
Philip the Swaggerless
Balancing Advisors-
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Everything posted by Philip the Swaggerless
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0 A.D. Friendly Tournament Series
Philip the Swaggerless replied to Feldfeld's topic in General Discussion
PhiliptheSwaggerless vs BeTe FTS2.5 PhiliptheSwaggerless vs BeTe.zip -
I made some tweaks to the Alexander changes I mentioned on page 25. https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/?do=findComment&comment=533216 Here is the current summary: Removed "Imperialism" Structures +10% Territory influence Aura Added "Rapid Conquest" Aura: Radius 60 Meters, Own Soldiers Attack Damage +10% Movement Speed + 15%. Added "Undefeated" Aura: Radius 30 Meters, Enemy Soldiers, Structures Attack Damage -10%. Since attack de-buffs are strong, especially in team situations, I reduced the radius to the same range as the Roman Cavalry Hero Marcus Claudius. Actually receiving this benefit requires taking some risk for the Hero as he will be in range of enemy attackers. Retained Conqueror Aura: Radius 60 Meters, Enemy Civic Centers -50% Capture Point Regeneration Rate The merge request can be found here: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/26 (Thanks @real_tabasco_sauce!)
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0 A.D. Friendly Tournament Series
Philip the Swaggerless replied to Feldfeld's topic in General Discussion
alre vs PhiliptheSwaggerless CMT 2.3 alre vs PhilliptheSwaggerless.zip -
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
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0 A.D. Friendly Tournament Series
Philip the Swaggerless replied to Feldfeld's topic in General Discussion
PhiliptheSwaggerless vs MarcAurel CMT 2.2 PhiliptheSwaggerless vs MarcAurel.zip -
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.
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0 A.D. Friendly Tournament Series
Philip the Swaggerless replied to Feldfeld's topic in General Discussion
@Feldfeld Sign me up for round 2 please. -
Phase One Infantry-Only Mod
Philip the Swaggerless replied to Philip the Swaggerless's topic in Game Modification
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? -
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
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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.
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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.
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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.
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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.