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Showing content with the highest reputation on 2022-05-09 in all areas

  1. That's awesome. I've always wanted this to be a thing when the original mod for them was first announced. They were the only standout civilization that I felt belonged to the base game.
    2 points
  2. sería buen prop para algunos edificios.
    1 point
  3. 1 point
  4. homing missile arrows are pretty bad too, animations are clunky, and there are a lot of gimmicky features. Ex. one time usage of a CC power that instantly heals nearby buildings. <- cringe
    1 point
  5. @real_tabasco_sauce I agree hyrcanian cavs are garbage I like skiritai commandos and their price and power kind of between champion and CS. They are strong, but never impossible to deal with. I would like to see some other units in other civs potentially have this stat relationship. Perhaps even some champions for some civs could be made cheaper but worse. I think even if we can't agree on the particular stats you came up with, giving hrycanians more dps than swordcav to account for their very weak pierce armor would be great change.
    1 point
  6. The current closed order formation looks like this. Champion infantry at the very front, followed by melee cavalry, ranged cavalry, then melee infantry and ranged infantry at the very back. I would suggest a change to this layout, with citizen melee at the very front, behind them is melee infantry champions, after that is melee cavalry, then ranged cavalry and finally ranged infantry. The reason being, if a player has a few ranged cavalry with a mostly infantry army, then the ranged cavalry will be placed in front and directly exposed to enemy spearmen, which means certain death. If we put these cavalry behind your own melee then they can attack safely from a distance and shield some splash damage from your fragile ranged infantry.
    1 point
  7. -En principio no... , es solo una actualización , ya que tengo algunos problemas con las texturas , lo último que presenté es un Avance y una Muestra de que el desarrollo sigue activo, pero con suerte en unos meses estará terminado. -La intención de las Escalas/Scales es precisamente esa , una unidad que captura edificios con mucha más rapidez.(Pero me gusta la idea de que pueda capturar con más facilidad esos mismo edificios que usted mencionó @soloooy0) -Los Lanzadores de rocas/Rock throwers necesitarían una animación nueva ya que sería una unidad única.(Sería una unidad más efectiva contra unidades ligeras, de infantería en general y edificios de fase 1). -Las unidades auxiliares púnicas serían los dos navíos ya que las balsas lusitanas estarían hechas a base de mimbre y cuero (poco resistentes pero baratas), por ello los navíos púnicos les darían ese apoyo bélico y comercial naval y ser competitivos.(La poca presencia púnica en el área lusitana parece ser Naval costera comercial y la naval militar , durante la 2 y 3 guerra púnica en la zona del Estrecho de Tarifa).Lo expliqué no hace mucho. -Si tiene más críticas , sugerencias , preguntas , aportaciones... Disculpen las molestias*
    1 point
  8. I also don't agree with "normalizing" health/armor points in the proposed way.
    1 point
  9. is there any mod to test the new units? scales, bandits and rock throwers? do scales have any bonus to capture towers, walls, cc and castles? I want to see the bandits in action and their stats. the lusitanians, didn't they have any mercenary/allied punic unit?
    1 point
  10. @bb_ has a valid point, and if we talk about modders expectation, undefined == infinity sounds simply backwards. "No resistance (defined) is zero resistance" is true for all natural langues I know. Javascript having them both falsey is telling as well. Adding INF for all to the default/base template is certainly more natural. So we break healing rate and repair rate to prettify some numbers? I suspect people like @chrstgtr are only bothered with those numbers because they have to look at them regularly for checking the opponents upgrades. If they weren't reflected or only accessible via other means, like entity model changes or let's say changes to the spy interface they couldn't be bothered. If you want to go ahead with this please also state how you intend to handle healing/repair. Well, I admit that some people want to know how it exactly works and there is no reason to prevent them to figure it out. I also checked the code when I started playing. The point is beside satisfying our curiosity it's mostly useless information. If you know the formula you need maybe 10 games and without maybe 50 games to figure out the impact. After that the value of this info is pretty much exhausted. Anyway, the table posted by Nescio in the linked thread is much better for this purpose than the gui could ever be. So if you don't want people to have to check the code, a wiki page seems the right choice.
    1 point
  11. Hyrcannian cav stats: base swordcav stats: dps: 6.9h 0.27 to 0.8 crush depending on the unit dps: 8.6666h armor: 3 hack, 2 pierce armor: 3 hack, 4 pierce all else is the same ^it is clear that hyrcannian cav are garbage and currently only fulfill the role of a hilarious troll CC snipe, which usually does not work. They are also good antiram, so thats the only reason players use these. Instead, further differentiate them from swords and let them stand out as a unique unit. How about these unit stats for hyrcannian cav? elite rank cost: 100f 40w 35m 17.7 hack every 1.5 sec, increase crush to 3 (net crush dps will be reduced to 1.5 from 3 due to repeat reduction, so its not a bs CC sniper). I think they should have a little more prepare time than swordcav. 17.7 comes from swordcav dps * 1.364 (skiri buff vs normal swords) * 1.5 sec, the new attack rate. armor is unified with swordcav 3.0H and 3.0P (from 3 hack 2 pierce) compared to CS swordcav at 3.0H and 4.0 pierce. Mainly, instead of armor (compared to skiritai), speed goes up to 20 from 18. HP would be the same as any rank 3 swordcav (276 hp) In essence, this is a rank 3 swordcav where instead of the armor increase of 2 p and 2h, it gets speed, and where the repeat time is slower (because its an axe) If you think this sounds OP, consider that they would still have very low armor compared to rank 3 swords which have 5h, 6p. If people dislike this idea, then at least give them more dps than swordcav to account for their weakness.
    1 point
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