Jump to content

av93

Community Members
  • Posts

    975
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by av93

  1. Add also that a unit with slow Damage Per Second could make less damage if it gets killed between intervals. Historically speaking, mounted lancers used the spear to charge and then the sword, right?
  2. Yes in some way, but I think that should be more difference and clearer roles.
  3. Well my suggestion would be something like this: HEAVY INFANTRY Spearman: Bonus against both cavalry. Role: Basic unit available to every civilization. Main unit and useful to protect other units from cavalry. Meatshield Swordsman: Higher base attack than spearman, bonus against heavy infantry. Role: Break melee infantry fronts, kill unprotected units (light infantry, support or siege) Pikeman: High HP and Armor, low attack (if no formations are implemented, every unit gets a bonus attack aura for other pikes). Bonus against cavalry. Slow movement. Role: Protect ranged infantry, capture or when massed act like a powerful slow spearhead. -LIGHT INFANTRY: Skirmisher: Shortest range. Higher base attack Role: Basic ranged unit. Useful against everything, but with low range it's the most vulnerable unit. The best ranged unit to deal against both cavalry types Slinger: Medium range. Bonus against heavy infantry Role: Better than skirmishers against heavy infantry. Should win skirmishers by range, but they damage between them could be on pair. Archer: Long range. Low attack and bonus against Light Infantry. Role: Kill skirmishers and slingers and support long range attack. All light infantry get a bonus against Light Cavalry. -HEAVY CAVALRY Sword cav: Fast. Bonus against light infantry Role: Kill light infantry (altough spear cav should be better), raid, and maybe catch light cavalry Spear cavalry: Tankier armour, HP, Good attack. Slower Role: Better frontline cavalry than swordman cavalry. -LIGHT CAVALRY Skirmisher cavalry: Good damage. Low range Role: Hit and Run, effective against everything, but could be killed if get caught or by ranged units (so it would be mainly anti heavy infantry) Archer cavalry: Low damage, Long range. Bonus against light units (both infantry and light cavalry). Less HP than skirmisher cavalry Role: Hit and Run from distance, but worst DPS against heavy. Loose against ranged infantry if gets caught in range (specially against archer, with same range) All defensive buildings get bonus against Light Cavalry ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Then, I would make Spearman and Skirmisher infantry and Skirmisher cavalry costing only food and wood (Trash unit). More uncommon units could cost food/wood and metal (no stone for siege or slingers, only for buildings). I would change hacking/pierce/crush to Melee/Ranged/Siege. (I think it could be easier to balance and to think, although hybrid damage could be special feature for some units) *I know that there's some historical things... some slinger could out range archers, and the spear cavalry role resembles more a medieval knight-like... but I think that is somewhat cohesive system.
  4. Original counter system was very messy (like Empire Earth II) In AOE series (specially in the 3, but maybe it's the most unbalanced) you have some civs that miss some unit lines, and some of them are trained and are only useful for some civs (like champions, cav archers...) In my flavor, I would redesign champions as unique units, not as an enhanced elite unit: generally a slighty better unit (not always) with some special feature (special countering, fast creation, regeneration, etc..) Also, I think that counters could be introduced in a easier way...: instead of making every unit a class, play only with 4 (6) main standards: - Heavy infantry (melee infantry) - Light infantry (ranged infantry) - Heavy cavalry (melee cavalry) - Light cavalry (ranged cavalry) - and Siege and Suport ... then you avoid situations like skirmishers good against spearman but not against swordman (¿?). I could explain further my own idea if you want. Every unit should have a role and right now don't know if every one it's clear.. Why I should train cav spearman over a cav swordman?
  5. I'm in favor for c) (generic heroes with a random list of names)
  6. You have mispelled the name of the unit: it's caetrati. For me it feels like a regular skimisher, but maybe it would be interesting, given the skirmisher and ambusher design ideas of iberians, add a fanatic-like skirmisher champion with high attack and low armour/hp for phase II.
  7. Just I repeat 2 questions: you have animator? the mod will be free?
  8. Well, it would be good if you could use both the drop list and the selection screen
  9. you have animators? I think that's better "soldado con espada y rodela"
