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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. Who knows what this unit is? (same for chariots). Starting from that, perhaps something could be done.
  2. You don't provide a color set ;-) else: https://wildfiregames.com/forum/index.php?/topic/20753-new-minimap-colors/#comment-316452
  3. @borg-: some (mainly civ specific) techs are intended to be self balancing. In first design, mainly all techs were of this kind. I am for keeping stuff like "All infantry -10% time of training, but -5% in life" (when the pair makes sense). @LordGood'Will to fight' is imo a big tech for end game wich will make you weak during some mins (time to stack ress and produce it). Researching it is a big investment with a good reward. I agree that some techs are a bit too expensive, one simple thing could be to recuce some cost ress and increase research time. The techs pointed out by borg (but also some techs like colonization for cart,...)
  4. There were discussions about corralling around or in the corral. Perhaps corralling outside is better?
  5. @Zeta1127: thanks! I guess we'll have to trust you ;-)
  6. Have you a color set? We had tried many and since we never find something good we don't change it for the moment.
  7. I can see some reason: for example if someone has only elephant stables In previous releases it was the same unit as other cavalry archers. EDIT: also many (most of) the people don't care too much about those little numbers things (more a stuff for lobby players) and will train the unit they want to see on the screen ;-)
  8. @Grugnas: looking at http://trac.wildfiregames.com/log/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_mechanical_siege_tower.xml will provide you some element.
  9. @wowgetoffyourcellphone: that should be fixed now
  10. @Enrique: one should perhaps clean a bit some prepare time and repeat time attack of some units (iirc animation are strechted to fit the second one). But that should be done by you and @scythetwirler in cooperation.
  11. That's strange, I have it, perhaps you can't unarchive 7z ? commands.zip
  12. Map: mainland Players: mr_harry vs fatherbushido Summary: a classic 1v1. Rome vs Britons (civ picked in the gamesetup). I posted it mainly for the cav rush of mr_harry wich did a very good unit control imo. Then the game will turn to a big frontline battle. commands.7z
  13. There was a kind of web. (I don't like hard counter :p)
  14. They are really weak against units wich deal Hack damage (swordmen for example, champion spearmen or slingers are not so bad at it too). So the attacker and the defender must do strategic/tactical choices.
  15. @LordGood: what do you think about setting it back in the builder list?
  16. @Gandulf: can you provide a replay for example? (the commands.txt file)
  17. (Some of the above auras can't be local.) Else there are indeed antagonist forces to find the good balance: - we want hero to fight, - we want them being precious so we'll lose them definitely if they die, It leads to making them most powerfull (meh dota like :p)
  18. One could also keep that for another concept.
  19. Agree with that stuff (and that doubts too) (catapult was yet buffed in previous releases). (Else svn games are still open for tests ;-)) (Also: @Grugnas: consider too that Roman has better siege)
  20. The barracks has more units, has techs (perhaps will have more in future). You can build many of them (regarding cost and territory restriction). (And at least the game is still alpha so the barracks could have some other futures). I hope I help answering some of your questions. EDIT: @Thorfinn the Shallow Minded else you can also check at least two mods where only female and spearmen are trained in the cc. It's also an interesting idea.
  21. @Grugnas: that kind of balance stuff has high sensitivity to little changes (as in road to chaos). Also, you need to think also that catapult has a splash damage.
  22. In fact, I m an old timer, so Dota stuff are not at all my cup of tea (it was more or less the death of 'classical RTS').
  23. I am not for adding such a complexity as (2) But I agree that their costs (and training time, we need a big one) needs to be cleaned (some are cheaper than champs iirc). I am neutral for (1) @sphyrth is it really still the case in a21?
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