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borg-

Balancing Advisors
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Everything posted by borg-

  1. The biggest problem I have as a player and in the balancing mod is that gauls and brit do not have swordsmen/archer citizens. The Gallic roster could be like this: Heavy infantryman (spearman or swordman) - Cingetos (generic term for warrior fighting in the front line). Javelin skirmisher - Bagauda (bellicose/fighter), Talanos (support person). or Adretos (who moves fast, attacker). Slinger - Clucagretos (proto-indo-european reconstruction for slinger), Uassos (meaning servant, attested word) or Talanos (support person). Sword cavalry - Eporedos (cavalryman). Archer - Selgos (hunter) - Archers appeared only during the 1st Century BC, I suggest an unit available only in the 3rd phase but not an elite unit. Naked warrior (spearman) - Bariogaisatos (furious spearman). Fast and scary for fresh recruit (bonus against basic version of units ?) Elite infantryman (swordman) - Soldurios/Soliduros (bodyguard), Ambactos (servant, protector, retainer), Adscoros (attendant, retainer). Elite horseman (sword or lance) - Comaterecos (patrician) or Uerouicos (victorious warrior, great fighter). Anti-cavalry special unit - Epouanos (horse-killer). Gallic horsemen auxiliaries are described as being efficient anti-cavalry against the Parthians at Carrhae. Eastern Celts, Belgians and Germans share this feature it seems. The Britonic roster could be like this: Heavy infantryman (spearman or swordman) - Catucos (combatant), Batacos (combatant) or Batoros (who-hit-hard, fighter). Javelin skirmisher - Bagauda (bellicose/fighter), Talanos (support person). or Adretos (who moves fast, attacker). Slinger - Clucagretos (proto-indo-european reconstruction for slinger), Uassos (meaning servant, attested word) or Talanos (support person). Lance cavalry - Marcacos (cavalryman). Marcos is another word for the horse, more common in the island than in the continent. Light cavalry with javelins - Gaisaredos (Javelin on horse, mounted), Gaisatoredos (Javelinist on horse), Adretos (who moves fast, attacker) or Bagauda (attested for horsemen as well during the Gallo-Roman rebellion). Naked warrior (swordman) - Batoros (who-hit-hard, fighter) or Excingos (attacker, who-get-out-to-fight). The Caledonians are described as using longswords and small shield and fighting naked. Elite chariot warrior - Esseda (war chariot). The Britons use war chariots with a driver and an elite warrior, they throw javelins from it and continue the fight on foot (possibility for the unit to transport one infantryman ?) Elite noble infantryman (sword or spear) - Argos (battle champion, noble) or Donnouicos (noble warrior, noble fighter). Elite skirmisher infantryman - Caur (old-Irish for champion) or Art (old-Irish for champion and bear). A propose an Irish elite javelinist, with a historical irish shortsword. If the double weapons switch is implanted, it could be an interesting unit. Polyvalent. Gallic need spearman / Dont need three ranged units (only archers and jave), i would put slingers only to britons / Sword cav seems fine / Naked warrior, yes pls / Elite infantryman ok / Elite horseman (sword, if we will have a special unit probally is lancer cav); Britonic need swordman / Two Ranged units ok (jave/slings) / Two cavs jave and lancer seems good / Naked swordman, yes pls / Elite Chariot ok / Elite infantryman (sword) / Elite jave ok. I tried to differentiate with lancer/spearman for gallic and swordmans for britons. I think all civilizations should have these 4 units as a base, infantry melee spearman/sword, infantry ranged archer/javelins (I do not know how much of this is historically correct). It would be great for us to balance.
  2. Here to a point to be discussed, many players want it can be healed, others do not. Difficult decision. I see the cost of them in metal as an advantage mainly in the beginning of the game, they have the status of collecting as a citizen man. If we choose cant be healed, then surely I must decrease the rate of health loss, it dies very fast. If he chooses to be healed, then I think he's fine. I created an hp base, and I can not give a slave more hp than a javelin soldier for example; Cata range is same of a23, but have a new tech +25% range. About destroiy tree, its a good question since some civs dont have catas; The cavalry is a little slower than in a23 (16.2). It works better this way, the infantry units are more easily hit. Elephant have 8.5, so can attack; Fatatics have a litle bonus mov speed, but it is still much slower than cavalry. Tnx so much Dakara!!!
