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Servo

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Everything posted by Servo

  1. Nor does or did the ram can kill elephants in historic battle? Since most decent players ban walls why don't we increase the cost of building walls as well as building time of these walls to be more realistic for use in SP? I think in real battles rams are effectively used once enemies (range)are cleared from sorrounding walls and gates so that manned rams can do their purpose. if you consider all available and playable mods each has its own good feature/s that could really be nice to change the meta. 1. Skirm cavs accuracy changed by user1 is good. Buff the melee cavs attack rate between 2.5 to 2 secs and it's HP nerf between 10 to 20. 2. Use a corral tech prerequisite to train hunters (non or less effective combatants but high carry capacity ) from CC but can be upgraded using tech and combat cavalries (can't hunt) from barracks or stable(more realistic). Numbers limited per Phase or per barracks/stable(2 buildings max per CC/1 for colony) built. 2. Buff attack rate for anti cavalry infantry a bit faster than any melee cavalry. TBH Idk how you arrive at the rating 1.5 x against. 3. Requiring metal on units using metal to fight.
  2. Oh ok. I noticed that P3 of Norse has no structures(tree). Will try it then.
  3. I already played TM AngloSaxon works well. Norse still halfway probably without P3 and cavs.
  4. Terra Magna is complete and playable in A22?! If so I want to try.
  5. Wow! Those are new Kushite buildings! Gorgeous! Envious of the very clear picture. More zoom out would be nice. I'm thinking about the entire structures that can be built around say a Tuscan Acropolis will be visible during maximum Zoom out. The size and grids of this map is imo the best Acropolis among all maps.
  6. I'm glad @Hannibal_Barca and @Nescio are working together. Hope you will consider Nescio units need metal. Btw run animation not working really and it does on desert maps sometimes.
  7. Well I made BFME as just example that if you have cavalry you must have stables or corral. my knowledge of history is limited I played RoN and my favorite Civ is Athens because of its unique Unit the companion cavalry and if it's a unique unit there could have been extensive training or program in their military structure that could include stables. And speaking of unique units they should perform to be very good on a particular gameplay. Gametime later...
  8. 1. It's hard to determine whether the house or the major structures are disproportionate imo coz Greek faction house looks too big when built besides CC or trees but too small when a cavalry is beside it. That's why I end up favoring to play Iberian because aside from the fact that their buildings really look great(except the barracks imo) with houses having more variety their size looks so nice when you build it besides any structure or trees. 2. Well I understand the lack of artist or maybe complicating the mechanics but if you are able to make so many structures like stables for Persia etc why not make extra building for other civs. I remember BFME having very nice barracks, stable and archery range. Their "one way" door on walls can even be great addition to some major buildings that can be garrisoned. 3. Corralling is not my strategy when playing MP but it's ridiculous watching so many cavalries butchering in their horseback the parading pigs near the CC. 4. My taste is that cavalries role should be more military than economic. They can kill animals but turning those into food without dismounting is a bit weird especially in big numbers. 5. It's like compressing or zipping files.
  9. maybe i was wrong and based it in spectating. What I noticed is that when I click on a player the pigs can be seen with color pink and you can see they are moving. I'm going to play MP later and check again. Units from corrals and yeah maybe because the CC was destroyed and pigs are converted to Gaia. In vanilla not on DE sorry.
  10. I have a very long list today but most are already discussed in other threads. MP wise I have no issue as I can adapt to any gameplay. More on SP(single player). 1. Buildings proportion, just to name a few: Most "houses" too big wrt main buildings like CC. Iberians, Mauryans, Britons, Gauls are quite proportional. Ptolemies and Kushites and China seems just fine coz their CCs are big. Romans and Macedonians have quite big CC too but houses are still big. The Greek factions seem disproportionate. Carthage is a bit fine but Houses are still big. Two houses are really nice but the other one(lower) needs modification? 2. Adding more buildings like archery and stables or other tech buildings. 3. Most corrals are too small and abused. Their outputs shouldn't go farther and can't be scattered all over the place. The production should have limits and shouldn't be visible to opponents except when on its LOS. 4. Cavalries shouldn't be gatherers but they can kill hunts. Mounted and unmounted hunters should be the ones gathering hunts and their numbers should be limited too. A mounted hunter should gather with a dismounted animation. 5. Merchants should be limited and can only increase caps after a tech is researched or another CC or colony is built. In team games their numbers should be limited per ally. I hope they generate roads and the road should disappear if the trade route was broken(market destroyed). 5. When bunch of units are selected and order to a specific area each unit should occupy a space each either during battle or idle. 6. More food "trees" and wild animals. 7. Siege units and ships be manned. Siege towers and ships should only fire when there is a ranged unit garrisoned and projectiles that come out should depend on what type of ranged unit garrisoned. Bear with with me...
