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Showing content with the highest reputation on 2018-03-15 in all areas

  1. Hello, I am new in this forum and want to say a german "Hallo!" ^^ ...so please don't be too confused, because of my grammar. I really love this game and convered multible friend of mine to play it too. I come to the point, the battle and counter system is bad, worser than it has to be. Many older versions have nice elements which are delete now. Especially some siege weapons need some love in my opinion. I am no complete noob in balancing, some months ago I was part of the balancing Team of Company of Heroes 2. I was searching some problems and made a small fix for rams because why... ...can attack organics. I remove the ability (like in a16) In progress, I want to make it possible to attack through one line of infantry, so it isn't so easy to block them. So you have to conquer it, or destroy it. ...are fast as hell. I set speed from 0,9 to 0,6 ...can't be conquerd. I made it possible (like in a16) ...are counterd best by sword cavalry. In progress, maybe more... e.g.: In my opinion cavalry should become a negative bonus versus rams and siege towers. Infantry should be the counter. These things are more than confusing because it would be easy to bring them in line without chaaging to much. I want to discuss this small changes with you!
    1 point
  2. They should not attack biological units, only structures and other siege. They weren't fragile. Covered siege rams weighed multiple tons and were covered in armor, with dozens of men inside to move and protect them. They would be extremely difficult to destroy outright. You can't just chop up a massive tree trunk or its heavy wooden frame with swords in the middle of a battle. If you've ever tried to cut down even a small tree with an axe - it takes a few minutes! But it barely takes a second for the enemy to stab and kill you while you're doing that. The most vulnerable thing about a covered ram would be the ropes to suspend the ram, but if you just run up and cut the ropes and run away, the ram itself is not destroyed and can be easily repaired. A ram can be compared to a ship - both are large, mobile, wooden structures very difficult to take down during a melee. Capturing is a different story. Rams should be capturable. Speed - rams in-game are already unwieldy due to their size which makes it hard to get them where they need to go, especially if units are in the way. I don't see a need to reduce their speed further. From a realism perspective they could be slower, but from a game balance perspective it's not necessary.
    1 point
  3. @(-_-) uploaded a patch for the Gaia entities already. I'll fix the mapname. String changes means english strings that are translated on transifex, we have some deadlines with regards to those.
    1 point
  4. Merge conflicts only happen when you at one point patched your working copy, then updated it and the update changed the same files in the places you have edited. Than can include a leftover unrevisioned file. If you want to preserve your diff, you have to carefully proofread it. If you weren't aware that there was a difference, you should revert your working copy regardless of the chosen merge resolve action. Should also look for unintentionally leftover unrevisioned files with the file "status" somewhere in tortoise.
    1 point
  5. Pathing obstructions for static objects are [currently] rectangular in shape. The groves have a square obstruction, so I don't think it's that hard for a script to do. All it would take is some small overlap.
    1 point
  6. The values have been changed in the svn version This close to release there is not much point in continuing to develop and update this, best if people aren't distracted from testing svn
    1 point
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