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Everything posted by borg-
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@wowgetoffyourcellphone @Stan` is the upgrade structure still like this: <Upgrade> <Immortals> <Entity>units/pers_champion_infantry_archer</Entity> <Tooltip>Upgrade to immortal archer.</Tooltip> <Time>8</Time> </Immortals> </Upgrade> That's how i used it but it's broken now.
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Well we have a point, the ax cavalry must have as its main weapon its ability to destroy buildings, otherwise it is just another sword unit without any difference. For that he needs to be fast and efficient against buildings, but the patch makes him more powerful than he is now, greatly increasing his hack and crush dmg, so he would be fast and strong against units too. With the patch he's able to fight cavalry and run away without taking damage, and that's what I mean in creating other problems. We have to find a balance in being efficient against buildings, fast, but still weak in big fights. The most obvious and quick solution would be to decrease your hack damage.
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I really think the changes with the ax cavalry are valid, but I don't agree with the current proposal. It seems to solve one problem and create others. I still maintain my idea that having these units in phase 1 with armor, health and attack adjustments is the best choice. The idea would be to create a weak melee cavalry unit for phase 2 and 3 but efficient for phase 1. It could have similar damage to the spearmen cavalry, even lower, but maybe with a bonus against support units like trader, women and priests and maintaining their efficiency against constructions.
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For immortals it is difficult to balance the mix of archer / spearmen. They also used other weapons such as axes and swords. I think being able to switch from spear to ax and being able to destroy some buildings can be a lot of fun especially along with cyrus 2.
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I think keeping the ice houses like this is the best alternative at the moment. Yes it will be necessary for a good amount of people to test both patches. I'm looking to improve the Persian architecture technology and maybe add one more unique technology, any suggestions guys?
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Tnx feedback! My original idea is to have an aura in the icehouse that increases the amount of food from nearby animals and bushes, so it could be built in neutral @Stan`. But I don't know if auras can affect gaia. With the aura, we can set the minimum distance equal to the aura.
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With this file, just right click on your snv folder, then apply patch, choose that file and click in patch all items. persian0.1.patch
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Please check if it's working. persian0.1.zip
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I think I'll lower to 15 and increase the equivalent gain. I don't know if putting distance is good because it can be easily destroyed or captured, so putting restriction will force the player to put it away from their defenses. I will create a mod for this.
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First patch is complete. - Women defend themselves with bow. They can also hunt wild animals with bow. Attack: 2 Distance: 48 Attack Rate: 1250 - -10% batch training time for cavalry each phase advance. - CC train all cavalry except champions. The cavalry training requirement phase does not change. - Apadana stone cost reduced to 200 stone from 300. Food trickle and wood removed. Now gains metal and stone only at a rate of 1.0/1 sec from 0.75/2. - Add Icehouse. Cant garrison Built in own/neutral territory. Village Phase Build time: 50sec Cost: 100 wood Food trickle 1/2sec. Building limit 30 - Immortals technology no more health penalty. - Barracks and stable batch training time technology are removed for balancing. Well I would like as many people to test it for good feedback. Tnx. pers0.1.patch
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How do I put cavalry count two? The game is crashing for me when i add the amount. How do I add amount to skirmishers maps?
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After using the command and trying to build a farm, the harvest animation crashes.
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Giving just one extra cav without penalties would be a big advantage over other civilizations. Perhaps removing one spearmen then in place of two women might make it more balanced. having two starting horses can make you aggressive at the beginning of the game but having one less soldier can be a big disadvantage to defend yourself.
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With an additional horse you would be able to collect twice as much food and therefore train more women, reducing training time considerably. But for that to happen you need to change the start putting everyone on the wood, continuing home early. It's this kind of change I hope to have
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I'm already finishing the patch. What do you think of these two ideas: - persia starts with 2 horses but -2 women; - persia stable slowly restores the health of the cavalry (like cc)
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I can agree that it can be op on p1, but it's not enough to stay in the imagination, things need to be tested. That's how it works and will continue to work. If that's the case I'll remove the idea of ax p1 with no problem, but I totally refuse to put a spade knight in its place. We need to evolve, not run backwards. We have a unit with great potential, let's work on it instead of regressing.
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I don't think you understand how this works. I'm not a leader or anything, I'm just gathering information from various players to try to create a patch that is accepted by the majority. You can have as many patches as you want separately. It's okay to have multiple options. @Stan`I'm having problems with the checkout. I'm able to download only 5 mbs then the speed drops to 0 and nothing else happens.
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Based on what? We never made the proper tests to know if this unit could be for phase 1. Every unit can be played in phase 1, as long as it has the necessary adjustments. For ax, I think an increase in training time is enough. Overall it's a weak unit at age 2 and 3, which is why it would adapt better at p1.
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The patch will have a different proposal for ax than @real_tabasco_saucedoes. One patch does not change the other.
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Yes, I also thought about that possibility, it is something to be taken into consideration. anyway, thanks. I'll be doing the first patch soon, with the simplest changes that were generally better accepted.
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Only ax is moved to p1, the rest remains p2.
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Many games have similar units with minor status changes, this doesn't seem confusing, he's still a spearman. Yes it resembles the pike and that can be a little bad, although historically this unit was like a tank that protected the back lines from artillery. They used their big shields for that, but they weren't that good at close combat. Just jave and ax available in phase 1. I don't think it would be a problem to have archer cavalry at phase 2 Ax cavalry is not very effective at destroying buildings. My idea is to just move it to phase 1 to make it much more useful and just a few minor changes needed.
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Archery was very common in Persia, it shouldn't be unusual to see women shooting. Your attack ingame should be as low as a dagger. I will take a look to see how this ice house works.
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My intention is to make it become a more useful and special unit precisely because it is in phase 1. I wouldn't change much about this unit, maybe it would give a capture bonus or something. She would be a much more notable unit in phase 1.