Jump to content

HeroesGrave

Community Members
  • Posts

    8
  • Joined

  • Last visited

HeroesGrave's Achievements

Tiro

Tiro (1/14)

4

Reputation

  1. As far as Archers vs Skirmishers go, I propose that Archers have longer range and higher pierce armour, while Skirmishers have weak armour (pierce and hack), shorter range, but higher damage. Hopefully as a result of that skirmishers will be used for 'skirmishing', and archers for long range support and/or defence.
  2. AFAIK, area effects haven't been implemented yet. I'm not sure what the true behaviour of the Rotary Mill is to compensate though.
  3. Some of the concerns here seem to be around the idea that making techs more powerful could upset the economy and quickly allow a player to get too far ahead. Maybe eco techs could be left as is and military ones become more high-risk/high-reward?
  4. In deathmatch mode you'd be better off building a few extra barracks and spreading the queue across them.
  5. In addition to making technology more expensive, it should also be more powerful. High-risk, high-reward upgrades are great for increasing the depth of strategy. Instead of thinking "I have some extra resources, which technology should I get next", the player should be thinking "Should I buy more units or save up resources to upgrade what I already have" The technologies being tied to buildings also sounds very interesting, but could result in players researching everything in the middle of a well-defended base. Maybe a limit of 1 or 2 techs per building, but allowing the player to change that tech without having to spend the full amount of resources again? (perhaps half the resources?) This could also contribute to the extra cost of research by requiring the player to make some more buildings.
  6. I think there should be self-counter units for each class, that are good for massing against their own class, but are somewhat less effective against everything else. There should also be some neutral relationships, where a unit neither counters nor is countered by another unit. Here's a short draft of a possible set of counters: Melee Infantry: Spearmen are anti-cavalry. Strong attack against cavalry but somewhat weak armour.Swordsmen are an infantry self-counter. Medium-powered attack and strong armour for taking out other infantry.Ranged Infantry: Archers are anti-infantry. Good damage for picking off infantry but weak armour that offers little protection when put into a melee battle. Vulnerable against melee cavalry that can close in quickly.Skirmishers are a ranged self-counter. Even weaker melee armour than the archer but strong-ish ranged armour, which makes the unit more effective when massed. Should be able to take out an equal group of archers without suffering too much damage. Also has weaker attack so not effective against melee infantry.Slingers should be considered as light siege units. They still have the same weaknesses as other ranged infantry, but are slower firing, higher damage, and reasonably effective against buildings in the midgame where proper siege units aren't available. They should be quite inaccurate to make them ineffective against cavalry or small squads of units.Melee Cavalry: Sword Cavalry are anti-ranged. Not quite as strong (armour & attack) as its infantry counterpart. Instead uses its speed to be a counter against infantry archers and skirmishers.Spear Cavalry are a cavalry self-counter. Higher damage against cavalry and weaker armour than its infantry counterpart.Ranged Cavalry are an interesting interruption in an otherwise nice balance cycle. Archer Cavalry are a more mobile version of the archer. Slightly less powerful than its infantry version but has increased mobility that allows it to escape melee units.Skirmisher Cavalry are a more mobile version of the skirmisher. Slightly less powerful than its infantry version but has increased mobility to escape melee units or chase down cavalry archers.A few additional notes on some relationships between units. Swordsman vs Archer: Swordsmen will destroy archers if they get within melee range, but otherwise will be picked off as any other infantry. Should not counter either way.Cavalry Swordsman vs Cavalry Archer: Same as above.Cavalry Spearman vs Cavalry Archer: Same as above.Cavalry Skirmisher vs Infantry (except skirmishers): Will win purely because the infantry won't be able to get close enough. Should not counter either way.Cavalry units should always be beaten by their infantry counterpart, but not by a wide margin. They should be a bit weaker (attack & armour), because they make up for it in mobility.Edit: Maybe the role of Skimishers and Archers should be switched, and the archer given a range bonus to provide a more sensible and strategic counter.
  7. In the end I did a single-branch shallow clone with git (because I'm a bit more familiar with it), which wasn't too bad (but still could've been better). Thanks for the information.
  8. Hello. I'm somewhat new to the community (been lurking for a while), and have a nit to pick in the organisation, or rather the contents, of the source repository. Specifically, I'm talking about all the Windows binaries that have absolutely no purpose on Mac or Linux. It was save a lot of potential contributors a lot of pain and annoyance (especially those with slow connections or on internet plans with monthly data caps) if the repository was just source, assets and build scripts. Why can't all the windows prebuilt binaries/libraries be put in a separate repository for those who actually need them? I realise that the biggest chunk of the repository is actually the assets, but the space taken up by the binaries is still rather significant. Combining the contents of two repositories and pushing the result as a third is reasonably easy, but doing it the other way around (taking a bloated repository and cleaning it down to just what you need then pushing it) isn't. I realise that the community is rather quiet a lot of the time and there's only a small number of people pushing the game forward, so I'd assume there'd be a bit of resistance to change. However, I'd still ask whoever's in charge of the project to consider cleaning up the repository. It may even gain you another developer or two.
×
×
  • Create New...