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borg-

Balancing Advisors
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Everything posted by borg-

  1. Hey, tnx feedback. The infantry mercenary costs 20f/60m, how can this look like an 80f/60w/80m champion? Training time is very low than champions. Infantry mercenary in a23 cost total 100 res, in a24 cost total 80. The high metal cost is fair cuz they can be trainee quickly, and cost less than Citizen unit, and add more realistic gameplay. Mercenaries were hired to fight, so cant get res add more realism and seems like a "new units". Mercenaries have a Very efficient technology, so can be a good strategy.
  2. Balancing cannot be done using the reference fun. Fun is subjective. I don't think it's fun at all to have 80% of the players choosing ptolomeus all games, cuz some buildings are free.
  3. I am part of the balancing team. Rams can no longer attack organic units. Some "new" units like maceman and axeman can make a good dmg vs siege units.
  4. Congratz and tnx for you hard work
  5. Patchs risk 0: D2950 D2939 D2856 D2493 D2951 D2992 Patchs risk 1: D2972 D2866 D2843 D2853 D2863 D1762 D2886 D2993 Patchs risk 2: D2494 D2815 D2801 Patchs risk 3: D2507 Risk 0: Can be committed without biggest problems. Risk 1: Slightly change the balance. No greater risk of damaging a new alpha. Risk 2: Units or civilizations can benefit more than others, enough to make a new alpha boring. Risk 3: It can completely ruin the current gameplay.
  6. It would be interesting to have a limit of possible characters so that it doesn't happen again.
  7. Can't we reset the lobby? To countless inactive accounts and players with more than one account. Part of the rank is for invective players as well.
  8. +10 since it doesn't give any bonus on dropsite or any other building. Only for CC. Reducing of 5 food is ok. P2 tech. +10% infantry move speed? CC, tower, walls and fortress. No, it's not a good bonus if you compensate with increase time. Give a smaller stone reduction but without compensation. Too strong. Can be lamme on tg. I like this. I will think of something.
  9. GAULS: - Ambigatos. Interestingly. It can give Gauls a great rush capacity without having to build houses anytime soon. - Vae. Similar to "ambigatos". Can give a great rush capacity and "boom" later. - Headhunting. I wouldn't choose this among the 3. - Invented the Reaper. Can give + 10% in grain gather per phase. BRITONS: Celtic Epic / Mabinogion. Would put this as just a brit bonus. Masters of Earthwork. Also for fortress and towers. Britanni vitro inficiunt. Move speed. Very interesting for surprise attacks or boom. Inis Mona.I don't like this type of individual bonus, These bonuses can be given separately without being a civilization bonus.
  10. I don't like too. I like bônus Idea by @Genava55. I think all civs should be like 3 civ bonus + 1 team bonus.
  11. No, this is common error in multiplayer games. It seems to me to have something to do with spectors. When the game is started and a player in the lobby tries to join the game during the loading screen, the freeze seems to happen.
  12. I think trottin is only valid when the cavalry is in formation with infantry.
  13. In alpha 24 the champion cavalry has a movement animation different from the citizen cavalry. The reason for this is that the champion cavalry is faster, so it is more realistic to have semi galloping animation, however with the current balance changes, champion cavalry has the same speed as the citizen cavalry now. I was talking to @Alexandermb to also implement semi galloping for citizen cavalry, because in my opinion it is a more beautiful and real animation than trottin. He told me to open a voting thread to see what other players think. As you can see in the video, champion cavalry has the semi galloping animation while the citizen cavalry has the trottin animation. Ps: the champion cavalry is the cavalry that is below while the citizen is the horse that is above. 20200818_213308.mp4
  14. Caxias do Sul, Rio grande do Sul, Brazil. Luiz buratto, 55
  15. Complementing: - Can build max 3 embassies instead of 2. - Archery tradition: Archers −10% training time, +8 attack range, and −10% ranged attack spread.
  16. Thanks for the initiative. Would be interesting some games to give us feedback on the current gameplay/changes.
  17. Perhaps reducing the number of civilizations by unifying in just one such as Greeks and adding historically different civilizations can be a good step.
  18. This looks pretty good but for nomad civ. The challenge is to do this with today's civilizations. It would be interesting to make a topic just for discussions on how to differentiate civilizations, so we can apply that to a24.
  19. Unfortunately it seems to me that we will not have a different gameplay for each civilization while the units collect res and attack at the same time. Gaul/brit for example could be a civilization with light, fast and cheap infantry, it would gain in quantity, however it is impossible now cuz as it also affects spam/res.
  20. Skirith not nerfed, just elite/advance techs changed/add, so direct changed in skirt template ia not necessary and removed. In really, skirit is better now cuz penally gather in advance/elite tech is lower now. More attention in general changes pls. To many active and other patches to be made that complement current changes, including some things that may seem out of context at the moment.
  21. - Advance/elite techs changed. Gather penalty decrease from- 50% to -30%. Health decrease from +20% to +10%. - Dogs cant promote - Brit start with basic dog - Crossbowman on workshop is not a bug. Probably chariots add to worshop too. We are working hard now and a lot of work still to be done to balance/gameplay.
  22. Look https://code.wildfiregames.com/D2917
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