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Posts
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Everything posted by Dakara
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Bigger units would be nice (prettier gameplay and graphics) even if it is not realistic in terms of scale. and especially that the units are not packed when they move and fight (like before what). This is not the subject i know
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Hello, First i think this unit need to be balanced with the chariot britons. Because it the same unit but iberians champion have more dammage cuz they have fire attack. So nerf attack of ibere champ a little for they have the same attack of chariot britons. Then we need see if orther champ of other civ have a chance against this unit. The range / mobility advantage combined with the highest damage range in the game with buffs is the kill combo. I am sure of the uselessness of the so-called anti cav units against this unit. What to do then? Yes 20% dammage of litlte dammage or big dammage is not the same. 71 attack it insane x)
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Tournaments with cashprize why not but in an alpha version I don't think it's useful. I would think more of a rewarding reward, which shows. by that I mean a little trophy or something. A crown or a trophy stuck to the speudo in the lobby. Why not even a second ranking " trophy hall" with the name of the people who have won tournaments and the name of the tournament (if the tournament is "accepted" by the staff it can be displayed in this ranking party. "The players will leave their mark on the the story.
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fail , delete please
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For light infantry? when they swimming, 0 armor and move speed -50%
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Mercenary cavalry: The Macedonian case.
Dakara replied to LetswaveaBook's topic in Gameplay Discussion
The archers are already killed by the melee cavalry. We need to better define the role of the spear cavelry. Give him tools to reach them. Currently they are sometimes ok, sometimes extremely bad. Making an army in late game with a significant amount of cav spear seems like a pretty bad idea, Could anyone try? Their rush are ok, more resistant vs arrow and defensive building. is good because they have a shield so it realistic (for rome, macedonians no have shield but differentiating the two units could create too much imbalance for a phase 1 unit so let's leave it that way for now). Their defensive aspect (chasing other riders from a distance is also an asset. Domamge : I think they don't do enough damage against cavalry ? and you ? same opinion ? But come to think of it in what way the spear cav unit should be against other cavalry? They should a priori as strong as the cavaliers against infantry units. It is in any case certain that in 1 against 1 the spear cav unit has a hard time against the other riders while in the current conception the spear cav must win against the others. Many ideas can come into play. I don't know if they are good 1) attack when moving for spear cav. If you run through an army, the spear cav can attack one or two attacks without having to stop. intéressant non? 2)To simulate the effect of a strong charge and stimulate the strategy of combat / withdrawal / combat / withdrawal / etc. Reduce the attack speed of cav spears and significantly increase their damage. This way when they arrive to land their first melee attack they hurt a lot. The sword cavalry will have a more constant dps while the spear cav will play with its mobility to use its attack when leaving and returning in combat. 3)Modify the armor of all cav types to rebalance them in the metagame. Big balancing work. 4)Sad idea lol, the spear cavalry and the sword cavalry is the same. Only the appearance changes. We keep the principle of spear cavalry for the champions already present. 5) Up their range attack. To simulate the length of their lance, and their ability to "bodyblock" thanks to their reach and height on a horse. 6) Your ideas -
All Civilizations are my favorite.
