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Balancing Advisors
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borg- last won the day on February 24

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  1. If the problem is elephant and siege tower then just change those units.
  2. Because it’s unrealistic to have these units moving fast, besides that a24 was asked very hard for rams to be slower.
  3. my idea for pikeman is a unit with a high hack damage absorption and strong hack / pierce attack, but slow and weak against projectiles/ranged units. Historically is more correct.
  4. If I remember, not only Stoa is historically wrong, but those mercenaries too. Perhaps changing the name of these units is necessary to historically correct mercenary unit. A specialist in Greek culture would be interesting here.
  5. The changes usually have a reason. Stoa and the champions were removed not simply because we thought it would be better that way, but because they are historically wrong. We seek to emphasize the historical precision in the changes to a24.
  6. Some 0 a.d & mods mechanics in age of empires 4. - Collect food with cavalry/scout - Mongolian pack/unpack buildings - Towers seem to shoot arrows according to the number of soldiers garrisoned. - Can garrison units in ram and siege towers.
  7. Thanks for sharing your ideas. I like this. This is totally unviable. Without horses, cant hunt, very slow compared to other civilizations.
  8. I would like to share some ideas to differentiate Britons from Gaul and other civilizations. Britons: Bonus 1 - Turos marus. Can build fortress in neutral territory. Fortress has root territory, so it should be possible to build some small attack bases, encouraging the use of chariots (mobility), small attacks and being an aggressive civilization. It also seems like a lot of fun. Bonus 2 - Current bonus. Bonus 3 - Civic centers give +10 pop cap bonuses, bringing back something similar to the bonus we had in a23, giving the chance for an early rush. Unit bonus: Bonus 1 - Sevili Dusios. Javelins move faster. Bonus 2 - Druids has bonus attack aura for units. Bonus 3 - Can train deer in the corral, limit of 20. Each deer gives a small attack bonus to units. Deer was a sacred animal for the Celtic people, I would like to put that in the game. The effect of the aura can be another of course, ideas pls haha. Bonus 4 - Can train two men and a trunk in phase 2, similar to a ram, but faster and with less health and pierce resistance. Some phase 3 technologies excluded for that unit. Arsenal and ram removed. Gauls: Bonus 1 - Can train sword cavalry in phase 1. Bonus 2 - Aridosmanae. Bonus on farm rate. Removal of current bonus technology. Bonus 3 - Can build forge in phase 1. Some exclusive phase 1 technologies too. Unit bonus: Bonus 1 - Can train two men and a trunk in phase 2, similar to a ram, but faster and with less health and pierce resistance. Some phase 3 technologies excluded for that unit. Arsenal and ram removed. Bonus 2 - Druids has bonus attack aura for units. Bonus 3 - Fanatics in phase 2. Current bonus. Team bonuses and heroes auras changes are open.
  9. Basically any counter is historically wrong. historically javelin / spear / sword cavalry are the same unit, just like javelins of infantry after throwing darts come to melee fight. Particularly I have no problem adding a bonus for spear cavalry as well, the conception would be that sword cavalry can do much more damage to general units, but more vulnerable, and spear a unit with less attack power but more resistant. about javelin cav, you may not need a counter, because it already has a very high damage, I would just do what I proposed earlier, increase the attack, decrease the range and +2 pierce resistance.
  10. Why not? catapults were operated by people, don't necessarily attack a lot of wood and iron. Anyway i think i will make a patch to increase the attack of the catapults and a little pierce resistance.
  11. Even if you give a bonus vs archer to javelin inf too, not every civilization has javelins, so it will never work. A decent counter system will only work if you remove the collection capacity from combat units. Yes, it is less real and changes the whole concept of the game, but I think it would be a step forward for a.d, because many of the changes are stopped because it also affects the economy.
  12. Yes, it is my preferred system, but it cannot be applied to 0 a.d. For 0 a.d I would use only necessary counter. How I think balancing for the future: Melee infantry with the same movement speed as ranged. This would already significantly help melee units to be more effective. Javelin cav/inf - It must be a unit with extremely high damage, but very vulnerable, changes that I would make: Range 30 > 24, Pierce Attack 16 > 20, Pierce amor 1 > 3. This makes them very strong with some melee unit in front, but the cavalry and also the melee infantry are more vulnerable if they are without a meat shield. It also makes it more durable against archers. Slinger - No changes. Archer cav/inf - Decrease accuracy 2.0 > 2.5. Spearmen inf - Should be more effect in battles. Pierce attack 2.5 > 3.0. Swordmen - Must be lethal when reaching your enemy, but more vulnerable to projectiles. Increase Hack Attack 5.5 > 6.5, decrease Pierce Attack 5 > 3. Pikemen - it must be very effective against melee infantry and cavalry, but very weak against ranged units. Increase Hack/Pierce Attack to 3.5, Hack Armor 10 > 8 and decrease Pierce 10 > 5. Spear cav - No changes. Sword cav - Bonus 1.25 vs ranged infantry.
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