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Everything posted by borg-
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@Gurken Khanwhat we have now is not what i expect. We have victory by wonder, but we don't have a sacred place on the map that if controlled for a few minutes wins the game, it's not even close to the same thing. We don't have treasures on the map, we only have a few resources played across the map, no need to fight for them, just use your horse and collect everything before your opponent. It needs to be more complex and fun. I also want to say that these features shouldn't just be available on some specific maps.
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I'm referring to special buildings, buildings scattered around the map that you can capture to win the game, for example. What I mean is that 0 a.d doesn't challenge you to leave your small town because you have everything you need in a small piece of territory. What if we had structures that would give you victory if captured? Or nomadic tribes capable of producing mercenaries very quickly and cheaply to surprise their enemy, or even valuable treasures that give some sort of military/economic advantage if captured. This would encourage another style of play besides the snowball.
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The biggest problem with 0a.d is that you can easily reach your population limit without having to do anything. No need to expand territory, no special buildings, nothing, all the resources you need are in your reach. I think making the territory something more valuable would be interesting, also future additions of camps to ally, treasures among others, can make this snowball diminish.
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Imagine that you have gained an advantage of 30 soldiers against your enemy who is playing Sparta, and your economy is slower because you are producing skiritas. In the time you need to build a new center, it has a chance to equalize in number, and even make a sneak attack on your new center under construction or even on other strategic areas. Colonies would also have a population increase, less of course. It would also make the fight for territory something real and necessary.
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Just an idea. wouldn't it be interesting to avoid snowball, give a population increase by cc? For example, if you are playing 1v1 with max 300 pop, then houses and other buildings can give you max population 200, the rest can only be achieved by building new ccs (like 50 max pop per cc). I think this would encourage more expansion/fighting for territory.
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If the problem is elephant and siege tower then just change those units.
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Because it’s unrealistic to have these units moving fast, besides that a24 was asked very hard for rams to be slower.
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[Brainstorming] the role of units and classes.
borg- replied to Lion.Kanzen's topic in Gameplay Discussion
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. -
we need volunteers ... There are many absent members
borg- replied to Lion.Kanzen's topic in Gameplay Discussion
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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.
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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.
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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.
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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.
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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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I prefer the system ranged > melee > cav > ranged. For this to work, the skirmisher cavalry must have a bonus against ranged infantry, like https://ageofempiresonline.fandom.com/wiki/Sarissophoroi
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The idea is to keep the tech just for cartage to diversify the civ, rank 3 ofc.
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The project belongs to everyone. We opened discussion in the forum to differentiate civilizations, so you can help with your opinion and ideas.
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In 21 seconds you can see some gameplay stuff, like minimap, interface, etc ...
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Two-Gendered Citizens Mod (Please Test!)
borg- replied to wowgetoffyourcellphone's topic in Game Modification
This is not just the problem. If I am going to attack you, how will I know if you have collectors or soldiers? This mark on the soldiers must be permanent then, without having to select/click the unit