  3. Thanks for the feedback dakara Wow, so much things haha Destroying trees is a great idea, we could do this with the catapults, like aoe2, but for that to happen we need to be able to choose where the shot will hit; I am doing a lot of testing mainly on siege weapons, they do not seem to op, since many units are back in the game, principally champions; In mod if the hero dies he can not be training again, I think that's great and it seems very realistic. this brings a better gameplay as well, since you should use it carefully and think well in what aura you need at the moment. About removing the population of heroes, it can be a good thing. In mod all heros on cav/elephant has 60secs training time, and single heros 50secs, maybe could be 50 or 60secs for all, its is possible; All the cavalry and elephants in the mod has the same speed of movement, without exections. Infantry units i tried to leave it as realistic as possible without changing both the balance, so infantry ranged units is 9.9, swordman 9.9, spearman 9.0 and pikemen 8.1; About the strategies, im working hard at it, and it's one of my main goals; Different civilizations may be great, but if we try to implement this to a24, then we must be careful now, and let this go further; Tank unit is something I've been thinking about for a long time, and I think it would give a new dynamism to the game; Athens have slaves on mod. Lost hp/sec but can be healed. Tnx so much !!!
  4. Tnx u feedback gordooo!!! Play some more games and see if something needs to be changed xD
  5. At first I thought of both as archers counter, I lowered the damage of the slinger somewhat in relation to the javelins, so that both in combat could equal (havelins vs slings). But I think it would be interesting to change that bonus to some different unit. This would be interesting mainly for athens and britons, since already have an archers counter (cav javelins). Any suggestion? About hans, I have plans to implement them in the next version, maybe next month. Along with many new things.
  6. Well what matters now is that we have a good foundation that seems to work very well.
  7. Tnx for u feedback Surely we will play many games still.
  8. I put attack hack for all melee, pierce for all ranged and crush dmg only for catapults and rams (siege tower and bolts have pierce dmg). In the vanilla sperman have pierce dmg too, slings crush dmg, this is very confusing for players and also makes it very difficult to balance. So I preferred to create such a base, cleaner and easier to understand and balance.
  9. Tnx for feedback Bonus to archers are important, they have a huge range, so if we remove that bonus, we have to give them a higher dps, which would make the op unit, since there are several units to contain them. Maybe we could work with some other counters, I accept suggestions.
  10. Exactly. I and feldfeld talked about it, it could be a problem if the first four soldiers were killed, so we decided to enable women to build barrack/stable/range.
  11. In the sense of composition of the weapons, yes, it has logic, but in isolated units I do not see much sense. What really matters is the type of strategy used in the field. What I mean is that, on the one hand, we have the Iphicrates and their light weaponry knocking down all heavy / light infantry, on the other hand we also have the great alexandre and its pikemen knocking down the entire Persian heavy / light army. Anyway I forgot to mention, that elephants have an advantage against cavalry in this mod, you reminded me.
  12. There is no logic or historical context in any counter system, this does not exist in real life haha, it is only necessary for the game. Elephant is considered a "cavalry", if spearman have bonus vs elephants why spearman cav no? Tnx for feedback xD
  13. Needs to be accepted by @Itms. Why u cant manual?
  14. Tnx for feedback xD There is always something to be changed, but for now small details.
  15. Tnx for feedback xD. I'm studying all this at the moment and more. I have good plans for version 2.0. But it needs to be studied very carefully, because if it is implemented to the original game, then it must have the support of the devs.
