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Showing content with the highest reputation on 2022-04-07 in all areas

  1. 4 points
  2. Hello @user1 , Barcodes quit a rated 1v1 against ISlan without resigning twice, here is one of the replays: metadata.jsoncommands.txt I would suggest adding an auto-report button because not all players are able to register an account on the forum and report.
    2 points
  3. I'm gonna be honest, i don't play my own mod (only tests). There are a couple of reasons for it. 1. Bots are no challenge 2. I made this mod for others, not for myself. 3. I'm using it as a learning experience. I haven't experienced a teamgame with players with the mod either, so it's hard to judge. You also can't really isolate and judge the ammo mechanic from the rest that's new in the mod though. e.g. Ranged have much more damage because they now have ammo, and they are generally lightweight so can manoeuvre fast but die easily. And they also have secondary weapons in case they run out of ammo. I think it's best to leave ammo as an optional thing because i think there is a great divide with people that are against it and in favor for it. It could be fun though if it was a game option you could check, but imo you at least would need to buff their damage and give them secondary weapons too to actually pay off that they have ammo.
    2 points
  4. Some options as I understand them: Friendly Fire for all ranged units. Units default to not fire if they may hit a friendly, but can be put on a behavior where they attack anyways. Seems like the most "realistic" option and it would completely break the DPS/meatshield dichotomy, but it's not desirable as it sounds like it would cause performance issues. Attack Area/Group: A good feature I think. Melee units would no longer be a meatshield. @real_tabasco_sauce Was there ever an answer to the question of will it make melee even less relevant? Like, once the ranged units are all dead, could you just kite the enemy melee units? Complete overhaul with hard counters: Hard to comment on this without knowing what exactly it would look like. Limited Ammo. Grapejuice mod had limited ammo, which I thought was quite interesting. However, I never played any team games with it. @Grapjas how do you feel about the way the limited ammo concept worked? Another method which I've seen discussed before was having ranged units fire a number of shots and then have a "cooldown" period to wait before automatically having ammo refilled. And perhaps there could be a button to force the units to cooldown in between battles so that they started will full ammo. Here's another question - if we achieved breaking the DPS/Meatshield dichotomy, and melee infantry became the main force of the game, how would you keep the gameplay compelling? Personally I would love to see melee infantry having a role as the main units, but if mostly all you have to do is send more melee to the clump of soldiers fighting, does that stay interesting? So I think we would have to adapt the gameplay to make it interesting. Formations bonuses would probably help, such as was mentioned before cavalry charges being strong against scattered infantry, and other things like that.
    2 points
  5. not sure how much i agree w a lot of my commentary in retrospect, i think maybe i expected too much of defc0n who did a lot of early raiding and also had Wolfrahm to contend with & didnt give tonystark enough credit since he was getting raided for the whole beginning of the game. i also missed a lot of the action during commentary... im still getting used to doing commentary on TG's and need to keep an eye on that minimap for future vids!! ———— team one: zxphxr (1283) tonystark (1096) defc0n (1502) team two: Nedris (1427) Wolfrahm (1261) King-MC-febreze (1258) send me ur replays to make videos of: zephyramethyst1@gmail.com
    1 point
  6. I would also be interested in maybe a couple other units for other civs in the skiritai "class," more expensive, powerful CS with less eco value. IMO a contender could be axe cav.
    1 point
  7. Hello @user1, shade11 quit a rated game against me today without resigning. It is the second time he has done it. Didnt bother reporting him the first time because he probalby has resigned about 10 times... but now 2 out of last 3 he has just left. commands.txt metadata.json
    1 point
  8. The old siege differences weren’t easily noticeable. I would to bring back full capabilities to the camp, though, which was very noticeable. I tend to agree that if all the civs all have the same units then things get boring fast. It might make sense to have some civs have primary and auxiliary units. Something like rome gets the base of swords and skirms and has the option of choosing one of archers or slings. This only works once the choices are more or less equal, though, which currently isn’t the case with archers being the worst unit.
    1 point
  9. Skiritai do standout, are unique, and do make Sparta unique. Spartiates as well. They may be generic units but the bonuses grant them that uniqueness. This is why I am frustrated that Roman siege bonus was cut down, it made the Roman generic siege units feel unique, and if you couple that with unique unit aesthetic you are sorted. I do not see anything wrong with a roman slinger, there are multiple factions with two ranged infantry units and some with three, Rome has been stripped of so much already and had nothing given back to it.
