Philip the Swaggerless
Balancing Advisors-
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Everything posted by Philip the Swaggerless
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Hello. I was DDOS'd while hosting a game this afternoon. Is it helpful if I just attach the mainlog file right here? Or should I send to a developer directly? I opened it up and can see the received request stuff but I don't know how to interpret the all the information there. I have saved a copy of it in a separate folder so it will not be overwritten.
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It would be cool if there was an option to select your hero when playing a regicide game. I recently played regicide on a water map and chose the Athenians, hoping I would get the naval Hero. I didn't. I am no programmer but I've thought of 2 selection ideas: Select from the Game Lobby. Allow to instantly produced from the Civic Center when in Regicide game mode. I don't know which is harder to program. Thanks for reading
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I would like to have "random" and "unknown" map selection of skirmish maps, just as we currently do with "random maps." Because skirmish maps are designed based on number of players, the randomization would have to only select from maps matching the number of players in the game. "Why?" It would be fun to have unpredictable maps for players used to "random maps," which have more standardized starting resources. "Why don't you just pick a skirmish map and invite someone to play?" My impression is that people aren't as familiar with skirmish maps and might feel like they are walking into a trap if they believe the host has practiced on the particular map. Overall, this may encourage playing on these maps. They are pretty cool!
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Point taken @LetswaveaBook. I think. If other maps designs are funner than people will choose to play them so no need to change the existing maps? The challenge is everyone knows and is used to mainland so it's hard to fill up game on other maps. The tournaments in the past helped get people to play other maps for awhile.
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Players should not start with 5,000 Stone and 5,000 Metal right next to their Civic Center. I understand that not all maps have that setup, but since mainland is the primary map that people play this should be implemented for mainland maps. And most maps :p. Here is why I think the change should happen: For a fair amount of games, 5,000 may be all the metal and stone a player needs for the entire game. That is too simple. Civilizations that use slingers or mercenaries (I'm looking at you, Ptolemies and Carthaginians) have the bonus of having their resource gatherers be protected by the Civic Center. This gives 2 advantages: Miners are protected from early raids Farmers are more easily protected from early raids since you can just garrison the miners in the Civic Center and then ungarrison them toward the enemy. Instead, there should be 1 small stone mine and 1 small metal mine having no more than 500 of each resource, similar to how there are a few straggler trees near the CC at the beginning of a game. Then on the outside of their starting territory should be larger mines, similar to how there are large forests for wood. The challenge of this layout would be increased difficulty of protecting farmers from raids for all civs throughout phase 2. It would favor players raiding food economy. But there are defensive structures and building-layout strategies that can be used to mitigate the danger. (Maybe cost and/or build time of palisade walls could be adjusted to support this change?) This would also make scouting important so know if your opponent is leaving their farmers vulnerable in order to boom or build military faster. Thank you for reading!
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One change that I would eventually like to see is melee units being more viable for the main portion of your army as opposed to a small percentage. In the A23 I think you wanted to have your ranged units outnumber your melee units at least 3 to 1. Melee infantry are even worse off than before. So rather than seeing slingers and javs buffed (making melee infantry even less effective) I would prefer for archers to nerfed. I'm undecided on how I feel about the metal issue. It is adequate for a 1v1 but not for a team game. So maybe the new style of team play will have to prioritize trade and/or map control. That seems like an interesting strategic addition to me and I'll take a wait and see approach. By the way, the Spartan Hero Agis...why was he debuffed? He now has normal hero HP but still no Aura or bonuses.
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Hello! I got a new computer (yay!) but I forgot what my password is to log into Multiplayer and I didn't see an option to reset it in-game. How can I reset it? Thanks!
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Should workshops be enabled?
Philip the Swaggerless replied to Nescio's topic in Gameplay Discussion
It means I assumed that in real life siege weapons were constructed in fortresses. But I don't really know. -
Should workshops be enabled?
Philip the Swaggerless replied to Nescio's topic in Gameplay Discussion
Siege Workshop: I think a Town Phase siege workshop that creates weak battering rams is good idea. Like the "2 or 4 guys with a log" mentioned earlier. Then in the city phase new siege units become available based on civilization. I don't want to see universal covered rams or other siege units for all civs. Let each have their own devices. I don't think the covered battering ram should be an upgrade to the "2 or 4 guys with a log"; it should be a separate unit. The "2 or 4 guys with a log" should be less expensive than the covered ram and get built quicker. By the way, how about making siege weapons garrisoned in siege workshops automatically get repaired like soldiers regaining health in a temple? Walls: Here's my thing about walls - I NEVER build stone walls in the town phase. Seriously, who has time for that!? Committing soldiers to building instead of gathering resources to expand pop, and also delaying your ability to go to the city phase because of the stone requirement makes stone walls too cost-prohibitive for the town phase. I like the idea of cheaper stone walls that can be built quicker than city walls beginning in phase 2. But if they are allowed to be upgraded to city walls in the city phase the upgrade cost and research time needs to be significant. Fortress: Removing siege production from the Fortress is a tough call. I'm no historian but it doesn't seem realistic. On the other hand anything that makes it harder to defend your fortress by garrisoning and ungarrisoning battering rams might be a step in the right direction. -
Civic Center Aura?
