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Philip the Swaggerless

Balancing Advisors
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Everything posted by Philip the Swaggerless

  1. alre vs PhiliptheSwaggerless CMT 2.3 alre vs PhilliptheSwaggerless.zip
  2. Make Alexander Great Again When playing as Macedonians, who actually chooses Alexander the Great as their preferred hero? From his conquest, Macedon quickly became the largest ancient empire! People looked back on him for generations as OP. I think he should be THE or ONE OF the top heroes of this game. 10% Territory increase doesn't help you much in the game. Especially since, IIRC, your territory's ability to take over enemy territory is diluted by how large your territory influence is. I've tried to use the CC capture thing to my advantage, but haven't found it very strong. You pretty much need to damage the enemy CC no matter what, which is fair. It is a cool idea, but it can't be his only thing. Attack bonus vs other heroes is a cool minor perk. Still weaker than Cleopatra's health de-buff. I propose his benefits be: Alexander Counters: 1.2x bonus vs Heroes Conqueror: Enemy Civic Centers - 50% Capture Points Garrisoned Regeneration Rate. 60 meters Inspired Defense: When garrisoned, the structure has +2 capture points garrison regeneration rate. Imperialism: Structures + 10 Territory Influence Radius 40 Meter Aura: Own Soldiers (not siege) +10% Ranged and Melee Damage. He wasn't just some guy who captured buildings. His army kicked butt on the field. (Same rationale for below) 50 Meter Aura: Enemy units & Structures -10% Ranged and Melee Attack Damage I think this is better than an armor boost because it emphasizes his active role in battles. He can't sit back behind everyone to get the benefit. However, I wouldn't want it to promote "dancing." An alternate would be Own Units + 1 Hack/Pierce/Crush Damage. If these benefits seem to make Philip II irrelevant, maybe his aura could be changed to a Pikeman bonus, since I believe he was the one that the whole pikeman thing going. I don't feel strongly that this is necessary but here is one idea. Philip II Rise of Macedon: Champions + 2 Capture Attack, +20% Ranged/Melee Damage Pikemen + 100% Melee Damage
  3. I support the damage nerf for ranged cav. If something could be done to make it easier for spearman to poke escaping cav that'd be great. Like faster turning, acceleration, and/or attack prepare time for melee infantry. But not faster top speed. Or reduce acceleration and turn speed for cav.
  4. I can agree. I am more likely to build CC's because they are cheaper. I just haven't felt like I needed to in order to reach resources.
  5. Just a comment about the recent change: I have not detected any change to my gameplay or strategy based on the fact that territory expansion has been reduced. Has anyone?
  6. PhiliptheSwaggerless vs MarcAurel CMT 2.2 PhiliptheSwaggerless vs MarcAurel.zip
  7. It seems to me this would boost ranged units, especially cav. They can fire, retreat, fire retreat, etc... Although it could increase overkill and lose some efficiency there.
  8. The thing is I think the wood tower build time is fair for p1. You wouldn't want it to be much longer since you will have fewer people building it in the early game. But when it's p2 or p3 you have a ton of units so it goes up super fast.
  9. Woodtower upgrade to Stone One thing people do at the beginning of border fights is quickly build a wood tower, then immediately click upgrade to stone. They do this because: they will lose too many soldiers if they build a stone tower, and the enemy will lose too many soldiers if they try to capture the wood tower. I think it's more reasonable that the upgrade function should turn the tower into a foundation that soldiers need to build to completion. CC within enemy territory Another thing people sometimes do is they capture a barracks or a temple in your territory, the proceed to build a civic center right next to it, fully encircled in your territory. I think it would be better if it was not possible to build a CC in that situation.
  10. Heroes in Phase 3 would make eco heroes like Xerxes more worthwhile. What would be some examples of Phase 3 siege weapons and phase 4 siege weapons?
  11. I threw together this mod to explore the idea of having Phase 1 only include infantry, other than the initial cavalry to scout. Changes: Cavalry & Stables cannot be produced until Phase 2. (I am contemplating removing cavalry from the Civic Center altogether.) Initial cavalry cannot gather meat. (I set the gather rate to .001, and a tech puts it to the standard 5 once Phase 2 is reached. I am hoping this would increase the comfort of scouting, knowing that you will not be missing out on food income by scouting immediately. A tech can be researched at the farmstead to greatly increase citizen soldier infantry hunting ability (2x meat gather speed, + 20 food capacity). Sometimes you get berries, sometimes you get hunt, sometimes you get both or neither. This allows for getting some good food income when there is hunt to be had. Farms and corrals cannot be placed within 60 meters of the Civic Center. (It is 60 meters from the center of the Civic Center, so it is not very far.) Have to add some raiding possibilities since cavalry is gone. Some games end very early because a player doesn't scout and has all women when the enemy had a lot of hunt and made many cav. While it can be said that this is the loser's own fault, it feels off to me that this outcome happens as frequently as it does. What do you think? Extract the folder into your mods directory to use it. p1-infantry-mod.zip
  12. As someone who enjoys playing a variety of maps, it's a pain point for me. TheNaval/Mixed maps could use this help. The alt/click method is cumbersome when you're not even in the action yet, you're just trying to get off the beach.
  13. One of the things I find frustrating with naval maps is that you have to meticulously garrison your soldiers onto different boats. It would be nice if there was a button that functioned kind of like the town bell, but triggered from the boats. Select a boat or boats Press a "board boats" button in the gui panel. Nearby military units evenly distribute themselves onto the boats.
  14. Isn't sword cav's ability to do this one of the complaints against it? So we wouldn't want to transfer that complaint to spear cav, right? That's part of why we want to nerf sword cav? Sorry I keep disagreeing today. But I oppose this because any non-siege crush units (elephants, clubmen) would become very ineffective. Defense is already strong enough with ungarrison-ambushing, in my opinion.
  15. One of the strong points of swordcav is their ability to sit under the CC. So even if spearcav don't do a ton of damage they will still be able to end others food eco with pierce boost.
  16. I think this is a good idea. It is strange that this earliest unit for many civs is also usually the best value even in the late game. Hard to balance that, especially if micro is happening. The same thing will happen with their infantry counterparts, right?
  17. Even if (especially if?) sword cav is nerfed, I don't think there is any need to buff the armor of spear cav. I do not think spear cav needs another buff.
  18. Harmony is another smurf account of Shyft_Sierra. Today he told me I should've been aborted and I should kill myself.
  19. Iphicrates is a sitting duck. He can't hide behind the slingers and boost everyone like all the other heroes he has to stay in javelin attack range or the army doesn't get any benefit. The moment you direct him independently (to flee, for example) the whole army loses the benefit unlike all other heroes. His formation aura needs to be stronger than other auras where the heroes can hide behind the entire army.
  20. The only change was to attack, so they still have less armor than other melee cavalry: 3 hack, 2 pierce. IIRC sword cav have 3 hack 4 pierce and spear cav have 4 hack 3 pierce.
  21. For the Team Bonuses package, I liked the Athens and Seleucids changes, but Persia and Carth both seemed pretty meh to me. Actually that was the only one. I thought the proposed Ptol hero change was different, so my NO vote on that one is not conflicted.
  22. I don't think infantry should have difficulty chasing them down.
  23. I just voted. Because some of the merge requests are "package deals" I had to say no to some that had some things I liked.
  24. I mean choose what they are trained as. So you can choose whether they come out as archer-mode or spear-mode when they emerge from the Apadana or Cyrus' shadow. And then when you select the immortal unit you can switch weapon as you can currently. They are best used as archers now since their health and defense is so low, but if your base is being raided by cavalry you may want them to emerge as spearmen.
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