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Dizaka

Balancing Advisors
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Everything posted by Dizaka

  1. @YekaterinaI got it working. For some reason my svn folder belonged to group and user root (likely used sudo like it was my coffee habit). Had to switch that as the build commands wouldn't work. So I have everything working at revision 25837.
  2. Currently a Debian n00b trying to get off his Windows high. Tried doing a24 on Debian but I've got a long way before I can follow the instructions provided to play a24. I think a25 might be more difficult. Wish I could participate, but currently my problems lie between my keyboard and chair. Have fun, though!
  3. Ooo. Ive played 0ad for a long time and just learned this nuance. Wow.
  4. Yea, I think it is a player preference. I find cav more useful if I use antiram at all. The metal cost for the sword units is just extreme for my tastes. Siege rams/towers already cost a lot of metal. Going defensive really hinders their ability to go offensive due to metal cost.
  5. They were barely used. That's useless. If a unit is not used in a substantial number of matches it is useless (e.g., Macedonian sword champ units in a25). Additionally, with scouting you can easily figure out if enemy is Brit and if they built stables rather than barracks. Issue is most people do not play the scout game to counter accordingly. Most people have static builds and play static games. If you watch someone play the same xiv in 0ad there is a significant chance that that is how they play that civ and will be predictable. There very few players who diversify their game.
  6. Kush have been around for 3 years?! Wow, time has flown by.
  7. My general gameplay: Build 2 horses. Spot check if wood/food are close to each other to place gathering ele. If can't do this build grainery first and put worker ele near wood gatherers. Send 1 of 3 horses scouting. Building women 1 by 1 from CC until 20 pop. Build 1st house. Upgrade fertility festival. Build 2nd house Plan out where berries are for migrations. Build a storage pit near main woodline. Upgrade grainery berry gathering. Build 1-2 worker elephants. Start building women from houses. Use CC to mostly build infantry units that cost wood. Make sure to have about 10 farms before going p2. In phase 2 make sure farms is up to 14/15 (since eles cost a lot of food). Get 1st and 2nd barracks. To go p3 build 2 ele stables, a market, and a forge. While going to p3 build 3rd and/or 4th ele stable.
  8. Maiden guards are rarely used. Partly b/c they can't be build in barracks so you have only 1 production source.
  9. My guess is this guy (Bonuses for upgrades are really useful. Mauryas only civ that can do max upgrades + wonder in under 20 mins just b/c of this hero): Alternatively, this hero is also really useful (Build this guy first, build a few temples, do all temple upgrades, then kill him and build priest):
  10. Risky vs certain players. Not really risky in a25 as few people bother rushing. Also, depending on which food you take it is risky if it is all women. Sometimes, if the food is up front close to enemies, it is just better to put infantry (archers/spearmen) gathering the food even if women have a bonus.
  11. The utility in that hero, that I find, is when garrisoned inside structures to impact upgrade speed/costs. The value that hero gives is substantial enough that I rarely put him into the front line unless there are no upgrades left.
  12. Woohoooo I'd argue that Mauryas have 2 useful heroes. The first one, if utilized, is only utlized to hari-kari. It is the "temple upgrade hero" who is on a chariot. He makes temples and temple upgrades cheaper. It also stack with another Maurya player bonus. This means that a 1k food upgrade is reduced to 200 food. Depending on strategy, this hero can be built first. Fertility festival, if used to boom, should be initiated in the first 2-3 mins of gameplay. Initially, it's a handicap. At mins 8/9/10/11/12 it is a HUGE boost (Esp with small houses). Later it makes no difference. It basically handicaps you for first 3-4 mins after upgrade. Then substantially helps. Additionally, if you're bogged down fighting a border as a border, in early game, it may be helpful to fertility festival to quickly build up population. Rauls has done this as have other players.
  13. There's a risk-reward to this. With more civs having this mechanic then more people learn about it and learn to counter it. Currently, the problem is no-one really counters it as they are unaware of the benefits it provides. The reward is access to randomly-spawned resources. The risk is that the enemy may likely scout it and end it quickly. The more civs have access to mobile resource depots the less of an advantage it poses. Currently, people don't scout and/or place scout towers near critical resources. The only reason scout towers aren't utilized near critical resources is b/c only 1 civ has that advantage and 80% of players don't scout that while 70% of players do not utilize that. However, mobile resource depots for Mauryas are a huge advantage for them. If more civilization have this then scout towers have more utility and map control is more important beyond just your zone of influence.
  14. If they nerf elephants then making defensive structures weaker and palisades less impactful should be also considered. Otherwise, it's going to be really long and unenjoyable games. Currently, you can only push with eles. With catapults not doing AOE and being snipeable by archers eles are the only solution tbh.
