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borg-

Balancing Advisors
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Everything posted by borg-

  1. I think it would be more interesting if we could train women or men of our choice. Men would have collecting statuses like citizen-soldiers, better in wood, stone, and metal, women in collecting food. This makes the player have to make some more decisions.
  2. This is funny, because you can also build all buildings with women in the vanilla. You can start building with men and only use women to build. This means that the vanilla is also wrong compared to the design document. This seems illogical to me, you can build but cant start a construction with women. And I made that change just because several players asked me to do that. Valirhant, feld, stock etc..
  3. I just used the same way of thinking, why do something if ...? Anyway, I'm going to leave the topic, I wish you all the luck with your changes. hugs!!!
  4. So make the changes and make it happen I can also use the same line of thinking. Why should we accept suggestions for changes from a guy that started playing yesterday, has a 1200 rating, and until yesterday did not know how to create units in batch?? You create units one by one. Do you really think you can say "balancing gauls is izi"?? In my opinion you still have no ability to know how to balance the game, maybe in the future. There are players here who have been playing and working in the game for years, certainly know a lot more than you do. So why go against everyone and think you have full conviction that your changes are good, even people saying they are not ?? Slinger with -50% attack speed It's proof of that.
  5. You are the one who is creating this discussion. The problem is that 90% of the active players would like to have the mod implemented, and you are part of the 10% that is going against it, alright, it's your right. The only problem is that you are going against the mod without having anything to offer, just bad changes. It's not about my mod, it can be other mods too, or just a base of examples for future changes, I do not care, I just want something to be done, but not just changes sows. I can very well do a patch right now and improve the gameplay for a24, that would be incredibly easy, I would take a maximum of two days, but I do not work like that. I like things well done. then as we have already said, take the initiative and make the changes you need, no one is stopping you.
  6. That's true, but do you think all of these problems resolve to slowing attack speed of slingers and javelins? I've been trying to tell you this for days. The problem is the gameplay as a whole. We do not have immersion, the civilizations are all the same. etc. .. etc .. What good is nerf slingers and javelins, if I'll never be able to use infantry decently? What good is nerf slingers and javelins, if I will never see champions in combat ?? What good is nerf slingers and javelins if we dont have good techs and unique techs ?? What good is nerf slingers and javelins if athens hero give +3 armour for all units and others heroes give 1? The mod does all this and more. So this is not about mod x vanilla. The mod has an infinitely better gameplay than the vanilla, even if you make 100 changes in vanilla balancing, it will continue with problems and much worse compared to the mod.
  7. Best game of all time Anxious to see more about aoe 4 at E3.
  8. I did some testing and I created some units. The biggest problem is that it seems that only Rome and Egypt had this type of police. I need to research more to find references from other civilizations. If I do not find , so I will only do for rome, as something a differentiation for civilization.
  9. Is it possible, for example, to put a sword in the hand of an Athenian spearmen? Or put the Athenian tunics on an iberian swordsman?
  10. I would love to have these units in the game, but it needs a lot of work from the artirts, are at least 13 new units.
  11. I thought of a unit that can only fight and not collect resources. Something like the minuteman of age of empires 3. They train almost instantly, they are cheap, and they help defend and attack at some point. I thought of units with a short sword or axe, with no shields, for quick locomotion. I do not know if we would have a historical concept behind it.
  12. Let me help you here. What you propose is better than the first proposal, but see. 8 attack and 2.0 seconds = 4 attack. Is a good number compared to melee units, similar to what I have in mod. But you still have your javelins with 14 attack, basically 3x more. And everything happens again, we'll be discussing how to balance javelins in the alpha 25. So there's no need for me make slingers if I have javelins that are much more attack, faster, and cheaper. You should equalize these values.
  13. It's not a matter of wrong or right, it's just my opinion. If you have good feedback from other players/moders, then that is what matters. The patch should be implemented after being proven effective, not for testing, for this you have the scenario editor. Do some testing, prove that the changes are good. Or make a little patch, call some elite players, and do some real gameplay testing.
