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Grapjas

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Everything posted by Grapjas

  1. 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:
  2. 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.
  3. This dude is still going at it? Seems like he does this non-stop for while then. I dont think he even plays games, just comments trash/hate in the lobby. @MarcusAureliu#s Check this comment (and it's date). He's definitely there just to trigger people in a bad way. Needs a proper ban imo.
  4. What you are forgetting though, is that it's easier for ranged infantry to hit 1 big target than several small ones.
  5. 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. 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.
  6. 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.
  7. 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.
  8. Balance test mod? 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.
  9. 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).
  10. Don't forget that some elephants wear armor, but even without it, i would say an elephants hide is way thicker than a dogs.
  11. To say it in your own words 'That comment honestly makes no sense'.
  12. @jeffnz i'm glad we got Johnny Bravo on the forum. Yeah baby.
  13. You could use this function from Triggerhelper to get the entity ID of the unit you would want to move. Make that entity the system entity like so: let cmpUnitAI = Engine.QueryInterface(putEntityIDHere, IID_UnitAI); Check line 5294 of UnitAI.js. You can call that function like so: cmpUnitAI.Walk(x, z, queued, pushFront); If you want to move multiple id's you would have to use loops and if statements. You can also learn alot from other maps, 2 maps are prime examples that spawn and move armies by code which are Danubius and Jebel Barkal (more experienced modders, feel free to correct me)
  14. Hi @Wuyeh and welcome to the forum, To manually make units do tasks like move and attack (without AI) you might want to look into the UnitAI component. To spawn units you might want to look inside TriggerHelper. Thats how it started for the most of us, at least for me . Do you have javascript knowledge? I'm asking so that we know how discriptive we need to be when explaining stuff.
  15. Not sure how that is revolutionary, because what you discribed is basically A23.
  16. Could also just make them cost 100 wood along with their current food cost + "2. Maybe increase train time, so that they take longer to replace" . But in this^ case i'd say the first one still needs to be free.
  17. You need both storehouse and farmstead sooner or later anyway for eco upgrades especially if you want to gather berries optimally. I'd say offbase res gathering (which is why i said depends on the map) is its strongpoint and helping to build aswell. Obviously the elephant is meant to be an advantage otherwise why do they have it? Deleting them means another unique civ unit is gone. Never said it was easy. Honestly i think you exaggerate the boom difference quite a bit imho, especially if we are talking about balanced maps.
  18. Could also give the elephant a stockpile limit before it needs to return to base itself to drop it off. like 200 or something idk. I'd say that really depends on the map. Anyway, if you snipe that elephant you would've taken away their advantage until p2 (if we simulate the idea with nescios patch in mind).
  19. EDIT: also, if everyone will start using corrals because of this new option, the game will lagg much worst then before.
  20. Not really a fan of the feature either, i get the "reduce micro" mentality (although i dont support it), but i feel like there should be limits. This is just another way of dumbing down gameplay. Multiplayer is about skills and organizing/micro is a part of that when it comes to RTS. However, since manual batch training is still considerably better im not really against it personally, but only if the tool is available to everyone in the base game and the autotraining is not able to autotrain batches of units, only singles. I still like the effort you put in though.
  21. The ele is quite easily killed and really slow though, so it cant really escape. I think nescio's suggestion is the best one, it would make the player think twice before putting that one worker ele at risk out in the wild.
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