    1 point
  10. 1v1 quitter rated game. player name: HOI commands.txt metadata.json
    1 point
  11. Instead of not firing, what if they just chose targets without nearby friendly soldiers? in general, Im not sure how smoothly this would work in practice. In short, I am in favor of more directly player-controlled features, but this could be a good behavior solution.
    1 point
  12. I have seem some people saying that if melee units deal to much damage, then there is no reason to create ranged troops. As long as ranged troops can kill enemy units faster than melee troops can, there is a reason to add some quantity of ranged troops in your army, even if the difference in damage output is relatively small. Even though the damage difference between spearmen and archers is fairly small, a composition of 100% spearmen will lose against 90% spearmen and 10% archers. My point is that ranged units are still viable even if the damage difference would be small.
    1 point
  13. Alternatively, there could be made a button to reverse the targetting behavior when enabled. When the button is enabled, they target units furthest first, when it's disabled they target closest first.
    1 point
  14. Hi everyone new bugfix release of HC has just happened check out https://www.moddb.com/mods/hyrule-conquest/downloads and download HC node bases plus patch 0.12.1 Have a nice day.
    1 point
  15. This will likely include adding some new units. For example, a Helot Slinger for Sparta. Some kind of slinger for the Romans (probably a merc Balearic Slinger). Moving around availability. Also, hard counter attack bonuses and penalties. Basically ignoring all of the current stats and roles in an effort to start fresh.
    1 point
  16. My itinerary: 1. Actor improvements (almost done). 2. Mockup some win/defeat graphics. 3. Come up with a super patch that overhauls unit roles. 4. Watch as #3 is endlessly debated and picked apart.
    1 point
  17. Can it? Yes: There are plenty of other ancient warfare themed RTS games where melee units are a viable DPS source. There is nothing particularly exotic about 0 AD's pathfinding, or combat model, or unit conventions that would seem to prevent it reaching a similar balance point. Will it? Maybe: For the entire time I have been watching this project develop (which is going on 5 or 6 years now) its design has never strayed from one rigid network of established unit roles and interactions. In order to introduce melee that is useful as more than just a meat shield, without simultaneously rendering ranged units entirely redundant, the developers are going to have to throw out that established counter network and replace it with something new. If the wider community rebels the moment such a thing is even suggested then it will never happen. Should it? Yes: For the sake of both historical authenticity and playstyle diversity, it really must. As the game currently exists, it is the ranged units that make up the survivable core of any infantry attack force. Melee infantry act as an expendable auxiliary contingent that exists to boost the combat efficiency of the core until it is killed off. I don't want to go too far and say that no ancient militaries worked this way, but it is certainly not how the ancient Greeks, Romans, Carthaginians, or Macedonian successor states operated. For them it was the (mostly but not always entirely melee) heavy infantry that made up the survivable core of their armies. Light, usually ranged infantry were the ones deployed as the expendable support auxiliaries, and together with cavalry they usually represented only a small faction of an army's total fighting numbers. The status quo is a huge misrepresentation of these cultures' normal tactics. Additionally, such tight synergy between ranged and melee is very limiting to a player's creativity and to the operational diversity of different civilizations the game can feature. The game may have civs that claim to specialize in heavy infantry, but they are still locked into the same composition as any other civ. No one is going to boom into melee infantry only, or skip basic ranged infantry upgrades in favor of more melee upgrades, and the game is poorer for not having these options. This is not to say either that the meat shield meta should be removed entirely. It would be interesting if there were actually a few civs where ranged still forms the survivable core of the army, but for the majority not permitting melee heavy infantry to stand on their own is limiting and profoundly anachronistic.
    1 point
  18. Currently, arrowships do pierce damages, cataships do crush damages. So one is effective against buildings and the other isn't. With your suggestion, it seems you would like to remove that difference. D4507 reduces the pierce damages of arrow-ships to the same level as the one of defensive buildings and add a multiplier against ships. Could you develop your argumentation about why having all ships dealing a moderate amount of damages to buildings would make the gameplay better? On the Quinqueremes/cataships' inaccuracy, the same issue was brought forward for catapults: Catapults dont work. I guess a similar fix should be made for both, D4511.
    1 point
  19. @maroder @wowgetoffyourcellphone
    1 point
  20. Hi everyone new release of HC has just happened check out https://www.moddb.com/mods/hyrule-conquest/downloads and download HC node bases plus hotfix 0.12. Have a nice day.
    1 point
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