Eraser
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Everything posted by Eraser
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That's the idea. Since I figured out about the militia that seleucids used to protect their colonies, I thought that would be an awesome way of making seleucid gameplay unique, since militia is cheaper to recruit, but they lack the training and weaponry of professional units. <Tooltip>Special: Non-professional soldier. -50% cost but also -50% attack.</Tooltip> Militia infantry cost will also be reduced in the next version. ATM is only the militia cavalry. Ptole is meant to be the embodiment of rush itself (as depicted on the design schema, they're on top). Sele is meant to have the "silver medal" of rush, being able to rush slower civs, but they shouldn't be able to match ptole's speed. The test game I did with elexis was to make sure ptole is still the "golden medal" of rush. With this, tried to fight with 40 militia cavalry against 20-25 of his camels, and he won, since he has superior range and damage. Also, he made a little mistake during early game that slowed him down, so ptole could be even faster. In fact, in early versions before releasing this I had the idea to also recruit cav militia on free stables, but removed it since that could have made them way faster than ptole. Now I wonder if I should get it back, since while in ptole you got women working on food, in sele you need to deplete all your food eco to rush. Will do I will think on making a 2.0 version if I see there's interest on this idea. Next will include: Nerfing longsword and naked unit's pierce armor. Reboot of "weak/strong against" unit system. Implementation of briton's Woad Painting and Great Tower techs from #4084 Put more unused concepts into the game. And more Feel free to comment, review, propose, contribute or even complain about things you don't see balanced enought. Thx you all
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To those who use TortoiseSVN, you can undo changes by using this: https://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-revert.html You won't need to rebuild anything since this mod only goes on scripts and xml.
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make bolt-shooters great (and usefull!) again
Eraser replied to JC (naval supremacist)'s topic in Gameplay Discussion
Well, actual bolt shooters were not meant for buildings. They were meant to decimate large numbers of infantry (and sometimes charging cavalry). A damage bonus against units could do the trick, but that would require lowering champion's armor, if a line of pikes and a pack of charged bolt shooters can't stop a small bunch of happy buffed guys advancing mindlessly, then it will stay pretty useless. -
Apply the patch. svn patch path/MetaGameV2.patch Once you're done, go to the svn root folder and run: svn patch --reverse-diff path/MetaGameV2.patch That'll undo in SVN all changes related to the patch and will keep other changes you could be working on.
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Well, it's actually a copy of the public mod with the changes applied. Current public mod is around that size. Note that I didn't include any art (it's out of the scope of this mod). If you don't wanna download that, you can always perform svn patch with the .patch I attached for devs. For non-dev players I fear this is the only way I fount for them to install this without recurring to the command line Until downloading mods from official servers are implemented, that is.
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I was always wondering since I saw the angle this siege machine hits: what about if the wall is bigger than the hitting angle? Then this machine's size might have been truly enormous to hit most structures. More or less like the size of a siege tower.
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I'm thinking about making a new x3 damage weakness system in the next versions of my mod: For what I'm thinking right now, pikes got a great range so they could have an even bigger buff against cavalry (x6 or less unlike the x3 of spears). But since their shields are tiny because in history they had to put the shields at their back to operate the pike properly, they'ld be way weaker to arrows, like also a x6 weakness to arrows. I'll have to think about it
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I would choose the pikes, since they are longer and hit first lol
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make bolt-shooters great (and usefull!) again
Eraser replied to JC (naval supremacist)'s topic in Gameplay Discussion
If you like bolt shooters, I think you would like to check out what I did to buff siege with Macedonians in the mod I'm doing. Bolt Shooters can be recruited in phase 2, and they also start with hero Demetrius, which gives range and crush to siege. -
I'm making a mod where I'll nerf longsword armor since a guy with a longsword, unless it's a jedi, can't have the same pierce armor than a soldier with a shield as big as himself. Brit champions can be recruited in age 2, but in exchange they cost x2 food and they can only be recruited in civil centers. Hope you like it.
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Also, if you use ptole to get champions, I suggest you try other civs like Sparta for that. Ptole is pure rush.
