soloooy0
Balancing Advisors-
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Everything posted by soloooy0
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the idea is fine, if one has a military bonus and another one a naval or production bonus, but the only hero that has a bonus for non-naval maps is that one, that comes in arid or icy climates is nothing remarkable and does not even give speed to nearby units, the heroes are not important or decisive in most maps, it is a shame. and since women can be soldiers, it would be nice that this hero with economic bonus would give some buff to women, since their use is mostly to produce food and with the improvement of the corrals there is no reason to have so many women. I see it more like if you take away the major utility of women, give them a bonus so they can be a soldier: defense, attack, speed and / or tanking.
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hello i like the faction a lot and i love the buildings of 10,it is a bit faster civ than the iberos and can be used aggressively quite fast, i would like to see how someone who plays more aggressively than me uses it. now the things that don't work or should change, 2 heroes are naval and 1 livestock, but if you can make the women soldiers then it's not the ñaaaa I don't love it. invisible and non-existent troops . I miss the guerrillas and the iberos the soliferrum that gave this mod. the veton castro, doesn't give vetons, nor mercenaries, nor different units, before it gave cavalry with sword and something else I think. the little that gave an advantage of rush or early attack was gone, without mercenaries, nor the guerrilla loses enough, also has disappeared the monument and the Phoenician allies also disappeared, I liked it better before, I had more variety and options. The manual battering ram retains the classic sound, it should have a different one. the previous version of the lusitans I loved, with this is weaker than the previous in several ways, to see if you find something in between this and the previous version, has the possibilities of being one of my favorites when it comes out.
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I'm going to try the mod, see if my pc supports it, a hard drive died 1 month ago T.T, I think I'm going back to multi in a long time T.T
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for now what I see that needs to be adjusted (by the mod) and add in phase 1 women, slinger, spearman, cavalry javalier phase 2 swordsman, javalier, cav spearman, cav lanceman mercenary cav sword and ambusher/guerrilla (only javalryman and melee) without defense upgrades scales? phase 3 sword champion, mounted champion cavalryman (fire cav) siege rams, (catas/onagro, bolt, Sertorius) heroes: Cauceno, Viriato and Sertorius team bonus: 1: metal cost to be reduced to champion troops. (less op) 2: that technologies and phase change have a reduced cost. (plus op) add Frisian fields to Iberians and Lusitanians, to make enemy troops slower and damage the siege. mercenary blade cav vetons to iberos and soliferrum more or less is the summary of what i would like to see in the next version of the mod the theme of unique technology, that is related to metals and that name the mineria del rio tinto plz it is possible that the translator troll me ....
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for iberians and lusitanians I would put: vetone cavalry with sword then for Iberians: heavy javalier soliferreum champion (similar to the one the Athenians and Spartans had in the A24/24) for Lusitanians: ambusher, light javelin, faster than the "regulars", with a small melee attack. with a small melee attack and not affected by defensive technologies. seems to me the most appropriate due to the description of each one.
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how @Ardworix I believe that the three Lusitanian heroes should be: Cauceno, Viriato and Sertorius. with Sertorius, you could add Roman siege engines and Roman ships in phase 3. also the "Lusitanian ambusher" champion of phase 2 would be very interesting and useful, also the Frisian field (for Iberians and Lusitanians) created by @Duileoga for equipment bonus I can think of 3 options: 1: that the cost in metal be reduced to champion troops. (less op) 2: that the technologies and phase change have a reduced cost. (more op) 3: regular troops and mercenaries should have a lower metal cost. (regular it would be interesting to add some mention to rio tinto, or in the name of the equipment bonus or some bonus/technology, unique to the faction.
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I have been testing the mod, I like how the Lusitanians are thought, it is well thought out, the last defense of women, the Vetons mercenaries can give quite fast support, now come the bugs found. 1: you start with javeliners and swordsmen, but in the cc you can make: slingers and spearmen, something is wrong. 2: in phase 1 you have access to all infantry, is it too much? 3: precision bolt technology in the arsenal, but they can't have catapults, or rocket launchers. 4: the phase 2 KAI darsena (Phoenician allied) only costs 200 wood, it should cost some metal or stone more... 5: in barracks you can't make elite swordsmen and for their special building you have to use that technology and the same with the elite cavalry. soon it will be a big faction and I need it in the game, the equipment bonus could be something related to mining or lowering the cost of metal, troops, technology or both. depending on how it's done, could any unit of champions be upgraded to phase 2?
