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Phalanx

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Posts posted by Phalanx

  1. It would be good though to have another wonder for the seleucids, even if I have no idea of what the paradise of daphne really looked like. I think about a closed garden with some palmtrees, statues, fountains and roses. New walls should be good also, with skins similar to the towers and the castle, and maybe a new dock. It would be a complete new set then, like the ptolemies.

    A suggestion would be the Mausoleum of Halicarnassus. While it wasn't techinacally Seleucid, it is a wonder from the same general ( it's a stretch, I know) area, and it hasn't been used in game yet.

  2. All units have a running animation. Would it be possible / in the game's best interests to enable running to be toggled, like in Total War?

    Obviously it would have to be balanced with a Stamina stat. It would vary between unit types, and the exp lvl of those units, but running would take away a certain amount of Stamina per second, and once the stamina runs out, the unit can no longer run. The stamina bar would replenish slowly if the unit was just walking, replenish faster if the unit was standing still, and not replenish at all if the unit was in combat. But obviously, certain formations, (syntagma and phalanx, and battle lines ) would not allow units to run.

  3. There was been a lot of impressive work on this. Ardworix, your resoluteness is stunning. I for one, am always up for lots of factions, and I think that's why players love AoE II the most out of all the AoE games because it had the most diversity and factions. Makes strategy more interesting.

    But, for the Lusitanians to become a faction, you will need to come up with a suggestion and ideas for another specific Iberian faction. Just how the Celts were split into Gauls and Britons, the Iberians need to be split into Lusitanians, and a sufficiently different faction for this to work.

    Great dedication though! :clapping:

    • Like 2
  4. How about hiding the faction of an opponent in the diplomacy menu until you discover the opponent. Rise of Nations did this, and it made putting computer on random fun, and scouting actually usefull, because you have to know who your opponent is before creating a suitable build.

    • Like 4
  5. So, the cav walk animation looks quite funky right now, but I believe it could be an easy fix. If the walk animation was also the gallop animation, it would look better.

    Ensemble Studios had this problem in AoM, with some cav cantering and others galloping, and it looked weird. They fixed it for AoE III with all cav galloping, and it looked awesome.

    So maybe making the horse model use the galloping animation for walking as well as sprinting.

  6. Silver Shield Pike's armor is irrelevant and formation buff will not help with that. Their extremely slow walk speed and low attack make them useless on a macro level. They cannot defend against anything. The enemies simply go around and they will not be able to catch up.

    Well, that is true. Realistically that was always the problem with pikes, but the SSPs would be a lot better if their attack was buffed. I think that if there was an overall attack buff once in syntagma, the SSPs and pikes in general would be actually worth it.

  7. I think it is because most soldier were citizen soldiers, so the barracks would have worked more as an armour supply depot for the citizens. The fortress is a designated military building, so it makes sense that it creates designated military units. But I agree about the Seleucids. My biggest annoyance is the weakness of the Silver Shield Pike, but maybe that is because Syntagma isn't implemented yet....

  8. On regards to cav, there were some units that could definately hold their own in a melee, and were used to not only charge, but plow though entire armies just fighting. The prime example is Hetairoi. If one looks at how Alexander used them at Guagemala, they got off a good charge, but held their own against the Persian infantry quite well. Right now, cav needs to be a tad stronger in my opinion. I'm only using them out of practice for the next alpha, but they are pretty much useless.

    All civs, Rome and Iberians excepted, have spears or pikes as a base unit, (and the aformentioned factions can get spears easily) and because of the low armour of cav, they get slaughtered immediately. The only cav that I use that doesn't drop like flies instantly is the Seleucid Cataphract, but that is because it has insane armour, like it should.

    And due to the expense of cav, and the economic drain to keep a powerful cav arm ready, they need to be stronger, not for historical accuracy reasons, but for gameplay reasons. That, or their price needs to be lowered, because a fairly expensive throwaway unit is not preferable to a slightly less expensive infantry that can hold its own better. At this stage, there is no point in using cav.

  9. Well, according to the Daphne Parade and other sources, the Seleucid Army was, during the time of the Empire's war with the Egyptians, called "The people's army" because it was based almost entirely of milita thureosphoros, which must have had not just Greek but native troops as well. As for native archers, the Seleucids logically HAD to use native archers, because Greeks (aside from Cretans) aren't known for their archery. Most of the light skirmishers were native, because a lot of greeks saw skirmishing as a job for the "lower peoples" while they fought as thureosphoros, thorakites, cav, and obviously, the Syntagma/Phalanx. So while I do agree with you, native melee troops is a bit unreasonable, the roster I am working on (slowly, I grant you that) uses native troops for almost only the skirmishing/archer arm, with the exceptions being Dahae Horse archers and Median cav, but at least the Median cav, and the native peltast have Greek/heavier counterparts in the roster for Greek purists like me.

    • Like 1
  10. Maybe this is totally off, but I'm reading a lot of this community members complaining that the game is slow and boring. Is this because you guys have been playing it for a while? Say me for instance, I just got the game at Alpha 18, and I'm still liking it. Sure, the reduced pop cap to make the lag managable is a bit annoying, but I think this game is fairly interesting. I've played so many matches, it's beginning to lose its edge, so I'm turning to Delenda Est. But the new players would still like it! As the game is created right now, it is very arcadey, very casual. A good game to start out on. From what I've read of Delenda Est (I have not been able to try it yet) it makes the game easier to micro, but the adding of auras and larger units transfers more to (at least in the combat area) a Total War setting, more focusing on tactics to win a battle than sheer numbers, which makes the game a lot more competitive, and less casual. It's not that the game is not quite being made right, that major changes are needed, it's just that the game is fairly casual right now, and some people (me included) are more competitive gamers, which is why Delenda Est is a good idea, possibly even an official expansion for the more competitive player.

    But I do agree with the rest of the thread. Counters need to be buffed. This is a good step to making the game more balanced for all players. Sorry if I can't provide any coding advice though, I suck at coding.

    • Like 2
  11. Is suppose to be the Persian and Seleucid have more strong cavalry. But I'm not sure.

    Yep, according to the dev files, the Seleucids and Persians are the strong cav factions, Seleucids are the strongest, but as of right now the Seleucid cav is pretty weak. Though, hopefully it'll be fixed in a later Alpha, like maybe 20.

    I do agree though, but more specifically. Javelin cav need to have a longer range, because they are just useless.

    But, if you want good and useful cav, play as Seleucids or Persians and use the Dahae Horse Archers. Those are quite useful as support cav. Dealing damage as your pikes or spears hold an enemy in place.

    But yeah, cav needs work, which they are working on.

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