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Lol, if you like free buildings, in the mod I posted here seleucids have free stables and sheeps. Hope it makes you feel better
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I've uploaded the link to the mod zip, so players can also test this: Instructions: -After you download, extract it. -Copy it into the binaries/data/mods of your 0ad game folder. -Run the game, go to Tools and Options/Mod selection. -You should see this. Select and run the mod:
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Hellenic Theatron Balance Patch: Culturestorm
Eraser replied to Eraser's topic in Gameplay Discussion
I've implemented it on the new mod I'm creating for improving 0AD metagame. I'll post the mod files soon, there's a patch uploaded if you know how to apply SVN patches, so you can test it right away. Plz comment and vote, thx you very much! -
I've implemented it on the new mod I'm creating for improving 0AD metagame. I'll post the mod files soon, there's a patch uploaded if you know how to apply SVN patches, so you can test it right away. Plz comment and vote, thx you very much!
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Well, the historical accuracy of the rush, wall and eco of each civ isn't accurate, I just classified them based on the actual status of civs and their current capabilities. Ptole sure was a rich country that'ld fit for eco, but current in-game usage is total rush. The concept may need to be reworked, but I was aiming more at changing existing design to make existing civs to fit in each role, since reworking them would take a lot of time, would break the design docs, and the patch would be too big that it'ld be even harder for the dev community to accept it for improving gameplay than it is right now. About celtic civs, Rush/Wall/Eco slots are also a scale, and as you can see celtic civs are next to rush. This was done intentionally. The more close to rush a civ is, the civ must have also a small way to rush, and next to eco they must have a way to fight back in age 3. Persians are close to Wall: Their structures are harder to destroy/capture, and Persian Architecture gives them a way to fend off other rushes like wall civs do. Brits are close to Rush: They got dogs, which can rush lonely women/merchants. Ibers are close to Eco: Their age 3 technologies make skirmishers set strong buildings on fire, and run away almost unharmed. Macedonians are close to Wall: That's why they can spawn ballistas and towers in age 2. Once ballistas and towers are out, most rusher units will be slayed by superior siege firepower, as a defensive strategy. Feel free to test it, contact me on IRC if you want to do a 1vs1 or a ffa between many of us, so we can test them and update the mod with more ideas/fixes. Also don't forget to vote after you do it, thx! Thx
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I also reused some concepts I found inside the the game that were not used for the actual gameplay. In the next updates I'll probably use more. Mauryan Palace: I've looked some history about the Mauryans, and they introduced many religious reforms relative to Buddhism to keep their country in an age of peace and prosperity. This building can recruit heroes and has an aura that "pacifies" the battlefield and removes all territory influence from civic centres, turning many buildings into gaia, making them "step aside" from the conflict. Temple of Mars: I've heard that when Rome was in war, the Temple of Mars opened, and in times of peace it stayed closed. Since it is the image of war itself, I decided to put it back into the game as the building which will end the game if Rome survives until age 3, that is. Originally, I wanted Rome Generals to spawn from the Senate, since they were elected there and sent to deal with the menace. Rome survived against many enemies with stronger, more experienced men thanks to the minds of their generals and rulers. Carthaginian Embassy: As long as I know, even the proper Carthaginian ranks of the army were mercenaries, the Sacred Bands were famous because they were the only ones who actually fought for honor instead of gold. So, I thought it'ld be more accurate not to recruit mercenaries as if they were normal citizens. Slaves: Many of the civilizations of the game had slaves, but for gameplay reasons only carthaginians have it (for now). They have a limited lifespan but in exchange they have build and mining bonuses. This is the way I thought carthaginians could grow in a unique way, since they need enormous amounts of metal for their units, making them fast enough to be a rush civ. Civic Stoa: As I looked in the description the designer left, those (unlike the Royal Stoa), were centers for commerce and reunion for common people, so I thought that a good approach would be to give them a high population bonus. They also were keys for the expansion of Hellenic culture, so I thought that they'ld get along very well with the Theatrons, to expand the culture among the land. Athenes was a relatively peaceful country compared to Sparta, so I thought they would make a good civ for winning with the wits instead of the fists, expanding their culture until they control the territory.
