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zzippy

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Posts posted by zzippy

  1. ... because 5 woman build a farm 5 times as fast as 1 woman

    Erm, no. The more workers you add, the less it decreases build time (see the tooltips when hovering the hammer symbol of a building in construction).

    For a perfect eco its better to use only 1 worker/building (if there is no need to hurry ;) ) ...

  2. .. see players using only ranged units for the entire match.

    Probably not the best players .. ;)

    My idea is to create a penalty for ranged units when they are close attack for melee units, I think it would change things a bit.

    In current a18 balancing branch ranged cavs automicro is disabled. This should help a lot.. ;)

  3. I think it was originallyy meant to only hve ranged infantry add arrows:

      <BuildingAI>    <DefaultArrowCount>1</DefaultArrowCount>    <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>    <GarrisonArrowClasses>Infantry Ranged</GarrisonArrowClasses>  </BuildingAI>

    Otherwise you only need "Infantry" there. The classes list here do not work like other lists.

    Yes. Would make sense to have only ranged soldiers counting to arrow output.

    Atm ranged cav does increase arrow rate (fortress), but melee cav does not, while melee inf does. Should be changed:

    <GarrisonArrowClasses>Ranged</GarrisonArrowClasses>
  4. The alpha 17 changes really are very very bad ... numerous bad decisions ... balancing branch people who basically have thrown the game's design into disarray ... should know when the experiment is a failure ... truth is the game's health just now relies on modding to fix game's balance.

    If you say so, it will be true. I mean, you really are in a position to judge this, since you are an experienced game designer and for sure a pretty good player too.

    Otherwise your statements would be impudence at its best, and a moderator would jump in here.

    Get real, man. Most of the good players will subscribe that a17 is much better than a16.

    • Like 2
  5. I must agree, the chariots (and all ranged units IMO) are overpowered.

    Just had a few tests. Indeed, 30 chariots win easily against 45 ranged cav.

    But: 45 melee cav (comparable costs to 30 chariots) win (even without any micro). Pls test yourself and think things over... ;)

  6. I made an account to come on here and say that the Persian Chariots are to overpowered. When everything is upgraded, they have 380 health. It only cost 150 food and 100 wood for one of them. When there is a group of 30 or more of these chariots, it is impossible to counter them. Spearmen are dead before they even reach them, ranged calvary can not compare to that health. Any type of siege is too slow for the chariots. They are cheaper and more powerful than other civs that have chariots. The Mauryans have chariots that cost more than the persians and they cost 150 food, 100 wood, and 50 metal and the HP is somewhere around 210 upgraded fully. I found that the Mauryans chariots were more fair but I hope people can agree with me that the persians chariots need to be nerfed in some way.

    Persian chariots have 336 health, fully upgraded + tech, not 380. Ever tried to counter them with ranged cav? You can have ~45 vs 30 chariots for comparable costs.

    But I agree that brit/maur chariots should be buffed. They are champions (persian chariots are citizens); all champions will get buffed for sure in next alpha.

    • Like 1
  7. Corrals are not efficient as they need Manual handling, while Farms are Automatic...

    Farms are not automatic at all. If you get attacked you have to do lots of micro to save your women, and please, do not tell me to use that ridiculous townbell (women in cc do not count to arrow output)

    Imo corrals actually work pretty well if you're willing to manage them, but as a macro player I avoid them to focus on other things. But when I experimented using them, I ended up with an insane food production using only a few horsemen in the late game and a mass of extra sheep filling my base.This

    This. 10 corrals eg, batch training 10 sheep each, not much micro at all. Done in 2 seconds.

    .

    Also zzippy is quite a good player ..

    Wouldn't call me a good player. wesono is a good player; I am able to give him a real hard fight, but at the end I lose ;)

    IF you think Corrals are worth in the current state... I have no more words for you.

    Feels like talking to people who just talks from the "theory" and has never seen the "practise" of such statements.

    Jeez... Whatever. :lol2:

    Oh dear. I am really curious if your arrogance is based on skill. Maybe you are such a good player, but maybe you just need a doctor ;) ..

    What about having a game to find out, vs a good player, like WW_Butcher, wesono, or even a decent player, like me (you should kick me from the map)?

    Deal?