Dakara replied to wowgetoffyourcellphone's topic in Gameplay Discussion
To come back to Rome, at the military level, they are too classic. No civilization uses a combo basic unit : sword melee and archers as citizen troops phase 1. It could be interesting. Phase 2 we can train triari (spear rang 3 like skiritais but as spear unit). I like the idea that auxiliaries can be trained in captured barracks, but that won't be used often. It's too anecdotal. For the sake of balance I think the auxiliaries should be mercenaries, they are not low cost units but experienced combat units. This comes at a significant cost. Auxiliaries do not come to sacrifice their lives at reduced cost. Rome need this units for army (archers, cavalry, special unit). If we want a civilization to reduce the cost of mercenaries, I thought of Carthage as a civilization bonus instead of their useless bonus. -20% cost mercenary cost. Thanks to this bonus and to up the cost of mercenaries for example from 80 to 100 metal. The costs remain unchanged for Cartage and allies and at the same time the mercenaries are nerf a little thanks for their cost. I don't think all civilizations should have military colonies. It's great that two civilizations have access to it. (4 with Carthage and Bretons on water map). What do you think of the redesign of the Roman sword units then? Britons idendity and idea : Civilisation bonus : Atm they have weak building and fast construction. For me it ok, they sould he have the weakeast building of all civilisation. In a logic of rapid construction for less resistance. Bonus de civilisation : Bâtiment plus faible et rapide à construire : Tout à fait d'accord, pour moi ils doivent avoir les bâtiments les plus faibles. Team bonus : Delete the bonus cost monk/druid of 20% by a new bonus : All monk/druide train are trained by 2 for the same cost. It like -50% cost for same training time. Cout guerrisseurs -20% : Ok comme bonus mais il faudra un truc en plus, par exemple les soigneurs sont produits par 2 pour le cout identique? Qu'en pensez vous ? CELA correspond à -50% de cout de productiin pour un temps identique. The Bretons are on paper less strong than the Gauls. A little up would not be too much. New technlogie of civ: Allow the production of mounted druids in the stables. Gauls idea : For the Gauls, the forge could have two different production lines, in order to be able to research two technologies on the same forge. Iberes : Ally bonus team : Make the bonus ineffective on Allied Skirmishers. Séleucides New tech : Cavalry archers can attack while moving Carthage : Actual Bonus civilisation : commercial talent: too specific, too strong on the maps where it can be used, realistic but too difficult to integrate into the gameplay: -> Delete this bonus Rare products: -> Delete this bonus By removing these two techs we could imagine free cartography technology? it will take only 40 sec of research time for a cost of 0. We keep the commercial aspect of the civ by giving a mini buff. New bonus civilisation : Cartography : Cost 0, only 40 seconds. As i said delete the actuel bonus team. New bonus team : -20% cost for mercenary units Fortress: -50% construction time. To complete their reputation as builders Actual bonus civilisation Colonization: Interesting, the market could not be classified as CIVIL building for a roleplay bonus ? New tech in dock : Repair at sea: out of combat, the boats are repaired by the crew automatically at a rate of 1 hp per second. Finally to give them an identity if you want to play them without mercenaries and insist on the ability to control elephants. A new 1-pop champion elephant unit. A combat-focused unit that is not intended to be a siege unit. Slightly slower than the cavalry. In the elephant building. So maurya have archer elephant for fight and carthage melee elephant for fight. Athens : Bonus civilisation : Warship construction time -25% -> construction time of all ships -20% An orther champion unit infanterie ? a pikeman unit choose in gymnasium building. -
Mercenary cavalry: The Macedonian case.
Dakara replied to LetswaveaBook's topic in Gameplay Discussion
what you means? can you reformulate my english is bad -
Effect of Terrain on Defense/Attack Capabilities?
Dakara replied to Thales's topic in Gameplay Discussion
Hello, range effect is not enough? at the limit of camouflage strategies, etc. why not, but pure bonus damage is a bit disappointing, like age of empire 2. In addition, it only applies to projectile units. I think it can create some frustration on strange maps. it only my vision. -
All Civilizations are my favorite.
