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Everything posted by wowgetoffyourcellphone
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Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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2 hrs
- 42 replies
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- spartans
- delendaest
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(and 2 more)
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Differentiating Civilizations: Persian
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
No comments on this? DE does something similarly for the Macedonian barracks. -
Differentiating Civilizations: Persian
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
Justification? Were Persian women good archers? Lol This is fine. Perhaps the "Archery Tradition" tech should unlock this (instead of what it currently does, but I forget what it currently does lol). Sounds good. This is actually currently possible, just not with a tech. Do it by upgrading the barracks back and forth. Barracks trains food+wood versions of the units, while Royal Barracks train food+metal versions of the units. You can upgrade these buildings back and forth at will (for a cost or something). There is none. While slavery wasn't completely removed from the empire, other civs were much more slave-centric. Use the Ice Houses from DE. -
Nice, this could be helpful for DE as well.
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Yeah, and if you want to you can grab the civs from Delenda Est and make them "EA-standard" for Terra Magna.
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Looking back on the balancing strategy
wowgetoffyourcellphone replied to Stan`'s topic in Gameplay Discussion
I wish they could work like Einherjars in Age of Mythology. -
The mod is cool af, but I'm having trouble feeling out the "basic" gameplay. The underlying standard feel the civs should (imho) have. Regardless, it's still an incredible experiment in extreme differentiation.
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Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
I meant in the videos I had seen. -
Resistance calculations
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Okay? -
Resistance calculations
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Notice that the stats shown here are very few. Basically only the most pertinent information for quick combat spit balling. -
Resistance calculations
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
I also don't agree with "normalizing" health/armor points in the proposed way. -
The road boost/off road penalty needs to be substantial for the player to feel the need to micro this.
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I have been advocating for a long time now to have a Vision Range and an Engagement Range. Vision Range is what there is now, but Engagement Range is something controlled by the unit's stance. Aggressive stance engages any enemy units within 90% of vision range, Defensive stance engages units within 50% of vision range, while Stand Ground engages enemy units only within 10% of vision range. I think this multiplier could be adjusted in the unit templates, so that ranged units' engagement range is a little longer than melee units'. But yeah. With @Freagarach's help, I was able to set this range to 80% by default in Delenda Est. It works nicely to give the player more control over their units (the units don't just blitz after anything within vision range).
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Resistance calculations
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
I think in the code we can stick to the levels. It's easy enough for modders to understand. Just in the tech tooltip I am with @maroder and something like "Soldiers +10% hack resistance" (I prefer "armor", but whatever!) or "Soldiers -10% damage from enemy hack attacks" is good. Once we agree that mentioning levels in the tooltip can be removed, it's then up to one of those two strings. Btw, I hate that the game tooltips use that darned long minus now (− as opposed to -), but Ima not fight on that. -
Resistance calculations
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
You also then need some GUI code work, which shows levels. Just mentioning it, in case someone wants to make a patch. -
Resistance calculations
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Just to add additional opinion and muddy the water and assure inaction: I hate the term "resistance" altogether and much prefer the term "armor." But to answer the question as to why the armor, uh, resistance is calculated the way it is, is that each "level" of armor takes away exactly 10% less damage than the value before it. Look at it this way. If you keep adding 10% on top of 10% you're not reducing the incoming damage by an equal amount each time, you're reducing the incoming damage by a greater amount each time, actually. 10% armor against an incoming attack of 10 hack, gives a received damage of 9. A reduction of 1 from 10. Research a tech that adds another 10% armor on top. That gives you 20% armor now. 20% armor against an incoming attack of 10 hack, gives a received damage of 8. The incoming attack is reduced by another whole 1 point. But 1 point from 9 is not 10%, it's 11%. Each new 10% you add ontop of the armor exacerbates the issue. It's "easier to understand" for players, but negatively affects gameplay. "Levels" were introduced to fix this. Each additional level takes the above problem into account and cancels it out, so that each new level reduces received damage by exactly 10%. That's why Level 1 armor is 10%, but Level 2 armor is 19% (not 20%).