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borg-

Balancing Advisors
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Everything posted by borg-

  1. In real I need 3 new icons and color changes in some mercenaries templates (blue to green).
  2. Actually I do not care because he's doing it based on an old version of a mod that is under construction and ever changing. Besides the only one who knows about all the changes is me. That's why I used the word "ridiculous." But this is even good, it will save me a lot of time when I'm finished mod and need to do the documentation.
  3. This is quite easy to capture, since garrison off. I think the radious may be smaller, so there are more than 4 farms. Maybe 35 should be better.
  4. @Lion.Kanzen had some other things missing. Here is the template fixed and athen water supply template. To add to other civilizations, just change the name of the template, example: brit_water_supply and also <Civ>brit</Civ>. For that can be built, you need to add "structures / {civ} _water_supply" to the "unit_infantry" template. If you wish for women then do the same. template_structure_civic_water_supply.xml athen_water_supply.xml
  5. You need <Root>true</Root> In <TerritoryInfluence>. The <VisualActor> is missing too. Must be garrasion on? Generate resources?
  6. This feature is not implemented.
  7. borg-

    Admins

    If you are banned and create an account right away, this will increase your ban. At least that's what happened to me. I get 7 days if I remembered. eae farmelius
  8. In borg mod, corrals can train chickens and bull. I tried other things also like cow and a trickle of food (milk), but I take off on the last version.
  9. I really thought about it, just like this cyborg.
  10. Ok. I'm going to sleep now. I'll make these templates for you tomorrow. Is it only for specific civilization or will it be for all?
  11. @feneur please, this is already getting ridiculous. lul
  12. Do you want to add water as a new resource or just a building?
  13. From wave 100, it is impossible to play, in wave 118 the game crashing. I think I could have gone up to wave 200. The units died easily at this stage, and I still had 35 towers to up. My suggestion for this would be to increase the units' status and decrease the quantity. This should help in balancing and lag. Your mod is very fun, congratulations!!!
  14. Thank you for keeping mod in evidence.
  15. Thank you for keeping this in evidence.
  16. Another thing that would be a powerful resource to encourage attacks would be to enable the dropsides in neutral territory. That would be incredible, but I do not know what the players opinion about it would be.
  17. Counter system helps to make the game with more rush and less eco boom, since you can scout your opponent and make counter units and attack in the first minutes. Divide barracks in infantry, ranged and cavalry help too. You catch your enemy by surprise, he may not have the time or resources to start a troop that has a bonus against your troops. Civic centers cant make soldiers also helps and reduces the initial eco boom. You must use more resources to build barracks and scout your enemy. For the next version, I implemented a debonus for farms near the civic center. This should help players who want to attack early and create problems for those defending themselves. I want to implement two things based on territory. Units gain a trickle of XP in enemy territory and a loot increase for killed units. I also think it would be interesting if the units that had resources in the hands move more slowly. This slows down the collection speed a bit, and also reduce the chance of your enemy running from an surprise attack.
  18. On mod, all spartan ranged unit trained in barracks are slaves helots. Free cost, high training time, weak than others ranegd units. I'll go look for more about psilos machimos.
  19. Wow, I take off what I said, this is sooo beautiful.
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