  16. Borg- vs Valihrant Expansion Pack mod.rar
  17. First I want to say that it was a great pleasure to work on this mod. I have a lot of affection and respect for this game, where many people work hard to give us some fun. 0a.d has already provided me with hours of fun and I felt compelled to give back a little of it. Were long 7 months of much work, really most people do not know how much this is laborious. You need to always have new ideas, do and redo many things, look at historical context, test, test and test, and of course, have people available to help you in this process. Tnx @Angen @Lion.Kanzen @Stan` @ValihrAnt @Feldfeld @Stockfish @wowgetoffyourcellphone. Well, this will be the last version (1.0.5) of the mod for the current version a23b. Just a version to fix something if necessary. Nothing new will be added. From now on the whole work will be focused on the a24 version, where together with @elexis we will review the mod so that if so accepted by the developers, it can be implemented to the a24. The main goal of the mod was to bring players and the community a better experience of gameplay/balance within what the game can offer in the current state of development. It is perceived by everyone that gameplay has been "stalled" for some time, so that was my focus. As I mentioned before, even though many resources are lacking due to the current state of development, it is possible to do much more with what we have now. I want to make it clear here that the changes made in the mod have always respected the main pillars and design documents (just changed what was really needed for the balancing to work). Major changes/Features - Added counter system; - General balancing of all units and buildings; - Gameplay slightly different for each civilization; - Reformulation of current techs/auras/bonuses/teambonus; - New bonuses/auras. - New buildings/units/technologies for the respective civilizations; - New upgrades to units/buildings; - New icons; - Mercenary champions units now has icons with yellow color. - Civil centre can train only women (some exceptions); - All mercenaries cost only metal; - Units promoted has no gather penalty; - Deactivated the animation of promotion (units do not take damage while celebrating); - Hero after death can not be trained again; - Dead animals lost food; - Domestic animals can fatten; - Increased number of icons available on the panel; - Women can build all buildings; - Promotion (advanced/elite rank) gives +10% health, +1 armour, +20% attack +1 capture attack, +20% loot, vision range for all soldiers. Healers gain +5 heal range and +2 heal/HP. Counter System The system I chose to work on is simple and easy to set up for casual players or pro players. Spearmen/Pikemen bonus against Cavalry/Elephant; Archer/Slinger bonus against Melee Infantry; Skirmisher bonus against Archer/Slinger; Swordsmen all-round; The same applies to Cavalry. Cavalry Spearmen bonus against Cavalry/Elephant; Cavalry Archer bonus against Melee Infantry; Cavalry Skirmisher bonus against Archer/Slinger; Cavalry Swordsmen all-round. To many changes such example: to each quarter built by a Macedonian player, gain a free pikemen. Macedonian is the only civilization that can train pikemen in village phase. Sparta is a civilization focused on melee units and the only can train champions on village phase. These and many more changes can only be seen with details in the technological tree. Please, give your feedback, this is important. The latest version is not yet downloadable by mod.io, it is waiting authorization. If you have any doubts on how to install the mod: https://trac.wildfiregames.com/wiki/Modding_Guide
  18. Mod will be available tomorrow, I just need it before that icon
  19. I searched in dalenda a23 and apparently does not have.
  20. Hey guys!!! I am working on a mod, and I am adding this cavalry to the Persians, but it has the same icon of the other champion cavalry, could anyone help me with this? Tnx so much!!!
  21. I hope to see you soon, tnx for hours of fun!!!
  22. In my patch siege rams has only pierce dmg, no bonus vs bulding, it's just a mobile tower.
  23. Just choose the panel you want to work, example: selection_panels_right. So you have some mumbers there that you can change, example 3 3 100% 100%, If my memory is good, have 6 sequences like this. I did not need to change "%"numbers just the two numbers to the left. basically one is for the size of the other icons for the size of the background, and the others are for targeting the icons and blackground. So you make small changes and adjust as you want.
  24. Hey guys, i did it!!! with the help of some guys (Stan, Angen, bb_ and Face) we can do it, tnx again. to increase the number of icons you want, is in sessions/selection_panels_right >> <repeat count="24">, change for the number of u want. Now in sessions/selection_panels in line 214, u need change return 24 - getNumberOfRightPanelButtons(); for same value that you chose in <repeat count="24">. this is for panel construction, if you want to change another panel, the change should be in another panel obviously. I hope this helps everyone.
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