and fishing boats. 5. Let's hold off on making the tech tree as bland and generic as the land tech tree please. 6. Things added despite flaws so that ppl may be inspired to fix them.
    2 points
  3. We should definitely play some water maps so we are forced to make ships to help inform the ship on ship balance. It probably won't be fun, but it would be good navy is balanced upon a27 release.
    1 point
  4. I think I would put main focus on improving the arrow ship. It feels pretty weird that this one fires only one arrow at a time and does so little damage. I would even try that by default it can have more than one target and that the player can, in any case, attack a single target if he wishes. On the other hand, the lack of animations and foleys for the actions of the ships makes them feel very little "exciting"...
    1 point
  5. I'd like to be able to make scout ship in p1. I think given how long p1 usually lasts, having an opportunity to "rush" on water would be nice. I think the details of which ships are too op/ up in navy fights aren't clear yet, but definitely ships need to be be killing fishing ships faster. Currently the best way to kill fishing ships seems to be making multiple ram ships and one arrow ship. Since ram ships take all but 2 hp from fishing ships, you can task ram ships on different fishing ships and use the arrow ship to finish them off. As for the techs I think its nice to have potent techs that make an effect on a particular ship type, that way you actually choose which techs to get according to the naval strategy you are going for instead of just clicking almost everything like eco or land military techs.
    1 point
  6. Arrow ships are worthless against fishing ships too. Fire ships do literally zero damage against fishing boats. You're better off ignoring enemy war ships and building more fishing boats because it takes multiple minutes for an entire arrow boat to kill one fishing ship despite the arrow ship being more expensive in resources, build time, and ship cost. The tech tree is also unnecessarily extensive and complicated. A lot of this should just be consolidated into like two techs (if naval ever actually becomes a real aspect of the game it can be built out again but right now there are so many techs that each do such limited things that no tech would ever be worth getting). The scout ship seems to have no purpose. Overall, there is no reason to ever build a war ship to fight. Navy needs a bit of work
    1 point
  7. 1 point
  8. Just in case, this happened to me in "open diplomacy" games, check that you have the other players set as "enemy". I would put them in neutral and then forget to change to enemy.
    1 point
  9. Hi Lilyfox, what you mean. Cant you click on enemy? Or when you press H units dont attack
    1 point
  10. Han minister To my understanding the name currently in use ("官吏 Guānlì") is a collective term for government officials ( which is obviously not wrong, as ministers symbolically represent the entire government). However, after all, the unit is still called "minister" and limited to nine at a time in reference to the Han dynasty's nine ministers. And these nine ministers (/ chamberlains) were called "九卿 jiǔ qīng" with "九 jiǔ" translating to "nine" and "卿 qīng" translating to minister(s) or other high ranking officials. Here is the change I am suggesting: Guānlì -> Qīng Sources:
    1 point
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