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borg-

Balancing Advisors
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Everything posted by borg-

  1. Thank you for keeping mod in evidence.
  2. Thank you for keeping this in evidence.
  3. 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.
  4. 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.
  5. 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.
  6. Wow, I take off what I said, this is sooo beautiful.
  7. According to information, suggests that will be based on the times of aoe1, aoe2 and aoe3.
  8. Enjoying topic, Is it possible to increase the garrison range for the ships?? Units need to get very close, this is annoying because it causes lots of "bugs".
  9. You should download the svn version of the game, so you can find all models.
  10. This topic can be very important, I'm looking at this moment by "special" units in all factions.
  11. Thanks for the recommendation. I will certainly look at the document made by @DarcReaver. Where can I find your document @Lion.Kanzen??
  12. No real games, op civ vs nuub civ.
  13. Quite the contrary, I did everything historically based. Macedonias fighting with pikemens. The greatest Roman weapon was his phalanx with sword and shield. Vanilla romans can train swordmen in phase 1. Seleucids and ptol have archer cav on vanilla. More some things about the mod, spartan have ranged infantry heliot slaves, slingers and javelins (spartan ranged units was composed by "slaves" helots.) Romans are the only civilization that can train mercenaries on barrack (slinger and archer)(auxiliary troops). It's already clear to everyone here that you have nothing useful to present and empty arguments, the only thing you want with this is pursue me. Anyway as I said, this is a topic to discuss about the mod, and it should not be implemented or not to the vanilla. For this you can create a topic for this. Thank you!!!
  14. in multiplayer games, we use the capture of houses to be able to build an outpost within enemy territory lul
  15. In new version i make standart units for all civs (with some exceptions). All civs in p1, have infantry spear (anti cav), archer or slinger (anti melee infantry) and javelinist cav (anti archer/slinger). Seleucids and ptolemeus have cav archer (anti melee infantry) so they have javelins infantry than archer or slingers. I created some diversities based on the bonus for some civilizations, example, romans can make infantry sword in p1. Macedonia can make pikemen on p1 (pikeman cost 60f 60w, is like a spearmen but better), etc.
  16. Yeah haha, 1.25. Actually I use a standart status for all units. Spear cav uses the same spearmen infantry status, only more health and +1 hack armour. Same for cav archer, jave and sword.
  17. I did a cleanup on the attack of all units, melee units only hack, ranged only pierce, this goes for the elephants too. Crush only for catapults. About melee units vs ships, very interesting, tnx.
  18. I did not make changes to the current capture system. The only change I made was to decrease the regen rate of the towers from 0.5 to 0.4. It must be easier to coapturel than vanilla. There are also two capture techs and some heroes and carnyx have capture aura. I do not know how far I can give a bonus against sieges for the cavalry. Currently 5 - 6 cavalry sword can down a catapult easily if it has no protection. I need to see this very well so as not to make them useless. About the elephants, in the new version, I decrease their health and also put as a priority attacking units and not constructions. Tnx for feedbacks!!!
  19. In my view, spam happens only for the reason that the same fighting units also collect resources. But going against it would be a disaster for the current design. In the moment that soldiers only fight, then it would be possible to work in a much more dynamic economy. there are variety of units is also greatly affected. You can not have an initial dunit being weaker, but costing 60% of the value because it would trigger dishonest spam, eco boom.
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