Philip the Swaggerless replied to Philip the Swaggerless's topic in Gameplay Discussion
@azayrahmadI just tried your mod out. Very cool! It took me awhile to get my eco going, but that's probably to be expected since it was my first time. -
This idea came to me while spectating a game. We all know placing your farms next to your CC is the best way to go currently because the workers can drop off the food without having to walk far and they are also protected by the CC; arrows shoot enemies in range and workers can go inside it. Though I am no history expert I assume that an ancient civic center wouldn't be surrounded by farms, but rather would be part of an urban center. To represent the efficiencies of urbanization, how about giving the CC an Aura where nearby buildings work more efficiently? Some ideas: Tech researches complete faster Units get produced faster Discount for technology costs Trade profit bonus for traders going to the markets near the CC Resource exchange rate bonus in the market Discount for unit-cost I don't know either way if historically this bonus makes as much sense for military buildings as civilian buildings.
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Bump. I just got burned by this! I built a nice roman fort in near enemy territory towards the outside of the map. With forest on one side of the camp, I built a siege wall from the forest to the edge of the map. Then as I'm fighting and winning against the opponent in their territory I realize my siege units are just sitting there in front of the siege wall because the walls turned to Gaia and can't get out of the gate. I ended up losing and that may have turned the tide of the battle.
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Conspicuous by his absence...
Philip the Swaggerless replied to Philip the Swaggerless's topic in General Discussion
I get it now that a particular time frame has been chosen for the Romans, but it's a little goofy that they have to fight Gauls from Caesar's time frame. So, the option to choose between different versions of Romans would be an excellent solution! This would be awesome. I don't think it should be hidden from other players, though. -
Gaius Julius Caesar, anyone? This reminds of being a kid in the 90's, playing the NBA games for Sega Genesis. You pick the Chicago Bulls and guess what, THERE'S NO MICHAEL JORDAN. The most famous basketball player ever. Caesar isn't blocking the use of his likeness for copyright, is he? Come on, we need a hero to keep the OP Gauls and Britons in line
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Well it's gonna tell us something about the opponent. That's the whole point, isn't it? It could be less informative. It could end up being more informative. I don't understand the desire to have it in a multiplayer game. To simulate the rumors as described by coworotel? I don't think it's cheating. It's not cheating if everyone can do it. But we can see how everyone did with all the nice graphs at the end of the game. What is desirable about having the enemy score visible during the game?
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I don't like the idea of having that, too much intel. In AoE you could tell when your enemy began advancing to the next age just by looking at their score. Make us scout
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Kushite nomad camps and nuba village
Philip the Swaggerless replied to Philip the Swaggerless's topic in General Discussion
This is true. If the units were changed such that archers became more effective relative to other units, clearly kushites (and other archer civs) would all of a sudden be much better off. I still stand by my suggestions about build time and neutral territory. -
Hi. How about instead of the Nomad Camp and Nuba Village being like barracks with limited unit variety that have low HP/capture points and that take a L O N G time to build, you make them be like barracks with limited unit variety that have low HP/capture points and that take a short time to build. I mean come on, the Nomad camp appears to be a few tents. If I practiced I might be able to set that up in 200 seconds in real life. And while were at it, since its a Nomad camp, why not allow it to be built in neutral territory, requiring garrison to not turn into gaia? Just a suggestion to give Kushites some needed help to be a tiny bit more competitive in multiplayer.
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I agree that they are overplayed and I think the main bonus is the non-house building pop bonus. However, a skilled player using the Ptolemies can hold their own against them in 1v1. Also, they lack ranged siege units which can be tough in some late-game situations. Nevertheless, I suggest some or all of these nerfs: Reduce non-house building population bonus to +1 instead of +2 Remove barracks +5 pop bonus, or conversely give all civs +5 pop bonus for each barracks built. I've also wondered if slingers ought to be nerfed by not allowing them to benefit from ranged unit upgrades at the blacksmith. Or if that's too harsh just make the last upgrade not apply to them.
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I agree that ShuttleSpeed is the best place to start with this. The elegance of it is that it addresses the economic issue across all soldier types. Then combat balancing issues can be addressed separately. To clarify, when you say ShuttleSpeed, do you mean that units travel at the same speed while carrying resources? Or would the unit also travel at ShuttleSpeed as soon as you command them to gather a resource? Either option would be an improvement from what he have now. The first option is a no-brainer and should definitely be included. However, it would only partially address the economic issue because it be active for one way of the trip, and not from when the unit leaves the CC/Barracks. The second option would even things out better for different unit types, but could be circumvented by players micromanaging (you could shift+click near the resource and then shift+click on the resource). Such micromanagement could become obligatory for high-skill level games and feel cumbersome. It would have the effect of widening the gap between expert and non-expert players which might not be desirable. I guess we'd have to think about whether or not it's worth it. But I can think of no gameplay/balance objection to having ShuttleSpeed active while units are carrying resources.