  10. Well, although I'm a proud musician autodidact, I have very little knowledge about music theory. But you don't have to go so far away: the main problem that I see (hear) is that the actual soundtrack use live recorded instruments. Your music is good, but for me the contrast it's so different with the actual style. The barrier of entry it's very high (usually people doesn't have the chance to record with a lot of instruments). But as others say, wait for Omhri feedback.
  11. I think that they are good pieces of music, but IMHO don't fit with the rest of the soundtrack
  12. @elexis, @wraitii It's a very hard bug to solve? There's some relationship with pathfinding? I think there's no ticket.
  13. Another thing that could be looked into is the unit gliding. When you move a unit, sometimes the unit stop the animation just before arriving to the point that you tell him, gliding some distance. Sure, that this is more related to programming side...
  14. I would said that some idle animations are too subtle
  15. Just for curiosity, what kind of resolution uses the last Total Wars? With all units on 1024*1024 the game would crash, right? It's more a optimization problem or it's just too much?
  16. Ships and chariots are awful. For the first, the game could be designed in a "Aoe 3 style" (low numbers of ships, but powerful). I agree that siege engines maybe shouldn't have box. I've been thinking about trees lately. If they don't have a collision box? (Don't know if Delenda Est already do that). Wouldn't be a important performance improvement? (specially on some maps). Cliffs should do the blocking pathing feature.
  17. There has been some decision about adding gaul archers @Enrique?
  18. My idea for mercenaries: - They represent weak spots roles of the civ that are covered by money. 2 cost, one of them high on metal - Can't work, but they can't still promote to elite level. - Limited use (20?) with, depending of the civ, tech that increases the limit. - Carthago could have special merc system (I like the D.E one) - Gauls could have hunters (archer mercenaries). Vercingetorix summoned all the hunters armed with bows he could to defend Alesia, IRC - I agree on the Iberian mercs being Elite. Most mercs could be either on Veteran or Elite status depending on the historical fame.
  19. I would say no. But lately I don't play enough.
  20. I also haven't understood nothing. Maybe he is a boot. It doesn't have any sense to have so much capital letters in spanish
  21. Seleucid chariot champion was at first designed as a melee chariot. But gameplay apart, some screenshot with different perspectives would be cool.
  22. I created this post for discussing #4395 In Aok, you have like 3 kinds of scenarios: Build and Destroy, Fixed Force and RPG. Then you would have some subtypes: Defend only (hold the ground), Destroy/assault with timer, tug of war, scripted mission with triggers (like 1rst mongol scenario) -Specific commandos: defend this unit, area. Attack this unit/area. Wait until X for other commandos or strategy. Repair never/when possible. Don't train units -Specific strategy: Only rebuild existing units/buildings, but don't expand. Don't attack, only defend. Never or always defend the ally. Forbid some units/buildings. With this I would say that there's a good basis for starting scenarios and campaigns. What do you think?
  23. Well, if new animations are implemented the new alpha will have a big feature in (Not only gameplay and bugfixes make the game experience). Don't know if it's a hard task, but a simple campaign functionality feels easy to implement (another thing is doing a good design), so I think that it would be also in. For me the game it's almost complete and only it lacks some love on ships, decide on running/charging/formations, improve pathfinding and a revision and redesign to make a cohesive gameplay (with the current features) (the problem is that everybody have their gameplay in mind, the solution is that you can make a mod). It's a lot of work, but hey, you're almost there! Back to topic, I would prefer Vita (vida is a word that spanish still use, so sounds weird) for the arguments exposed there, but I think that there's plenty of greco-roman words already. Viriatus could be chosen for his hardwork and his never-give-up spirit (there's a word for this?)
  24. Your maps looks gorgeous for cinematics
  25. @stanislas69 Seems that someone started to look into relics (at least I have seen some ticket movement). But yes, someday I should start with xml editing. I think that this mission doesn't fit the relic gameplay mode proposed, although I think that you may use this image for the model. BTW the gameplay of this game is more like a Tug of war or rope pulling. WC3 expansion also have a mission like that, with hero only control, that maybe inspired Dota (or the reverse)
×
×
  • Create New...