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borg-

Balancing Advisors
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Everything posted by borg-

  1. https://code.wildfiregames.com/D4724 I think that's enough for now. The intention is just to start differentiating in all civilizations, so that it can be deepened in the next patches.
  2. The idea I have for sparabara is that he has an aura that increases the pierce resistance of archers, but I don't know how useful this is in a real game, I don't think it would work very well. The other idea that I think is more plausible playing, is that he has a pierce armor of 7 and hack of 3. It should be a unit resistant to ranged but weak in melee combat.
  3. Dont need anything wrong to suggest ideas and changes. Anyway you can lost 40 - 50 soldier reparing onde ship vs então ship, so It can be wrong for some players.
  4. In aoe4 we have brit villagers attacking with bows, and it is fun to me. I choice brit some time just cuz power of defensive vs agressive civs like mongols.
  5. How about normal woman and scythian version, cost 60 food and have a bow. This way we have a choice between eco and better defense.
  6. True tnx, but I can cite others like Apranik. I'm looking for information, and although Amazons are part of Greek mythology, there were Amazon women in Persian where they rode horses and participated in hunting. Well, I know it's hunting, but if they had the ability to use a larger bow and arrow than other women at the time, then I think this differentiation is not wrong. Anyway, I'd like the experts' opinion.
  7. I could be wrong, but some Persian women even led armies at that time. Pantea, commander of the Immortal Guard of Cyrus the Great, Artemisia of Helicarnassus, commander in chief of the Persian navy etc..
  8. It is because we are talking about a differentiation of one unity and one civilization (persian). It's obvious that an archer can use a sword, a spearman can use an axe, but we can't have all that realism in the game. Anyway, let's wait for the experts on this case.
  9. We have any expert in persian civ to be able to clear this doubt for us?
  10. To defend in small conflicts but not against enemy armies, so it doesn't make sense to be used against soldiers either. If necessary, to defend oneself against an aggressor is worth any weapon in hand. Just because we don't have a Persian army of women doesn't mean they never used a sword, spear or bow and arrow to defend themselves. This is the same as saying that Persian women cannot ride horses because we have no army of Persian women on horseback. If Persian education provided for horseback riding and learning archery, then isn't that enough for this little game change?
  11. Well, if you follow this logic, the dagger only serves to kill animals and not fight. Civilians in theory shouldn't fight, but they do, so the weapon they use doesn't matter as long as it has a historical background, and the Persians apparently do.
  12. Herodotus, in his account written in the 5th century BC. of the Persians who inhabited Pontus, reports that young Persians, between the ages of five and twenty, learned three things: "to ride a horse, to shoot with a bow and arrow, and to speak the truth."[65] Well, it doesn't specify if they were men and/or women.
  13. I think it needs additional code, it's not our focus at the moment.
  14. Remove metal loot for crossbowman since dont cost metal. Add crossbow training tech to stable too.
  15. You will probably not find anything about Persian women warriors with high skill in archery, who changed the course of battles, but as the bow and arrow was very common in ancient Persia, it should not be uncommon to see some women knowing how to shoot. Anyway, any new fun idea is welcome.
  16. A technical question, is it possible to increase a unit's armor while in defensive mode?
  17. Any more ideas for units, bonuses, auras, technologies etc..? If not, I will close the patch and go up to phabricator. We can get some ideas from here: https://trac.wildfiregames.com/wiki/Civ%3A_Persians I think spearmen infantry can cost 40 food 60 wood and decrease your training time to 9. If possible in defense mode your armor pierce increases from 5 to 10, and maybe an armor pierce aura for ranged units. If not already possible, increase your pierce armor by 3 and decrease your hack armor by 2 and attack by 10%.
  18. As he uses shield when he is separmen, I think it's natural that he has more armor, but I agree that the current armor is high for this type of unit. I'll see some numbers for that. Making it a little slower in its movement can be interesting too.
  19. How did he behave against buildings? There are some technical problems with the idea. If we eventually add ax cavalry to other civilizations, we will have a completely different p3 vs p3 unit, this gets a little weird. What do you guys think about just adding more armor like the swordman and a little more crush damage, I think the armor would be enough to make it a little more effective in battles mainly small fights and crush effective enough against buildings also in late game. We can also add a specialized tech for pers ax cavalry where we can increase some of its attributes like crush damage, speed or increase its training rank to rank 2.
  20. Version 2 of patch. - Immortal can switch bow / spearman - Add tooltip icehouse persian0.2.zip
  21. I'm going to include your mod in this mod I'm making, can it be? So we can test all changes together. Of course, I forgot about that, very tnx.
  22. @wowgetoffyourcellphone @Stan` is the upgrade structure still like this: <Upgrade> <Immortals> <Entity>units/pers_champion_infantry_archer</Entity> <Tooltip>Upgrade to immortal archer.</Tooltip> <Time>8</Time> </Immortals> </Upgrade> That's how i used it but it's broken now.
  23. Well we have a point, the ax cavalry must have as its main weapon its ability to destroy buildings, otherwise it is just another sword unit without any difference. For that he needs to be fast and efficient against buildings, but the patch makes him more powerful than he is now, greatly increasing his hack and crush dmg, so he would be fast and strong against units too. With the patch he's able to fight cavalry and run away without taking damage, and that's what I mean in creating other problems. We have to find a balance in being efficient against buildings, fast, but still weak in big fights. The most obvious and quick solution would be to decrease your hack damage.
  24. I really think the changes with the ax cavalry are valid, but I don't agree with the current proposal. It seems to solve one problem and create others. I still maintain my idea that having these units in phase 1 with armor, health and attack adjustments is the best choice. The idea would be to create a weak melee cavalry unit for phase 2 and 3 but efficient for phase 1. It could have similar damage to the spearmen cavalry, even lower, but maybe with a bonus against support units like trader, women and priests and maintaining their efficiency against constructions.
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