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Grapjas

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Posts posted by Grapjas

  1. 19 hours ago, SciGuy42 said:

    Macedonia 36 - Battle of the Hydaspes (326 BC)

    In May 326, the Macedonian king Alexander the Great and his ally, raja Ambhi of Taxila, battled Porus, a raja who had not been able to surrender himself to Alexander. There were heavy rains - the monsoon seems to have started early - and the river Jhelum, already wide in May because of the melting waters of the Himalayas, became very wide.

    Porus thought he'd have a chance, if only he could win time and keep the river between his own army and that of his enemy. What Alexnader needed was a surprise crossing, and the rain offered sufficient opportunity. Another element of surprise was that the Macedonian officer Coenus had brought the ships (which had been used to cross the Indus) all the way to the Jhelum. During a stormy night, Alexander and his army slipped away from the Jhelum through a hidden valley, out of sight of Porus. At dawn, Alexander crossed the Jhelum, a considerable distance upstream from his initial camp.

    Unaware of what had happened, and seeing a substantial part of Alexander's army (commanded by Craterus) still on the opposite shore, Porus could not believe the news that the Macedonians had reached the east bank. He sent his son to find out what had happened, but he was killed in action. The fact that it had been raining made it very hard to fight from chariots, a factor that contributed to the defeat of the prince. Alexander proceeded along the river, downstream, towards Porus' army.

    You, playing as Coenus, are in charge of elite cavalry units, as well as the Dahae horse archers. Alexander's officers advise that our left flank is vulnerably and may need assistance. You are to do anything you can to ensure we are victorious. Alexander and Coenus must survive, and in addition, if too many of our infantry perish, we may have no choice but to put a hold on our Indian expeditions.

    AI Settings: all AIs should be Sandbox.

    Reference image I used for the battle is the following:

    https://www.livius.org/site/assets/files/2552/hydaspes_map1.gif

     

    mace36_1.png

    mace36_2.png

    mace36_3.png

    how much fps in the last pic? :P 

    • Like 1
  2. 13 minutes ago, Yekaterina said:

    Although theoretically they could travel faster than melee troops because a bow is lighter than a spear or a sword,

    That's generally not true though. Bows typically fall between the 2-4 pound range, as do spears. Swords average about 2 pounds. It all comes down to which weapons specifically you are comparing. Ranged would carry ammo causing extra weight, melee soldiers heavier equipment.

  3. I've looked into this aswell when i started. I know how this is done but generally speaking its better to not do it (devs discourage it). It can cause out of sync errors depending on what your mod does. It could also be considered cheating if you have a mod enchancing things that others do not have. Your mod will also not be approved for the ingame mod downloader, reducing the audience you can reach significantly because there are much more offline players than you think. 

    With all that said though, i think you are safe from out of sync errors if the changes are strictly GUI, but im not 100% sure. tip: look for the monkey in @nani's mod. I guess he renamed it. It's mod~autociv.js and !!!autociv_patchApplyN.js

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  4. I think increasing palisade costs is a good option. Just looking at it you would see it requires alot of logs to build it. Besides, the palisades have a rock foundation, it should be accounted for. Up  the wood price by quite a bit (triple?) and make it also cost stone 1/3 of the wood price.

    1345800630_BaseProfileScreenshot2021_05.12-18_58_45_89.thumb.png.8c0722d7289eeb3d92214e7fe5171c30.png

    In this example the price for this length would be 588W and 196 stone. Numbers are just examplary though.

    • Like 1
  5. 54 minutes ago, Angen said:

    For blocking projectiles:

    Well, one can still shoot over walls and palisades if one wants to. Main point is to prevent units from freely walking into the settlement/town and to give defenders some time to react.

    But yes, would be nice, its just performance nightmare

    Yes that would make sense if you manually had to pick a direction to fire, you cant shoot what you cant see though and would probably considered a waste of ammo (i could be wrong about that though). Also currently ingame arrows literally dont fly higher than a palisade. Unless you're on a hill, which would be an issue to code i think aswell because footprint height is infinite i think. 

  6. 3 minutes ago, raynor said:

    Would it be possible to simply remove the simulation and make projectiles always land with a mod

    That's definitely doable with a mod and simple to do aswell. The only problem would be a visual one, it will look like the projectile missed, when it was actually registered as a hit.

    • Like 1
  7. 4 minutes ago, LetswaveaBook said:

    I like this suggestion for sake of realism. However I wouldn't like if your ranged units target an enemy automatically and then automatically decide to inflict more damage to your own troops than to the opposing troops.