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the relic mode could be modified? so that the team that has the most relics if all have been taken wins? or wins by time? as it is set now if you put all the relics, it is like a normal game but with the technologies of the relics .....
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Por que cuando juego ranked no siempre me dan puntos? Rigimaru
soloooy0 replied to Rigimaru's topic in Help & Feedback
solo se puede en 1vs1 y si esta activo el modo ranked que en la esquina inferior izquierda aparece un aviso it is only possible in 1vs1 and if the ranked mode is active, a warning appears in the lower left corner. -
Diversifying Champions
soloooy0 replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
I will keep asking for the champion in phase 2 ibero soliferrum, in the mod it looked good. for athens and sparta they need a champion in phase 2 macedonians can use siege in phase 2, one unit, the question is which one without it being op the argas briton swords that have bonus vs cav and smashing damage catafracts to be the heaviest cavalry unit with the highest armor of all the units finally that the chariots can move to melee in some way .... -
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the iberian fire ship, deserves to have the fire damage as its champion cavalry ...
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Capturing enemy / gaia units and capturing gaia elephants
soloooy0 replied to Yekaterina's topic in Gameplay Discussion
this theme gives more options to certain factions, especially Carthage. what if when Carthage: captures an Iberian, Roman or Celtic barracks/stable, it can make mercenary troops from those buildings, instead of regular troops or both? with elephants unless it is a hero or special troop, capable of capturing GAIA elephants, in team games, it can be very OP... -
holap, I haven't read all the comments but well, here are my ideas the system of running without a system of: stamina, morale or radius of action/charge I don't think it can be implemented in an easy or safe way for balance 1 stamina: that the units have a formation to run and have a bar, with its recharge time. 2 morale that the units: have a morale that depends on having troops nearby and being in their terrain, that gives them security and knowledge of the terrain, but I think it is too difficult (imposible) to balance. 3 action/charge radius, that certain formations have a radius and depending on that radius they can charge/run or better support a charge or projectiles for example, I think it would be a system similar to AOE 3 and the use of formations to use the secondary/special attack of some units.
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that elephants can break trees (to open roads and in case they get stuck) Iberians and Lusitanians with Frisian fields, to jam battering rams and break infantry formations. that the siege towers serve to be able to capture and the Macedonian siege towers can carry artillery inside them. what more than one wants, a way to detect the last troops of the enemy, that requires some condition, like that the enemy has less than 10% of maximum pop or has no zone of influence. also make it so that mercenaries can take resources or give a raise to the workers, like women used to do T.T.
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add another resource it takes a long time to do the balace in the AOE 3 WOL mod: they added an extra resource and it took 4 versions to make it useful and balanced the resource could be coins, generated by the trade routes or faith by the temples with people in them but it would be a phase 2 resource and for what upgrades or what troops? we don't have metropolis shipments, nor do all civs use mercenaries or champions in phase 2.
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that champion tanks can be converted from ranged units to melee units the use of shields (directional shield mentioned above) as in total war (bronze, silver or gold) that ranged units have minimum distance and switch to melee or do like in AOE 3, using a formation switch to melee that you can't see behind the walls and that catapults can shoot blindly wherever you choose. add the onager or shrapnel shot. system of marking targets/tactics on the map like in total war mark on the mini map a zone like in AOE3 have the summary on a border of the mini map as with FGODMOD
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Did you find out what causes me to get an error in the bellum mod?
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put more trigger maps that the AI (gaia) can create units in the captured buildings, that the buildings captured by the gaia are always full of troops. that the siege towers are used to put siege machines inside or to capture walls, towers and castles ... balance of champions and specific stats as in AOE or Total War. wonderful to have another upgrade option (defensive/offensive/economical) apart from the population bonus and that the upgrades have to do with the civ "or the catafract of the civ". add more civ: chinese and lusitanian my favorites, i need crossbows Frisian field for iberians and lusitanians walls should work like in total war or make it impossible to see behind the walls, to force the enemy to knock it down and avoid catapult sniping.