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Showing content with the highest reputation on 2015-10-16 in all areas

  1. Anger aside Darc's comment about "watering down" the concept is the main thing for me. If the concept is solid then don't water it down and add unnecessary step.
    2 points
  2. what 1.1k light infantary looks like? lol
    2 points
  3. My biggest issue here is the term 'overpowered' in these unit roles. It seems major gameplay imbalances are built in already. The only units that should be coined as overpowered are champions. Archers have their weaknesses, according to Xenophon's accounts one of these is being outranged by lead shot slingers Ranged harassment should not be a short-term substitute for an actual infantry assault like it has been. I'm still all for the missile spread modifier to be used to calm archer superiority. It would also make cavalry being a bigger target a factor. As far as spears vs swords, melee range plays a huge part in gameplay, getting the first hit in and the ability for multiple ranks to support the front line make spears very strong in formation, pikes even stronger. I dont want to flaunt my mod too much but i feel like the pike units are reasonably balanced to where they can destroy lightly armored short ranged units if they're attacked in a Syntagma. Out of formation they're clumsy and awkward and get torn apart by short range infantry.
    1 point
  4. I always forget slingers. Meanwhile the unit role is discussed there: http://wildfiregames.com/forum/index.php?showtopic=20103 even if I won't try to trick the figure much to perfectly reflect it because there are too much things that can be tweaked and break the fine tunning. This next version is more about base building, with an experimental implementation of countrysides. In a few words it is: give more importance to map covering even in early game, add more weaknesses spots in base building. Dropsites can be built outside territory to expand but not too far from the CC (and without much territory to prevent transforming it into a stronghold). These dropsites also have the first level alert to call women to hide in the nearby houses. The workers are more spread with a reduced limit of worker per resource spot. There's also a no-building land around the CC that forces to put fields in a more opened area. From a battle point of view, all units got an HP increase and infantry walks a bit slower to give more mobility advantage to cavalry. All of this requires some multiplayer games to get the feeling and feedback about working and broken things. sibyllae vox 20151016.zip Sibyllae Vox patches 20151016.zip
    1 point
  5. The big stupa needs a white plaster top I made an anim for the zebu but according to enrique it doesnt tile.
    1 point
  6. I much like the idea of battalions, but you can always accommodate single units, like what Empire Earth II: Art of Supremacy did, wherein you can select a group of units and have them form an army, as long as an officer/ hero unit is included in that group.
    1 point
  7. Locking this as the poster doesn't seem to even be talking about 0 A.D. What would jumphacking even mean in this game? And we certainly can't be watching each and every match people plays, so that suggestion is not going to work at all. If someone, even Bobo_1, has got suggestions which are relevant to this game, then they can start a new topic, but posting things which are completely irrelevant is not going to lead anywhere.
    1 point
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