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Hello community, Since I was trying to improve meta-game by doing tickets related to the design docs, I decided to integrate all things I've been implementing (along with design changes I propose), and collect them into a mod so devs and players can try them and comment about the changes I'm offering to improve the game experience. I tested a lot the actual meta-game by trying the three tactics, and I found it plain, since most civs feel the same; all of them go to champions (except ptole and maybe minor rushes) and all of them grow exactly in the same way. At least I wanted to make each civ win with something different, making the metagame more diverse and interesting. Mayor aspects: Design: Rush civs: Strong against eco, weak against wall. Stronger in age 1. Early/free access to economic structures that can accelerate their growth. Early access to economic units. Easy difficulty. Wall civs: Strong against rush, weak against eco. Stronger in age 2. Early/free access to defensive structures. Early access to champion/siege units. Medium difficulty. Eco civs: Strong against eco, weak against rush. Stronger in age 3. Access to the most powerful structures. Access to the most powerful units. Hard difficulty. Champion costs: Rush civs: 150 food/wood/metal infantry (except persians), 200 food/wood/metal cavalry. Wall civs: 100 food/wood/metal infantry, 150 food/wood/metal cavalry. Late civs: 50 food/wood/metal infantry, 100 food/wood/metal cavalry. The diff I'm attaching contains the basic aspects of the game, it will be updated on this very post. If you don't know how to get the patch working I'll upload the mod soon. Thx you all for your time, please if you want to test this don't hesitate to contact me so we test For developers: MetaGameV2.patch PlayerFilesGenerator.sh For players: MetaGameV2.zip
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Well, now you can build houses and even an entire city around it, if that's the concept you're missing. I removed it mainly because I thought to boost the territory (make it root) and boost the arrow count. Those are very powerful, so needed to cut some things in order to put them. As I told before, territory influence is the strong point of Rome, boosting all nearby allies in attack and yours with armor. This patch is pretended to allow you to put your territory wherever you want, so you can use Rome's auras to boost tons of citizen soldiers and win with them, giving Rome a very original way of winning without champs.
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Updated patch (thx to elexis review): -Buff heal has been removed. -Population bonus has been removed. It doesn't fit since it's a military building. -Set territory influence as root. Need it to fight against Culturestorm Theatron combo. -Reversed build age to age 3. CastrumVallumPatch2.diff
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Hellenic Theatron Balance Patch: Culturestorm
Eraser replied to Eraser's topic in Gameplay Discussion
And you would ask me, how can you counter this crazy *** territory influence when you cannot build anything since his territory is everywhere? The answer in my first patch proposal! -
To increase gameplay diversity, I've thought about an unique way to win in multiplayer games, where proper coordination and communication are vital in order to win. This combo is a way to encourage these conducts in multiplayer games; together, you're stronger. Since currently Theatron is too expensive in relation with its capabilities, I've thought of redesigning the building mechanic to make it something you'ld want to use in games where your teammates have hellenic factions too. Here's the explanation of the combo: Stage zero: Build limit: 1|1. None of you got theatron. Stage one: Build limit: 1|2. You build a Theatron the first. Then when you do it, an ally's theatron build limit (selected at random between your allies) gets increased in 1. Stage two: Build limit: 2|2. Your ally builds his Theatron, increasing your Theatron build limit (you were selected at random of course). And so on... Stage N: Build limit: N|N. You and your ally increase their territory influence in 20% for each Theatron owned. Result: Control all over the map. Massive owning of enemy territory. Please leave a comment, thx for watching.
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About the territory - it's not root in my patch. You can only build around the Castrum Vallum only if it's placed on allied and own territory. You can't build normal buildings in the the territory of Castrums in neutral and enemy territories, can only build CC to get root-ed territory inside enemy's (but now you need another building), and Observer Posts to increase Castrum's line of sight. Stealing territory would be a very unique way to win, like Theatron but in another concept. To me, an special structure without territory influence on a territory-based faction feels as anti synergic as filling Sparta's tree with cavalry tech. Thx for the comments
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Feel free to comment thinks you would like to add/remove from the patch. Screenshots of gameplay: Since they don't provide champions, they must be built in age 2, age 3 is too late for expansion-type buildings. Socii and Citizenship are the main Rome auras, making Rome's strong point the use of large numbers of citizen soldiers in your territory. Having their own territory influence, you provide your own territory inside your ally's, giving buffs with Socii bonus to protect him. Since it hasn't decay this way, you can even build some other things in your territory to improve defence. This is specially useful against allies happening to be very close to the enemy. Also, it can infiltrate enemy and neutral territories, but the space you take, due to territory decay, is considered neutral, so unlike ally and own territory, you can't build normal buildings here, apart from those who can build in neutral ground. This is useful to make breachs into enemy territory and creating a CC in the very inside of his domains in order to win with large numbers of citizens and siege firepower instead of the champion-for-everything metagame.