    Yes there should be an 'hold fire' / 'fire at will' button too.

  8. 1 hour ago, alre said:

    What do we want the role of palisades to be?

    They're main use should be blocking projectiles imo. Same goes for stone walls, but because stone walls are higher they should also block cata projectiles. Currently this doesn't work but hopefully in the future.

    As a secondary feature; yes, they should be exactly that:

    1 hour ago, alre said:

    a nuisance

     

    • Like 2
  9. In regards to the OP, i dont think having 100% accuracy will counter dancing if we had the old turn rates.

    The actual problem is the amount of time it takes for the projectile to arrive (but this should not be higher imo). Players can instantly walk the other way when projectiles are still in the air.

    The thing is, archers where primarly used as a weakening/demoralizing tactic and in great numbers, guaranteeing hits because of the great volley of arrows. The game does this pretty well imo. Missing the main target when firing with a group to a group will likely hit the person next to him instead.

    Making friendly fire (against own units, not ally) a toggleable game option could be interesting as a balance to units though. But thats a different subject i guess.

  10. 21 minutes ago, LetswaveaBook said:

    Even though ranged units are the best option, they are still not great. If we compare an Asian elephant to champion infantry, we see that they elephant has less than 3 times the cost and pop requirement. In return you get 3 times the hack damage and a ton of crush damage. On the defensive side you get over 4 times the hit points and better armor, totaling at about 5 times the durability. I think that the elephant seems to be the better deal in that regard and it should be priced accordingly.

    What you are forgetting though, is that it's easier for ranged infantry to hit 1 big target than several small ones.

  11. Nice effort.

    If you want consistent and more accurate results you would have to pick a skirmish map. This way you eliminate the rng'ness. Also i would say just play both of those civs optimally instead of limiting alot of things. End the game @ 10 min (or w/e) and then look at the results.

    1 hour ago, LetswaveaBook said:

    1. Don't use extra berries, extra hunt(only chickens) or wicker baskets technology.

    Not sure why you are not using the tech and its a little unrealistic. It's one of the trade-off that maury has to make if they decide to not build a farmstead+tech and use the ele instead. It's a pretty big difference if you ask me.

     

  12. 1 hour ago, Yekaterina said:

    I would imaging they can attack quite quickly because they have been training to stab people for their whole professional career

    Stamina control plays a big part in battles. You cannot fight full strength for long and the recovery time would be incremental. My feedback to your vid is that it doesnt look really look realistic to me. Doubling instead of tripling attack speed looks better i think. (but thats just my opinion ofc)

     

    I do agree with your statement that eles should not be able to knock buildings over like they do though, but just a good melee fighting unit / anti siege unit. Like: remove crush damage completely and add pierce damage along with the hack damage they already have.

    Furthermore, eles are already quite easily killed by ranged units and i would actually lean more towards them needing a buff (or rework like above), instead of a nerf. Against AI they are probably strong but in mp they are meh, situational at best.

  13. 1 hour ago, chrstgtr said:

    EDIT: more to the point. This is a bandaid and doesn’t fix the thread’s topic of how the game design is currently flawed because at some (early) point stone becomes useless for many civs

    Solution: mine less stone?

  14. 9 minutes ago, hyperion said:

    Next, resource cost must not be dictated by "pseudo realism" but forcing the player to plan, to be over the top it's fine if a stone wall cost only food (meat shield ;)) if it makes gameplay more interesting

    Massive nope from me. It will just set people off on the wrong foot and it's not necessary to do such weird gimmicks. 

    Could make stone mines have less stone though. 5k to 3k or whatever. <- Meh nvm that one.

  15. 4 hours ago, hyperion said:

    Without tooling you'd have a hard time extracting the stats from templates. However there is a mod by wratii which makes what you want available in-game, just can't remember the name of the mod ...

    Balance test mod?

    Quote

    @Player of 0AD

    Does anybody know where the files of unit stats are here?

    It's @ binaries/data/mods/public/simulation/templates/

    Champion archer for example: binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_archer.xml

    spread would be their accuracy.

    • Thanks 2
  16. 49 minutes ago, Yekaterina said:

    Would you agree that differentiation is less important than balance?

    I would have to disagree with this statement, because i dont feel like you necessarily have to chose one of them. Something can both be (re)balanced and bring differentiation.

    Also the pool of people who play this game casually is likely larger than the people that play competitively (as in trying to high on the leaderboards).

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