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borg-

Balancing Advisors
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Everything posted by borg-

  1. 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>
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. Not yet in github, sorry for this. Final version comming next weak, so I'll put it in github.
  8. Any melee unit can hold rams in the borg expansion pack, also the damage received from ranged units is slightly higher than vanilla, in fact rams are only a problem in vanilla because champs are impracticable. But yeah, I'll take a look at this.
  9. Borg- mod, totales op balance!!!
  10. The current gameplay is the same for 1v1 or 4v4, it is a boom, spam slingers, archers or javelins, get p3, upgrade ranged attack tech, make 1 - 2 rams, or 1 - 2 elephants and attack. I can beat other players with an average rating of 1600/1700 using other strategies, like melee cavs, but if the player is a similar level like valih or feldfeld, drastically increases my chances of losing, i would say 95%.
  11. Here's a short list (my opnion). Reduce damage from all ranged units. (inf melee and cav melee total useless) Reduce the speed of all cavalry. (inf melee cant counter) Balance all auras and hero. Update the technological tree. (there are bonuses that have no effect (kush for example), some units/buildings is missing part "history", among other things) Disable animation celebration of promotion. Reduce the speed of the rams. Reduce the training speed and cost of the champions. Decrease the price of most techs. Balance current techs, many are useless. Balance priest. Change the order of priority of the elephant of war, to attack units before constructions. There are few things, that would be just to start, we would have a a24 a little better.
  12. 1- You cant increase build time for celts buildings because it is directly connected to the health of buildings, less health, less build time, same for hellenics, more health, more build time, this is part of the original design. 2- I agree, but slinger have 1 crush dmg, there is no reduction here, the best would be to take out the crush dmg. 3- I agree. 4 and 5- If u give a bonus vs siege for all melee cavs, and nerf rams, then bassically rams were useless. 6 -I do not see problems with current baskets.
  13. And where are the changes, can you give me some?
  14. The changes in the mod are quick because it is not finished yet, the new version will be the final one (maybe some later with minor corrections). Version 1.0.5 will be the version that can be implemented to vanilla. If this is accepted then I'll start working to implement this to svn.
  15. I would love to have someone with advanced historical knowledge to help me in this, and also someone with a good English to review some things. Even though I have done everything or almost everything based on historical data, it would still be very important.
  16. Let's not feed the troll haha He can not do better, so he's angry.
  17. I think you're blind, this is a MOD, I'm not asking that this be implemented in the original game, it's the people who asked for it on the topic. I do not care if it's going to be implemented or not.
  18. Exactly, making separate patches does not work, because you need the whole set for this to work harmoniously. Counter system not work if units status is same of vannila. New techs/auras not work if units status is same of vannila. etc.. etc.. etc..
  19. Honestly I will not do that. If the developers and leaders some day want to implement the mod, fine, I'll be happy, otherwise I'll be happy to know that I've done a good job. I'm not going to make a document explaining why people should like my mod and implement this to the original game. I'm particularly happy with the mod and I'm even happier to know that the people who play the mod are loving it. The mod has a lot of donwloads and followers (mod.io), videos on youtube etc ... so thats all I need.
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