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borg-

Balancing Advisors
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Everything posted by borg-

  1. Ok, but that's a problem no? This does not happen in alpha 23 or previous.
  2. To be more exact, around 8:23, some of my camels attack the slings that are taking stone, but they should focus on the women who were much closer. I had noticed this a long time ago, I think I had already told elexis.
  3. I want to take the opportunity to say that the letter "H" is not working correctly in svn. Some units are not attacking the nearest and running towards the enemy.
  4. Must be tested on svn. mod1.zip mod2.zip I found a bug with the spear cavalry, so I re upload mod 2.
  5. The first two balancing mods available. I have a lot more work to do, but I need to know what you think. Remembering that there is much that still needs to be done, fauna, siege engines, champ units, ships, etc. Mod 1: Cc can train only women. Units are no invincible and do not celebrate when rank. Mod 2: balance citizen units. it's important to test with both mods. I'm trying to avoid the bonuses, only when I see that it's really necessary. A summary of the units: Spearmen: Health 75, attack hack 6 - attack speed 1,25s, armour hack 3 - pierce 4, cost 50 food/50 wood, move speed 9.4, training time 10s, bonus 4x vs. cavalry. Very strong vs cavalry. Absorbs a good damage from ranged units. Composed with ranged units makes a great combination. Vunerable vs swordmen infantry. Swordmen: Health 65, attack hack 8 - attack speed 1,0s, armour hack 2 - pierce 2, cost 50 food/30 wood/20 metal, move speed 10,8, training time 10s, no bonus. All around unit, great vs spearmen. Vulnerable vs archers. Win battles against javelins and slingers if these units are unprotected. Pikemen: Health 90, attack hack 5 - attack speed 1,5s, armour hack 5 - pierce 4, cost 50 food/50 wood, move speed 7,6, training time 10s, bonus 5x vs. cavalry. Tank unit. Very good vs cavalry (alone, can be very vulnerable), great mixed with units with great attack like swordmen/archer. Archer: Health 60, attack pierce 7 - attack speed 1,15s, range 62, armour hack 1 - pierce 1, cost 50 food/50 wood, move speed 9.9, training time 10s, no bonus. All around ranged unit. In large number does great damage. Vunerable vs melee and javelin cavalry, slinger and javelin infantry. Javelin: Health 60, attack pierce 6 - attack speed 1,25s, range 32, armour hack 1 - pierce 2, cost 50 food/50wood, move speed 10.8, training time 10s, bonus 3x vs. archer. Quick unit, great for hit and run. Specific to counter archers. Can cause great damage if protected by pikemen/spearmen. Vunerable vs all cavalry (have bonus vs archer cavalry, may have problems against range). Slinger: Health 55, attack pierce 5, attack speed 1,25s, range 46, armour hack 0 - pierce 0, cost 50 food/20wood/20stone, move speed 11.3, training time 8s, bonus 2.5x vs. archer - 1.5x vs. champion cavalry (maybe vs champion melee infantry too). The ranged unit fastest, cheapest and weakest unit in the game. Great for hit and run. Very vunerable vs cavalry. Spear cavalry: Health 140, attack hack 7 - attack speed 1,25s, armour hack 3 - pierce 3, cost, 100 food/40 wood, move speed 16.0, training time 14s, bonus 1.8x vs cavalry (maybe a bonus vs sieges). Tank cavalry. Specific to combat other cavalry. Can do great damage vs ranged units. Expensive and slow. Sword cavalry: Health 125, attack hack 8 - atatck speed 1,25s, armour hack 2 - pierce 2, cost 90 food/30wood/20metal, move speed 17.0, training time 12s, no bonus. All around cavalry. Can cause damage to all types of units. Vunerable vs pikemen/spearmen and Spear cavalry. Javelin cavalry: Health 110, attack pierce 6 - attack speed 1,25s, armour hack 1 - pierce 2, cost 80food/40wood, move speed 17,5, training time 12s, bonus 3.0x vs archer - 1.5 vs. support. Fast and cheap cavalry. Specifies for harassment and vs archers. Very vunerable vs spear cavalry. Archer cavalry: Health 110, attack pierce 7 - attack speed 1,15s, armour hack 1 - pierce 1, cost 90food/40wood, move speed 17,0, training time 12s, no bonus. All round ranged cavalry. In large number does great damage. Vunerable vs pikeman/spearmen, spear/javelin cavalry. Let me know what you think. Tnx!!!
  6. I really like this. It would be nice if the icon of the garrisoned unit showed the rank, so we would know in which rank the units are. For that the icons need to be separated, not sure if that would be possible.
  7. Well maybe we can have rank technologies like dalenda and borg mod, I think that would solve this problem.
  8. Yes, i have done some things already, i just need to finish the "special" units and gates. Soon I can make the citizens patch available for testing.
  9. Of course, you lose economy, it's a price to pay, but champion welds can't be too expensive, it must be a price equal to their strength compared to a common unit. I really don't like super strong units, I think every unit should have its strengths and weaknesses, and a goal within the game. Okay, maybe you should win in a 1v1 fight, but only for the slightest advantage.
  10. Well, in my opinion should. It may be unrealistic for a historical look, but balancing is necessary. If I make lots of champion spear cav army, the enemy will have no chance of beating me, because the units that were supposed to do that can't. That's why we can't have field units that are stronger than ordinary units. Of course spearmen champion could do this, but if i'm in phase 2 i would have no chance and would be insta gg. Not all civilizations have spearmen champions. That's why in Age of Empires 2, even the strongest cavalry can be overthrown by lancers off up techs.
  11. A question for everyone, especially for @Lion.Kanzen Should one spearmen rank 1 win 1v1 fight vs champion cavalary spear or sword?
  12. 2 cataphract cost = 260 vs 7 slingers cost 630 4 cataphract vs 15 slingers
  13. I haven't worked on the champion soldiers yet. But this is an idea of how I want to them. They may not be too strong otherwise the counter may end up not working properly. This is just a sketch of champion cavalary spear, and a champion cataphract (cavalry with more armor of the game). Remembering that the cost of 7 slinger is 630 and 130 for cavalry spear champion. @Lion.Kanzen
  14. Is it possible that these dogs attack only workers and not soldiers? It would be a great idea.
  15. I've thought a lot about them especially for the mod, but never found anything that they could be useful for. Some ideas?
  16. Current balance, 20 jave + 20 archer + 20 slinger vs 40 sword cavs.
  17. I can't add additional crush to slingers because that would make you very op against constructions, which is unrealistic. At this time of balancing slingers are the cheapest unit of the game and also the most vulnerable, but in large numbers can cause good damage. Maybe I'll add a bonus against spear/sword cav and spear/sword infantry champions, for more useful late game play.
  18. At this point in the balance I have not yet felt the need to put a melee cavalry bonus on ranged units. The spear cavalry can do this by being a heavier unit. Slow but can withstand a lot of damage and manages to attack units at a distance. It might be very difficult if I have pike / spear units support, so maybe I need to give this little bonus. Sword cavalry is fast and with high attack power, and make a great damage against ranged units (cavs too).
  19. So wouldn't it be stupid if slinger had a bonus against heavy cavalry / champions?
  20. About slinger guys. I read some time here in the forum that they had high efficiency against cavalry and also armored units, is that correct?
  21. One question, historically make sense javelins cavalry have bonus vs ranged infantry?
  22. Yes, the cavalry will still lose, but will kill many spearmen.
  23. It is possible to put a unit limiter too. Athens/sparta can be limit of 30 for example. Remembering that the changes should be simple now, avoid js changes, so limiter can be a good.
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