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Showing content with the highest reputation on 2026-05-10 in Posts

  1. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    3 points
  2. Like any other RTS, the game keeps evolving as players discover tactics and strategies to exploit the strengths and weaknesses of different units and civilization mechanics. Maintaining good balance throughout each release is a very difficult task, carried out by very few people who dedicate a great deal of time and effort to it. It would be useful to properly identify what the actual problem is and why the unit is considered broken. Perhaps the issue is the capture system itself, which allows a ball of hoplites to steamroll everything and capture your base. Perhaps it is the Hoplite Tradition technology rather than the unit itself. Or perhaps there is also a lack of skill involved in dealing with a ball of hoplites, which are actually easy to micro against due to their slow speed. The frustration is completely understandable. Balance issues happen and will continue to happen. Contributing ideas to solve a potential problem is always welcome, but ranting about the supposed motivations of the person responsible for the unit’s design does not contribute anything at all.
    2 points
  3. You might enjoy looking @Emacz Classical Warfare AEA mod where (Spartan) hoplites work quite a bit differently and some units got specific pop limits.
    2 points
  4. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    2 points
  5. 2 points
  6. I'll add another mesh with narrow nose. Currently iberians:
    2 points
  7. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    2 points
  8. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    1 point
  9. I originally refrained from commenting on this post for several reasons. Most of my post I try to keep related to our project, Classical Warfare AEA. Which this will touch a bit on. I have also been around long enough to see lots of post about different "broken" unit, but then no willing's to do anything about it. And it just becomes a complaining/venting forum without any possible solutions to fix the so called problem. That being said I was out on a hike, and I just couldn't stop thinking about the post and how it represents some of the issues or lack thereof in our ever so small community. Personal I don't think hoplite spamming is an issue, with the possible exception of my Athens. The fact they can promote to Champs without the cost of champs from the comfort of their own barracks seems a little unfair to me. On top of that I have do a little reading up on and have found nothing about Hoplite City Guards for Athens, so I'm not quite sure why they are even a champ unit. The city guards were the enslaved Scythian archers (from what I have read) who overtime earn the role and patrol the city. That being said, I think almost any unit can be exploited and broken if you master how to play it in the context of the game. One of my biggest weaknesses is playing against Cavalry. Partly because I like to play Sparta and their Cavalry is somewhat simple and limited. I'm also just not that good at dealing with the hit and go tactics. Does that mean all cavalry are broken? Not really, i could do better designing my cities, usings walls, palisades, not overreacting, chasing etc. There are many ways to beat hoplites IMO, some have already been discussed. But I think the best defense against any unit, style of play is an offense that prevents it. Lets take Classical Warfare AEA for example. Like @diagonalo mention we have tweaked a lot, in particularly Sparta and their "Spartiates." And while there is no limit on how many you can train, as you tech them up and make them stronger they take longer and longer to train, so they become a little harder to mass. But they are still probably the single strongest melee unit in our version. It makes almost 0 sense to take them head on in a fight in open terrain where you have to face all of them at once. You will LOSE! unless I'm the one playing them, I nub a lot... but that's a different story. The point is they are slow units, just like in real life. You can easily go to their base and reck their eco with most infantry ranged, definitely cavalry. You can attack them from afar with lead slingers, archers etc... Jav may be a little scary since their range is lowsest. So I guess my point is, if you are interested in a more complex indepth version of the game, check out Classical Warfare AEA if you struggle against a certain type of unit, post and ask for advice. There are many players out there that can beat me with any civ, any unit any day or time... I think its less about the mechanics of the unit and more about your overall understanding of the game and what units "might be broken" so how to prepare for them before they are spammed.
    1 point
  10. Yeah, as I've said 100x already. Capture is a broken mechanic that allows things like these. If those hoplites had to damage your CC, their strategy would fail.
    1 point
  11. Daily reminder that Thrace Black Cloak sword champions also do circular splash damage. As an anegdote, it's funny that they would've destroyed Spartiates in early alpha versions, due to their counter damage bonus against spearmen.
    1 point
  12. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    1 point
  13. I tryed to make it a random map. This time I used Mercator projection with some adaptation. This is the result. I will upload soon on earth-maps 0.28.3. world.json world.js
    1 point
  14. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    1 point
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