  11. I manage to play this mod early this morning and it went through smoothly except this yellow warning when the game starts to load. It's similar to other yellow warning from other mods too but as soon as the game is loaded everything goes smoothly. It looks almost like this...the screenshot can't produce this so I just took a picture. I also noticed the units getting promoted as evident on the behavior and specs but the badge doesn't change. I gues the badges are not complete yet and it's fine. Or it neeeds more experience so the rank changes. Its quite nice that with this gameplay it makes the player think more on how to manage your Civ and and win battles.
  12. Vision changes is good in multiplayer games. My observations when testing the mod though just against AI: 1. Reducing the HP of skirmisher cavs by 20 greatly affects its OP rush (diminished). Reducing the spear cav HP by 10 and increasing its attack rate by .5 and 1.25 bonus against all cavs makes it more deadly. With Hannibals mod, though it takes awhile to muster mass cavalries but retaining most of specs both cavalry "raids" are still very devastating. As they gained experience the more they are harder to counter. Raiding is one of the best strategy in RTS and even if they don't kill it's the most annoying and frustrating thing to happen to a player if he is caught napping. What will be your opinion if we have a 110HP skirmisher cav and 140 melee cav but 2.5 attack rate? Although I haven't tried Hannibal mod in multiplayer it seems less deadly and could be countered with some foot soldiers since by the time you muster mass raiders your opponent can have defensive units and structures in place. Btw I tested skirmisher cav vs spear cav 1on 1 and the skirm cav won with having the first strike. If they acted at the same time it's going to be almost even.
  13. Ok I posted this before I realized that I had other mods enabled. I will try again asap. It happened the same on Grugnas mod but when I disabled other mods it worked well. Im still trying to figure out which mod is challenging to play in single player in terms of AIs military activity.
  14. Nice thread! Any random realistic modded map that can be downloaded and playable? I dont mind unbalanced map especially if playable in DE mechanics since it will be easier to gather resources but preserving the initial beauty of your main base. I prefer maps like Danubius, Alphine Valleys or Corinthian Istmus or any maps with heavy on Gaia units and mercenaries. Lag is not my concern too coz I can play up to the slowest speed possible.
  15. I love the game though the current mechanics make the game quite one/two dimensional and imo really needs overhaul. Since I mostly enjoy single player mode I have no problem adapting to anything except some realistic mechanics and animations. When it comes to multiplayer problems arise not because the game is not playable but rather players preferences. But if the development teams mindset is already set on a very specific mechanics then it's really hard. Though suggestions can change some views but it's really hard because individually they are also like us maybe(gamers). The development imo should have started with the factions and what strength this faction should have historically then give them bonus. This bonus is very important in the very early stages of the game and must be useful and felt between 1st and 2nd phase. If they have unit strengths give them tweaks later. Faction should be classified as either economic, military, defensive, and/or aggressive. For Spartans I don't even know their history except some on movies but I would classify them as aggressive and military and give them more loot bonus.
  16. He's quite decent though looks like an easy opponent. This game reminds me on my game last night testing Hannibal Barca's mod. I had a very hard AI opponent in Romans but controlled the game easily and leisurely building up to max pop (300)and finishing and testing all upgrades. I expanded 2 more CC and leisurely making my main base look beautiful. I had already close to 300 pop with maybe a little less than 40 women when the Romans started attacking with 5 rams, some champions and mixed citizen soldiers. I scrambled to defend and when the battle ended and contained him I lost my 2 expanded CC and the Rams got destroyed very close to the gates of my main CC. I lost more than 100 units including champs Though I did not really put up much defensive strategy including structures it showed that you can't be complacent with the AI. The one thing they do best is when they can constantly have resources including trades. The more they have resources the more the battle becomes interesting. And if you're battling st least 3 very hard AI the more it's fun as they produce more resources with trades/market.