  14. I do not know if I understood correctly, my English is bad, sorry, but soldiers gaining an amount of XP being in enemy territory is a great idea. This helps games with more attacks and less economic boom. @Lion.Kanzen It is possible?
  15. 1- I did not say anything about mod. 2- Athens can train slingers in p1 too. 3- Slinger continue op, killing everything and destroying all buildings. Even more now, because javelins are weaker to fight them. Like I said and I think you have not read, this can be a good emergency patch. Anyway you can make and up the patch, and expect a good reception of the moders.
  16. I also removed the training of soldiers in the center. This helps a lot in the dynamics of the game. But I really liked the idea he proposed to be able to create weaker soldiers in the center. Maybe we could have a special unit in cc, cheap, quick, for raid defense or rush, like a militia. In mod, the promoted units have no economic loss and also the gains are much smaller than the vanilla, are +10% health, +1 armour, +20% attack, both for ranged and melee. There is no gain of speed of movement, precision , among other things. The champions are calculated based on the citizens, example, citizen infantry spearmen, 70 health, 3/3 armour, 6 hack attack. So the calculation is done like this: 70 health + 10% of town phase bonus + 10% city phase bonus, +10% advance rank, +10% elite rank, = 102.5. So I give + 10% since championship units should be better than a promoted soldier, = 115.0. The same applies to armor, attack, etc.
  17. You should be talking about the Celts in general. Well this may be a good emergency patch, but as I said earlier, it will just hide and not solve the problem, which will later have to be solved at any given moment. This patch will make the javelins a little worse even though they will still be very good compared to other melee units. Slingers will be even more used.
  18. I did not understand. Are you talking about gauls or britons? Title say gauls, but apparently you're talking about Britons.
  19. Try change names to tower1 and tower2. <Upgrade> <Tower1> <Entity>structures/{civ}_stone_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower1> </Upgrade> <Upgrade> <Tower2> <Entity>structures/{civ}_wooden_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower2> </Upgrade>
  20. I would not know how to change that. And I also can not make these changes in mod. I need someone to see this for me. AI not make range barrack/ranged units, at least in some test games I did, perhaps this is a fact of AI spam more cavalry. About rams, compared to vanilla i decreases pierce armour 50 to 30, health 400 to 350 and movement speed. Infantry in general and mainly sword champions should do it very well, but the problem is that not all factions have champ swordmen, so I'll have to find another way to do it. I'll do some testing. Thanks for the feedback.
  21. It is incompatible with the svn version because has changed the UnitMotion. To work, need to change UnitMotion on templates and probably on auras, techs too. About gameplay, are you talking about AI spam rams and cavalry?
  22. 1- This would make map balancing even worse, some players start with 4 berries others with 1. This time reduction should come with a reduction in collection rate. 2- It would probably make slingers weak(-30% attack), Javelins will dominate, and not would it change the fact that it is still op against construction. We need to go deep here, maybe changes all ranged units? 3- Should help.
  23. I'll explain in detail. About 40 secs to 30 secs is because I created a standart time to technologies. Economy techs 30 secs, Army techs 40 secs. About the reduction of wood from 100 to 80 is because we now have 3 quarters, and soldiers are not trained in the center, so this reduction will help the player to up the technology without suffering too much delay in the construction of his first barrack. This reduction also helps civilizations with big houses to build their first house without being delayed by population, which happens in the vanilla. The reduction of the rate is basically a consequence.
  24. I have a mod with many changes and I need everything to adapt to these changes. This does not apply to vanilla, are different gameplay (mainly at the start). Balancing a game does not simply change values and it's all right, you need to make every change looking at the past changes and also at the global level of the game. To create a new tech for example, is very easy but must be careful with several things, aura heroe, aura units, bonus global (faction), bonus per civ, bonus per unit, others techs, etc.. About 30secs, in the mod all technologies related to the economy are 30secs, army techs 40secs. Only cc techonologies and special techs the rule does not apply.
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