soloooy0
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Posts posted by soloooy0
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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...
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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. -
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. -
to be a phase 2 upgrade or for elephant archers, the option to fell trees and take them as treasures.
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the working elephant should have a bonus for lumberjacks or an ability (with upgrade or coldown) to fell trees and allow to collect them as if they were big treasures.
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I still have hope for the A26
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will the bellum mod be used for the A25?
that the greeks and iberians have champion units in phase 2 is very interesting and different and rome castra is more important, like see onagro in game
will be made differences between horses and camels as you said @Yekaterina -
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. -
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- 1
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Just now, Yekaterina said:
2. Implement elements from Bellum Mod, including the balancing changes as well as P2 champions. But we can adjust that based on the feedback of players from A25.
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.- 1
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and only mord wants to play danubius T.T. as much fun as it is.
i,like munber 6 -
for the iberos I have 3 ideas for viriato
1 that can create swordsmen champions
2 he should be mounted on horseback and have a bonus like (antiochus IV) structures, ships and siege engines -20% health
3 he should be mounted on horseback and create iberian mounted champions. -
On 5/6/2021 at 4:46, Lion.Kanzen said:
Ayúdame a leer el PDF de Genava.
Yo voy estar fuera de la ciudad.
lo mas importante esta subrayado, las lanzas mas ligeras pero afiladas y el uso de 2 soldados a caballo y como mantenían el caballo atado al suelo, asi como el uso de estribos y puñales dentro de los escudos
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2 hours ago, Lion.Kanzen said:
lo busco este fin de semana, que he tenido una subida de trabajo importante
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subtle details
swordsmen should and slingers for the type of equipment should be the fast ones.
the iberian (guerrilla) and athenian (marathon) champions should be somewhat faster than the rest with or without enhancement
British champions with two-handed weapons should have crushing damage and some bonus vs. big ones in exchange for losing defense.
Viriato, who is the Iberian leader that gives bonus to speed, should be on horseback.
the elephants a small attack in 360
to avoid the infantry tanking tactic (pikemen) and the massive artillery attack
the catapults and bolt throwers should make friendly fire.
and as mentioned in other posts, ranged units should have a charge time, cavalry should be more resistant, have a more important use and cataphracts should be by far the most resistant cavalry. -
3 hours ago, Yekaterina said:
@soloooy0 what does 'cargando informacion del mapa por favor espere' mean?
When I enable the mod I also get error messages in the mod selector, but non in the actual game. It is a balancing mod which only changes templates so it shouldn't produce gui errors. Can you record a video of how the whole process went wrong and attach the logs here? Thanks. I have just tested it and got no errors in real game.
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using the mod on the A24
with athens in phase 2 when I do the gym, I get a red error message and I can't get lancers from barracks, but from the cc, nothing appears in the gym and it's a useless structure, when I capture a barracks outside the territory it's not useful.
the same with the cavalry with sword, i can't take it out of the barracks
you can't use the gym in phase 2 or 3.
with rome directly the cc is not useful to take out troops.
do you use the mod in A24 or A25 svn?
Translated with www.DeepL.com/Translator (free version) -
How can I send error reports ?
I have a couple with atena and roma.
mace not yet, but I haven't done much.
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the bad
archers op
siege machines and elephants vulnerable to arrowing
archer spam and ranged siege, the cheapest and most efficient tactic.
all civs have siege workshop
useless outpost
unuseful mounted spearmen
expensive tech scheme, but allows for full cav, full infantry or mixed tactics as upgrades are global
no champions in phase 2 for greeks, macedonia deserves some champions in phase 2
macedonia has nothing to differentiate it from other civs as in previous 0ADs.
default unit formation (caused me a lot of suicides)
the iberian incendiary ship doesn't effect fire on other ships -.-
mercenaries have a high metal cost
Roman castrum is almost useless
women don't give bonus to men for collecting
paper troops do not have any bonus for phase changemercenaries are not allowed to collect resources
the good
the cost of champions
trade nerf
slinger nerf
slower economy, makes ruhs and early attacks more important
for me a strategy game is based on, adjusting to the enemy or terrain and choosing what goes best for your situation.
for that the blacksmith system of A23 was very good.
and not to mention the troops that the meta has been loaded with in each version.
op javelin cavalry
op slingers
op bolt throwers op
op archers
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can something be done to make elephant archers useful?
some bonus of rate of fire or that they have melee option
all elephants should have some damage in 360º area to make them important units, they are quite vulnerable ...
==[Debate]== Should Mauryan and Persian population bonus should be removed
in Gameplay Discussion
Posted