  8. The current Corrals are not attractive at all, compared to the Farm system...

    Sure they are. They need no pop slots to work, only a few (eg skirmcav to slaughter sheep). Given a popcap, which normally is 300, its a good choice in lategame to abandon farms and go for corrals. You can have ~50 soldiers more this way than a farming opponent, also use the former gathering women as arrow attractors in an attack.

  9. Curious about that skirmisher train time of 8 seconds. Civs without skirmishers get a huge eco disadvantage, especially in earlygame; ptolomies are (imho) op in a17 (especially village phase) cuz of that 8 seconds train time of their nubian archers.

    2 questions:

    - Iberians: Ever thought of removing their village walls?

    - Champions: Health should be increased drastically. They should have more than any upgraded citizen soldier (?).

    Will further play/test your mod when its done. Have the feeling that balancing civs might get pretty hard/impossible due to your unique features, but as mentioned earlier, maybe this isn't your intention.

    • Like 1
  10. Not at all, imho. Think they are too weak vs pierce damage. Arrows can not take a building down, not at all, but 40 archers kill a building in seconds..

    Also think that siege engines exist for a reason ... ;)

    Btw, "units", what do you mean exactly? Also hack_dealing units (roman swordmen are pretty nice siege_units, eg)?

    • Like 1
  11. ...... but I played Alpha 17 and mastered it in 1 week (played all civs, tried all land possible tactics, performed best timing persian chariot rush, etc). Let's say I tested it on my way, because lobby players were really under my power (No fun with less skilled people).

    Ah, ok. So you are a master of this game. Maybe you can help scythe, who has absolutely no idea about it and also is a poor player, to improve the game?

  12. Just had a quick test of your mod:

    Rural Lifestyle civ bonus: All infantry citizen soldiers farm, hunt and herd 50% faster. Their farming rate is still lower that the one of females

    Not true. Citizen soldiers (gauls, not upgraded) farm faster than women now, would say around 10% ....

  13. Rural Lifestyle civ bonus: All infantry citizen soldiers farm, hunt and herd 50% faster. Their farming rate is still lower that the one of females, but now farming with celtic men is considerable for extra defense

    Really? That means you nearly need no women. Gauls are pretty strong anyway, imho the strongest (besides ptolomies, which are clearly op in early/endgame) ...why need gauls extra defense???

  14. Hey scythe ;) !!

    Hope you still follow this topic; as I asked you in irc days ago, what about continuing sbb? After about 30 "real" matches in a17 there are a few points to mention/discuss:

    - champions. need. more. health.

    - buildings need more pierce armor. Its ridiculous, how 8 archers can tear down a building thats in progress or a few more archers can destroy eg a tower.

    (which damage do archers to a stone tower in reality? Imho: nearly none.)

    - rams are op now compared to catas. Need less pierce armor too, or champs more health, as said above. Or units generally dealing more hack, dunno.

    - That skirmcav auto-micro needs discussion too. All ranged units should get this feature, or, what I personally would prefer: no auto-micro at all.

    - Ptolemies are clearly op in earlygame. Its nearly impossible to defend their raids in first gameplay minutes without own eco going downhill. Also in lategame, that hero that increases pikemen health 40% during his lifetime is ridiculous. Give him an aura, or nerf the percentage.

    No balancing, but generally:

    2v2 multiplayer are nearly impossible due to huge lag, compared to a16/15/early sbb. Afair leper told me that the lag might be related to the new FOW/mirages. If so, it might be worth to undo the new FOW, imho. I would prefer smooth gameplay to laaaaag and scouting.

    • Like 2
  15. Oh dear. Changes need testing, as you wrote yourself.

    Alone those first "small changes in civ-specific bonuses" require lots of changes to all the other civs to re-balance them. Aimed at unique civs, this is really hard to do; how to "test"? You would need many, many games played by comparable strong players, really good players. And all you would get was only a convergence.

    The more you make civs unique, the more perfect balancing is impossible. You cannot compare apples to pears (as we say in german). But:

    Imho thats no problem at all. The perfectly balanced RTS game is chess, which would not work with different "civs", so if players want to compare their skills, they would play the same civs anyway, balancing done.

    What I want to say is:

    Forget about balancing different civs right now, concentrate on your gameplay ideas/changes. If all of them are done, you will see what needs nerfing/buffering.

    Looking forward to your github repo ..

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