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borg-

Balancing Advisors
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Everything posted by borg-

  1. Not yet in github, sorry for this. Final version comming next weak, so I'll put it in github.
  2. 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.
  3. Borg- mod, totales op balance!!!
  4. 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%.
  5. 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.
  6. 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.
  7. And where are the changes, can you give me some?
  8. 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.
  9. 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.
  10. Let's not feed the troll haha He can not do better, so he's angry.
  11. 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.
  12. 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..
  13. 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.
  14. Are the arguments over? thankforpie, you can create as many accounts as you want, your childishness shows your face in all of them.
  15. Exactly. The game is in a state that has a lot more to show and offer than this poor version of vanilla.
  16. Dude, I'm not taking decisions alone, I made a MOD, if people like it and implement it, great, otherwise it will continue to be a mod. I'm here just defending my mod and why it might be implemented, not trying to make people swallow it dry. Besides, it was not me who mentioned the mod in this conversation, it was other people who wanted it. If I had done this just for the new versions, I would be in the phabricator now and not in the mod.io.
  17. Persian Cavalry is by far one of the best available with access to all classes including a champion Cavalry Archer, making the Persians effective in both raiding and heavy infantry battle clashes. Well armored and very effective Persian Cavalry especially in their Advanced promotions are fearsome. A bit more of the design document. Moreover, persian does not have the most amount of champs.
  18. Cosmopolitan to the core, the Persian Empire levied a wide variety of troops from their vassal satrapies. Though their infantry were weak and poorly equipped, they could be massed in vast numbers. Their cavalry was strong and exotic yet expensive and included the fearsome cavalry archer, camelry, mahout elephants, and scythed chariots. They were known for their lavish wealth, grand architecture and strong trade empire through the Silk Road. Combined Arms Warfare is the watchword of the Persians. No branch should be able to win the battle alone but used together and correctly the Persians should be able to win. Melee infantry to pin the enemy down, range infantry to wear him down, and cavalry to finish the enemy by flanking. Persian units are individually weak, so the challenge of playing the Persians is making sure you avoid fighting on terms other than your own. Melee alone against hoplites should be suicide, for example, as should range or cavalry. ORIGINAL DESIGN In the new version of the mod, his spearman infantry is weaker.
  19. I understand, and I agree, people judge but do not do better, that's a problem. But the mod has tremendously positive feedback. This seems to meet the need of most players, so we have a positive. If the chance of the mod actually implemented, I would like someone to come and talk to me about what should be done, what should be changed, what should be maintained, etc ...
  20. This is a mod, I did this so players can play a decent game. If this is not implemented well, the mod will continue there. But I ask you, which team takes care of this at the moment? And I've told you before, if you continue with this shallow balance, it will never work. I can give you quick examples here. If u nerf gaul/brit, so pto is new op, if u nerf pto, rome/athen is new op. If i nerf slingers, so skir cav back op again, maybe archers. How long would it take for each such change to be made? 2 alphas for each change ?? I'm sorry, but that's not how you do it. That's why you delegate specialized people to do each type of service.
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