  17. Game works without hitches. Very interesting delaying the cavalry training and need to think any strategy before cavalries come out. So far tested Macedonians and the Lancer cavalries are quite devastating. 20 mins to produce cavalries on hard to lure eles on African plains. with my lesser skills. No one will train rabbits but they are bugged. They are invincible
  18. We'll see.. Have you tried maybe 2.5 attack rate of all melee cavalry but must have a minimum distance to execute? This might enhance a better animation so that there will be no pause. As noted in DE a 2 sec attack rate is quite smooth. I have had so many casualties because of wrong anticipation of this melee cavalry behavior. As tested on grugnas mod the 3 second attack rate did not provide a smooth and anticipated hack attack. BTW with so many discussion about OP cavalry if mods produce some improvement in gameplay but still can't avoid heavy rushes why not try playing the game starting with very low resources. This could change some players mindset on rushing.
  19. Oh I see. Justus is @wowgetoffyourcellphone?
  20. Ohh I see. That's why the Gaia towers don't fire same as in the other 6 player nomad map with Kushite Gaias. I like that map but needs more hardened Gaia units and hope they are like in Danubius that keeps spamming . I know that there are so many vacant spaces on that map that needs to be filled up hoping other types of wild animals too. IMO the initial players locations are quite close to the middle than to the edges though map size is quite good. It maybe imbalance for FFA but fine with team games. It's a good map for single player on 1v3 AI. The trees in the base might be scarce (not a problem since dropsites can be placed anywhere) but placed beautifully with shrubs (any shrubs in any map is awesome). In the 6 player nomad (britanic nomad?) the AI opponent or maybe allies are not behaving properly as they don't take the treasures and building docks than CC. Some AIs from the opposite side build their CC too close to each other too that they could hardly develop and thereby slow to advance. I think this map should be better not in nomad. This map is pretty and best in wild fauna only lacking boar and wolf.
  21. I played the Scyctan steeps and found these observations: 1. Some if not most mercenaries can't promote to highest rank. 2. Fort is bugged? It seems that unit garrisoned are shown taking positions but they are visible and some are floating. I used the Seleucid. 3. Most big trees belong to one Civ and in my case belongs to romans located at the north west. Also the sheeps. 4. I guess you used an eye candy in big trees because the siege tower can pass through heavily forested area.
  22. This wiki is a good add on. I've been trying to find a read me file of the mod to no avail. Btw for principitate Romans is it possible for the slaves to be healed in the CC? Or maybe they should start with a free healer. The temple heals them but it takes a while to build and most probably they die. Or maybe at the rate their health deteriorates their cost should be much lower. It's very interesting to play them but I guess they are not complete yet.
  23. The game works in single player. But still rushes could hardly be prevented imo. Idk what's the purpose but skirm cavalry is still hard to check. It's smooth. No failures.
  24. I was trying @Nescio mod(0abc) and it was really a good mod. It worked and went all the way to check if the game will go very far and it did. Most if not all units require metal, and as in DE (no metal requirements on most units) you can only train cavalries in the barracks and i guess on stables if the civ has any. All units have attack rate of 1sec and i don't know which civ is OP with any unit but the unit/s actions were awesome. DE's attack rates of 2 seconds is my best preference regardless of unbalances or OPness. The game was bugged and the AI did not produce combat units after I repulsed its attack then there was this red message. In the beginning of the game there were no error message at all compared to some or most mods. Idk if there was a bug but the unit promotions takes too long (maybe unit promoted when it kills) and when you triple click on unit/s (esp. the horse archer {bugged since its appearance is the max promoted one at initial training}) they grouped in mixed appearance (based on experience). Some have more experience and some have less but triple clicked the same. I will try the money wrench now and see how it goes. I will try the Probalance game mod too then the will go all the way with the addictive DE . Attached are the logs of the game. interestinglog.html mainlog.html
  25. Yes @elexis which I just tried. No @stanislas69 that's all I have. I will try to post on this thread if there's a bug or crashes.
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