  15. It's sort of like that right now. Spartans have "The Agoge" upgrade.
  16. Personally not happy about this one ;/. I think as long as Mauryas have it in p1 whereas other civs can get it in p2 and/or build one in p1 it still gives Mauryas uniqueness. This is an idea I like. Another idea I'm not too happy about. I'm generally against ideas that make every civ the same.
  17. Their infantry is standard spearmen. All spearmen have the same stats. I think that is fine. Additionally, when you add swordsmen to the mix you mow through infantry fairly easily.
  18. Currently, Mauryas are the sole top-of-the-pack civ for any map. Additionally, Mauryas are extremely competitive in no-archer games (using only spearmen). Why is this? It is the following four reasons: mobile resource depot (please do not gimp this) [Note: If you aren't using the elephant to guard a unit to follow you are using the elephant wrong.] phase 2 elephant stable that builds in p3 allowing for fast eles once in p3 75 wood houses (makes fertility festival extremely strong - when quietly booming if you can't get 100 pop with Mauryas at min 6 you aren't maximizing Mauryas advantages) priest hero (-20% cost and -50% research time for technologies) Just performing damage-balancing WILL NOT weaken Mauryas. Actually, I think it will honestly strengthen them. The solutions that I believe will address Mauryas as a top civ will be: mobile resource depots for all civs civs having 2-types of houses (75 (changed to 80/90) & 150 wood ones - would enable for scouting and seeing if enemy is going for a fertility boom which can be countered with rushing) certain civs (britons/iberians/gauls/spartans) with phase 2 access to arsenal/rams whereas, to add uniqueness, make Macedonians have phase 2 access to siege tower (There's mods available for this. Siege towers are ~300 metal so building them prevents p3 likely). rams being able to hit units and farms (Eles are able to. Additionally, a ram could hit a person in RL. Why not IG?) Note: Just because Mauryas are OP not b/c of archers does not mean there shouldn't be some balancing done as there is an issue with archers in relation to skirmishers/slingers.
  19. There's the formation that puts healers in the middle. There's also the formation that puts elephants in the front (they 'god-walk' through your own units). Use this one when eles get stuck in the middle of units. The formation that puts elephants in the front, coincidentally, also puts rams up front. Rams, unlike eles, cannot attack units and/or farms. Makes it frustrating with rams.
  20. I like this. Makes skrim rushes more viable. Could there maybe be an "atlatl" upgrade for skirmishers that actually decreases this from 400 to 200. Like a p1 upgrade? Alternatively, what if there was a "mechanization" upgrade (bow/atlat/xbow) that allows for "preloading?" This could be a wood-intensive upgrade that slows down eco but allows for a more viable rush? This upgrade could only function on units not carrying resources (to make it not counter-act rushing). Also, what if in addition to the "initial attack" there was a "burden" effect for units carrying resources? Meaning, if units are burdened by carrying wood/metal/stone/food then those units are slower (e.g., slower damage dealing, slower movement, cannot pre-load)? Anyway, just throwing ideas around but this change sounds interesting to make rushing more viable (irrelevant of bow/skrimisher/slinger/xbow).
  21. Random capturable buildings would be interesting. However, what would happen if someone decided to build their base around these buildings? Like highly fortify it. Would it impact the game massively? How effective would the mercenary training be? How many buildings? Would they be close together or all over the map? IDK. Ptolemies used to be a solely 'merc-oriented' civ with the Skrimishers. They used to cost 10 (or 20?) metal and be built right from the CC in p1. They didn't really impact balance. Actually, Ptolemies were always risky to use Skrimishers b/c you ALWAYS needed a 2nd metal mine. Actually, b/c of cav upgrades you couldn't rush in a23 with ptol skrimishers. In a22 you could have. Currently, the skrimishers are 60 metal. They are rarely used. They can only be built during and after p2. The main thing about mercs is the metal cost. The big difference between a23 and a24 mercs was that they ranked up faster than other units. Ptol, however, had the added bonus of discounted merc units. Currently, at 60 metal cost, mercs are a no-go in any game. As long as the cost remains at 60 they won't be used.
  22. Right, but for some civs you end up with bad stuff like Ptolemies getting their "no wood cost" dynamic taken away, etc. Now it is a reduced wood cost and the civ plays completely different (still strong though).
  23. I think merc P1 / P2 strategies are interesting civ "diversifiers" for Carthage/Ptolemies. Specifically, it makes civs more unique in what they offer and diverse gameplay. If people want "balanced 1vs1" they should be both playing the same civs.
  24. @BreakfastBurrito_007. I like the idea. Maybe even have traders impact the market rates? For example, traders being the devices used to "correct" the market rates or maybe even skew them more. I agree, there's a lot of angles to this and could result in unexpected gameplay. But it would be interesting to have a traders "micro war" based on what your traders trade for.
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