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Everything posted by borg-
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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.
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Certainly can be done, remove the cost of stone and replace with wood.
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The effect of gauls theatron would be the same as helenic? Maybe you could have a stone foundation, to make your stone cost realistic?
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I'm not totally sure now, but I think this also happens in vallina.
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I disagree with those who consider it to be unimportant.
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Tnx u feedback Nisean is purposeful, i do not want any tech much op. Sorry about Blacksmith upgrades, this was a my mistake of mine that is already fixed in the new version (probally realese today). Techs back to %. Mauri maceman is hack dmg but has bonus vs structures, same to champion javelins cav iber. I intend to implement capture for siege towers, seems good and realistic.
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===[TASK]=== Current issues with Celtic units and guideline for the next
borg- replied to Genava55's topic in Official tasks
I prefer V1. But need a cavalry in the Village phase, Sword cavalry could be. -
===[TASK]=== Current issues with Celtic units and guideline for the next
borg- replied to Genava55's topic in Official tasks
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. -
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!!!
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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 !!!