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Grapjas

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Everything posted by Grapjas

  1. That's because some traders asked unfair prices. An unfair scale is actually one of the things God hates. And a temple is no place for doing bussiness, fair or unfair. He also fulfilled a prophecy doing that. Texts for reference: Jer 7:11, Mt 21:13, Ps 69:9, Pr 11:1
  2. Not sure about what rating bracket you are talking about. But at 1400+ in A23 games also had a peak around the 15 minute mark, because they will be phase 3 and have a fort + siege and a good sized army. If every player survives the initial siege attempt the game is likely balanced (and the teams played well together) and then comes down to further tactics. My experience in A24 is limited though, been mostly modding and taking a break. A23 i know like the back of my hand.
  3. This is much more about team balancing than unit balancing imo. Yes unit balancing plays a part too. But unbalanced teams can ruin any game even when the balance of units is "optimal". That part honestly gets overlooked in every balancing discussion i've seen yet. But it's probably easier to say civs are unbalanced than to accept the fact that you got your ass handed to you and you went out of your league disclaimer: i'm not talking about anyone specific.
  4. I'm not offended. But you are contradicting yourself. If you didnt attribute it to my observations then why bring it up? Anyway, just let it be i guess.
  5. It's literally what his point was about. Also i never said one is faster than the other. Was just making observations.
  6. 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.
  7. 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
  8. I was a little unmotivated to work on the mod but im back at it. Added a new prototype branch on github where you can follow the progress of the next update. Also made a spreadsheet i use for re-balancing units for the mod that you can look into if interested. It will work with a deduction system based on what the unit is wearing as described in my previous post.
  9. @raynor if you remove spread, make projectiles have lightning speed (AKA bullets) and undo the turn rate, you have 100% what you want. However i really hope that doesnt end up being in the main game, but its not up to me. As a mod however, you have the freedom you want.
  10. 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. In this example the price for this length would be 588W and 196 stone. Numbers are just examplary though.
  11. 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.
  12. 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.
  13. Yes there should be an 'hold fire' / 'fire at will' button too.
  14. 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:
  15. 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.
  16. 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.
  17. What you are forgetting though, is that it's easier for ranged infantry to hit 1 big target than several small ones.
  18. 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.
  19. 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.
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