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Philip the Swaggerless

Balancing Advisors
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Everything posted by Philip the Swaggerless

  1. Yes, but since there was no reduction in speed before it didn't feel wrong. It feels wrong to me now but maybe rounding of corners is out of the scope of these tests.
  2. Things I saw while playing today: Cartography and Diaspora icons are swapped. Persian Immortals can move while upgrading changing weapons but have no animation. So they don't run they just slide across the screen. Running units do not round corners. When making turns that are not even sharp they slow down and begin accelerating again.
  3. It takes immortals 8 seconds to change weapons? Why not instant? I can't see myself using them.
  4. Does configurable mean that, similar to stances, you select your units and then click on the GUI panel to change preferred targets? If so, given the 2 second multiplayer delay + other lag I think it should absolutely be configurable. Let us tell our army what to do without having to try to shift+click or alt+click a bunch of tiny enemy units at < 5 fps.
  5. No they are supposed to beat them by decimating them with arrows before the javelineers can reach them not by standing behind a meatshield. Just not in this game.
  6. @wraitii I was told you are the expert on this. How would you rank the various auras and technologies in terms of performance cost? Are there any other general "best practices" for modders to maintain good performance? Auras: range, player, global, formation, garrison, garrisonedUnits. Technologies Thank you
  7. That would be cool @alre. That it would definitely deter you from having your skirmishers attack enemy melee from behind your own melee is the main aspect that is interesting to me.
  8. I've been dabbling with modifying 0ad for a little bit now. Other than messing with 0ad I have no programming experience. How did you do the directional armor? Share notes?
  9. It's already a pain. Whether or not turreting is implemented a button to auto-sort selected units into selected ships would be a huge quality of life improvement for naval maps.
  10. What if ships had no firepower other than their turreted ranged units and an anti-ship ram for some ram ships and a catapult for quineremes? What if there was a "board enemy ship" feature for ships when adjacent? What if ships had capture points and could be boarded and captured? Feature request: When you select a number of boats and soldiers, click a button to have all soldiers evenly divide themselves and garrison (or turret) onto the boats. Also a button to have the soldiers evenly repair all the boats.
  11. Kind of related: Should war dogs have a Sentry stance, where they bark when enemies are within a given distance from them?
  12. From what I've read the term provincia originally meant a responsibility or assignment given to someone involving leadership in a remote area. From that of course we have the familiar term Province. So we could call the bonus "Provincia." I've been thinking about ways to implement the Roman bonus. What I have now is giving the Roman a "provincia" building. I don't know if it should be called "Provincia" or "Promagistracy" or something else. Only 2 buildings can exist at a time, they must be built in allied territory, and cannot be built within 400 meters of each other. To simulate Roman domination I could give it a large aura with a minor ally gathering nerf (5%) and give the building itself a metal resource trickle as if it were a tax being received from the locals. I think this would add character, but for players to actually use it the benefits must outweigh the costs... Further, a range aura is problematic because if the range is not big enough it can be built in an area that will not affect any gatherers, but if it's too big it can affect another unintended ally. So I'm not confident about adding that system.
  13. I want to create a new resource that begins at 0, while all other resources have their amounts determined by the usual settings, very low, low, etc.
  14. I liked the ideas borg came up with for the Britons, giving them more options than other civs in p2, but having a lower potential than other civs once in p3. As for the phase up time bonus, I've come up with something similar to that for the Athenians, whom I have added to my original post.
  15. In the absence of an interesting historical basis for a team bonus, a team bonus utilizing this unique unit of the Britons sounds very fun to me! It should lead to the unit being used more, further differentiating the civ.
  16. I'm kind of at a loss as to what to do for the Britons. Have any good ideas? After browsing some history I've not gotten many ideas about their interactions with other peoples. I basically only learned that they had trade relations with Gaul tribes across the channel. A generic teamwork bonus idea I thought of was to allow a civ to use allied dropsites without having to research diaspora... but I didn't really find any historical justification for it.
  17. Any hero that can be produced in the CC can be produced sooner. Currently, by the time you make the building for the hero, and then make the hero, the big p3 fight is starting. If you can train the hero from the CC then maybe you can at least get a little eco benefit before all your soldiers go to fight. I know I would try it.
  18. At the very least, I think this should be the case for eco and building bonus heroes, like Pericles (Athenians), Xerxes (Persians), Britomaros (Gauls), and Ashoka the Great (Mauryans). It would tempt more people to make them. Well, maybe not Pericles so much, but...anyways. I don't understand why Ptols and Seleucids only should have this bonus in terms of balance.
  19. I think the ability to attack units within a given area is a desirable feature and I would like to have it. I just worry that it could backfire. I think it is worth a try to see how it would play out.
  20. Yes, that is what I meant to say. They instead shoot someone they can hit without risk.
  21. Some options as I understand them: Friendly Fire for all ranged units. Units default to not fire if they may hit a friendly, but can be put on a behavior where they attack anyways. Seems like the most "realistic" option and it would completely break the DPS/meatshield dichotomy, but it's not desirable as it sounds like it would cause performance issues. Attack Area/Group: A good feature I think. Melee units would no longer be a meatshield. @real_tabasco_sauce Was there ever an answer to the question of will it make melee even less relevant? Like, once the ranged units are all dead, could you just kite the enemy melee units? Complete overhaul with hard counters: Hard to comment on this without knowing what exactly it would look like. Limited Ammo. Grapejuice mod had limited ammo, which I thought was quite interesting. However, I never played any team games with it. @Grapjas how do you feel about the way the limited ammo concept worked? Another method which I've seen discussed before was having ranged units fire a number of shots and then have a "cooldown" period to wait before automatically having ammo refilled. And perhaps there could be a button to force the units to cooldown in between battles so that they started will full ammo. Here's another question - if we achieved breaking the DPS/Meatshield dichotomy, and melee infantry became the main force of the game, how would you keep the gameplay compelling? Personally I would love to see melee infantry having a role as the main units, but if mostly all you have to do is send more melee to the clump of soldiers fighting, does that stay interesting? So I think we would have to adapt the gameplay to make it interesting. Formations bonuses would probably help, such as was mentioned before cavalry charges being strong against scattered infantry, and other things like that.
  22. I just have it in the technologies folder.
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