Dakara replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Rome To achieve the differentiation of civilizations, Rome must also be assigned some changes. For his identity and a little balancing buff. The 'Triarus' spears unit must be differentiated from other civilizations as it is an experienced unit in the Roman ranks. I propose that they be rank 3 units, like the Spartan skiritai. that their cost has also changed for 50 wood, 40 food and 30 metal, as a pure measure of balance between civilization. I find that having the same feature twice is healthy in a game -> For example the Roman and Macedonian cavalry Phase 1. Units The "hastatus" swordsman unit would be changed so that it has a second attack (throwing with pillium). The unit would have 1 pilium available every 45 seconds inflicting 20 piercing and 2 crushing damage. This is a priority attack over the basic attack, anyway it does more damage than the melee attack. Regarding the improvements of the forge and the heroes, nothing comes to reinforce this secondary attack. It's a major change I know. This would give civilization the opportunity to make massive use of melee infantry. To inflict some damage on a rush defense. And historically it is heavy. A good Roman infantry player would make good use of the formations at his disposal (normal and other formations without bonus, testudo, forced march) to achieve his objective. In addition, the use of pilium would make it possible to compensate for the absence of a remote unit such as the skirmisher. An easy kill of elephant units. The only problem would be the use of the throwing weapon on targets such as a ram, building .. maybe a little stupid at the role play level but maybe it make too much programming to avoid these attacks said " stupid ". We come to replace skirmishers with Roman citizen archers. In addition to this archer unit, there would be the auxiliary archer (mercenary rank 2, best precision etc.) Available at age 2 with a technlogy. it is proven that Rome has had great recourse to groups of auxiliaries. In the stable, the tirailleur cavalry which has no meaning has just been replaced by the mercenary cavalry rank 2 archers. -------------- There are currently a lot of positive points about rome on differentiation. A solid hp pool architecture. Siege walls and military camps are fun and historically realistic. With these changes I want to make Rome more centered on melee infantry by allowing it through a training game to have tools against ranged units. Moreover, it is undeniable that rome used archers a lot. The auxiliary aspect is insufficiently exploited, it can take the path of the mercenaries for simplicity of gameplay Rome has no unique technology in this alpha. If I do not say stupidity before there was a technology in the temple for the range of vision of the units. Three ideas for new tech. The first is original it will be necessary to see what it gives in part I think it can be interesting (defensive, offessensive and support ally) Pax romana : 500 METAL. It is not a technology strictly speaking but a diplomatic solution, a strategy. Once the button is clicked. This establishes a 90 second ceasefire for all players on the map. You can click the button once per game. The technology is researched in the castle. Auxiliary cavalry: 200 food 200 metal 10 sec: Allows the recruitment of barbarian cavalry mercenary rank rank 2 in the stable (these are Gallic and German cavalry) Auxiliary infantry: 200 food 200 metal 10 sec: Allows the recruitment of rank 2 mercenary auxiliary infantry in the barack. Civilization bonus : Roman legionaries can use the testudo formation -> Hastatus units benefit from bonuses and penalties when using this formation. Very strong resistance to piercing damage (I don't have the numbers but +30 piercing armor would make them tanky enough to be almost untouched in the medium term?) + 3 sharp armor, -60% damage inflicted as a penalty and -90% speed. Forced March Formation: All Roman infantry units in Forced March formation are + 30% faster but have 0 armor due to fatigue. The Romans are known for their civil engineering and their ability to move quickly thanks to their disciplined and rigor. Roman outpost: homing pigeon technology is free and instantly unlocked -
I understand, there isn't a mod with / mute? personally JC is sometimes rude but I appreciate him. I may be crazy.
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Hello, I don't think the staff should deal with him, if you don't like him you can avoid playing with him. Kindly
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it only 20 garnison it ok
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topic closed, temple is balanced
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why? the level system has little interest
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Sometimes it is easy to increase the rank of your units by killing small groups that are collecting units. Et hop mercenary level 3 272 hp or skirmish cav 172hp (instead 110 rank 1) already that the defense by the buildings was very nerve and that in addition much more metal. snowball is real.
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What do you think of reducing the max level of units to 2? Or reduce the ramp-up with levels so that level 3 is equivalent to current level 2. level 3 unit is very strong, too much snowball
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i'm to lazy for 3 game, go only 1 game by opponent?
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Hello i understand, if u want to play until the end you must choose your host and not the too elitist ones
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last alpha this bug is already here, don't know if 2 alpha before it same
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What do we think of citizen cavalry archers.
Dakara replied to LetswaveaBook's topic in Gameplay Discussion
i think we are ok in their job -
==[Brainstorming]== for cheats units
Dakara replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Mythologie unit and gods- 198 replies
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- 1
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- brainstorming
- art
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(and 2 more)
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wtf 0AD is not responsible for DDOS. go and complain to the FBI.