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Posts
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Everything posted by borg-
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I put tech "poison arrows" in the new version 1.0.3, but only for maiden archers. About fire arrows, it is very complicated to implement this technology, for many reasons.
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Would not it be better to increase the size of the damage box?
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This would work as splash dmg ?
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I do not see problems with the instance of unit, you need the minimum of micro to control them correctly and do not let them run behind a enemy unit, and it is also possible to change manually.
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there will be another soon, on borg mod xD
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Dance really breaks the game. Another thing that is frustrating is the animation when the unit promotes its rank, unit stays invincible for a few seconds, and this is totally broken, I fixed this in my mod, and it should be the same for a21.
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I have the new version of my mod ready, but I preferred not to release yet because of the fact that I'm getting an error. https://imgur.com/a/Tg8G8Dj I tested mod on ai 4v4, and error happens approximately min 30 all time. I implemented part of stan patch about animals lost meat and others things, seems to have something to do with it, or no? I want to release the new version without this bug, and would like some help. Tnx so much!!!
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I really am a rush defender, I think it's part of every rts game. What I think should not happen is the rush always with the same unit in all games. This happens in the current vanilla version, where most 1v1 has rush cavalry, and this is a problem that does not happen in the mod. You can still rush with cavalry and win the game, but it's not an easy like vanilla, and you may need more units to support.
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I do not know if you updated, but I still have the same problem.
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I get lots of errors on trees apparently : https://imgur.com/a/3wtC4rN
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Thank you Servo for reporting this, I'll try to fix it as soon as possible.
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Thank you for your feedback and ideas.
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Sorry for that, I'll fix it on the next version.
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exactly!!!
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I will try to do this xD Some techs dont work.
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It is a "special" unit, it hunts faster and also to carry greater meat capacity. We are working on this, I think that all civilizations must have 4 base units, spearmen, swordmen, archer and javelins.
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Due to some major issues, I had to put a new version 1.0.2. Sorry about that.
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Tnx feedback Emperior!!! 2- I already have the tent ready at the moment, it can be built only in neutral territory, and serves as a "hospital" for units; 3- It was like this in the past alpha, but it is necessary and important in strategy games, several players asked for it; About eles, i get off the bonus vs cavs xD cya
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Tnx u feedback Servo!!! Thanks for your ideas, I'm working hard to try to diversify and make the game even more fun.
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Hey guys, new version 1.0.1 is available to donwload. It is also available directly from MOD.IO.
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All help is welcome, I'll look, tnx so much av93
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I remember asking Elexis for this a long time ago. I really think it adds a bit more realism and depth to the game. I would like to see this part of the game. When you tell sheep, are you telling the animals created by stable?
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The real problem of the priest is not in his base/status but in his promotion, gain +5 heal hp per rank, then 3 - 4 priests at maximum rank could heal a unic unit very quickly. What I did was to change the value of heal hp 5 by 2 and increase the required xp for the next rank. About bolts, i decrease your training time in the mod, along with its high damage, caused a spam. So I reduce the base damage from 150 to 120 and returned their base training time.
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We found only two unbalanced units so far, priests and bolts. Already been fixed in the new version 1.0.1, just waiting itsm release in mod.io. I'm currently working on 1.0.2, improving the base of the units and balancing is even better. The hardest part is to make this work on a24, since some files have already been changed, but with some time I could do that perfectly.