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Showing content with the highest reputation on 2025-07-01 in all areas

  1. Could always check out historical cav We are trying to figure out how to represent them best historically. Agree with what you say about "auxilliary force" few of these civs used cav as the bulk of their army, if any...
    1 point
  2. Consider that a lot of players already expressed they wish that cavs in general get nerfed. Some ideas where to decrease speed as we're talking above but also make cs cav 2 pop and 3 for champs... Theses ideas would nerf cavs much more then making their counter actually works. I also agree with players saying that cavs should ideally be an auxiliary force of an army and rarely it's main force. So even if you invest more to make cavs, you aren't guaranteed to be able to take out a similarly sized inf army. Cavs can already choose what fights to take or not which is their core strength in the first place, and alone could justify a greater price. Beside the fact cavs can hardly be caught by inf spears cav have a lot of extra hp: Cs melees cavs have x1.5 (1.6 with Horse breading) of melee inf Cs ranged cavs have x2 (x2.2 with Horse breading) of ranged inf These hp make them tougher to projectiles, but also spears x2.5 counter was making them barley catch up with the extra hp... From here I'll be in favor of making melee cavs roles more defined. Spear cav could get their damage against other cav increased, and sword cav could benefit from more pierce armor for them to be more effective when trying to kill ranged units or raid enemy base.
    1 point
  3. Most of what you're describing could be fine. But it doesn't match the resource cost of cav, which is 50% more than inf. Champ melee cav, especially, is very difficult to justify the cost of if they die so quickly and cannot effectively capture/kill CCs. Cav rushes will also be easier to defend (because CS cav is nerfed) and come with a heavier cost since cav cannot simply go back and go eco after a rush the way the inf can. Also, I don't think the bolded was ever the intended purpose. The problem was always champ cav--not CS cav. The community mod simply uses to blunt an instrument that nerfs all cav when a more tailored approach was necessary.
    1 point
  4. @Itms @wowgetoffyourcellphone So I have been using this mod myself https://mod.io/g/0ad/m/better-ui . You can see the enemy coming more often or assign movement orders for your units by clicking on it. Also it's possible to spot individual units. The vanilla minimap is simply to small to be practical on my laptop screen and shift+tab isn't as useful. I finally got around to making this simple patch to stop errors from appearing whenever you join a game, load a replay or switch player perspective as observer. Apply this to gui/session/minimap/MiniMap.xml and remove the MiniMap.xmb cache file in the better-ui mod. I also put it on mod.io because I wanted to try out: https://mod.io/g/0ad/m/bigger-minimap?preview=c38141bfc679f84051c3c17f7a978c23 minimap.patch
    1 point
  5. The famous sea peoples! Would it be possible that the game skips invalid options instead of throwing an error at the user?
    1 point
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