-
Posts
528 -
Joined
-
Last visited
-
Days Won
3
Everything posted by Dakara
-
fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
Dakara replied to ffffffff's topic in Game Modification
up -
You means several point of garnison ? can be good yes to see in practice not to do too much micro management
-
Hello, We need to make the naval games more interesting and fair. Easy balance and more fun naval. Several adjustments together : 1-Ships no longer fire arrows without garnison. Force people to garnison some guys with adjustement 2. Less spam boat. 2-Max 5 arrows but boost garnison(now it 10 units). It a nerf of boat dammage but more dommage to orther ships to compensate(maybe damage multiplier only vs boat? X2 or X3 let's see? ). This is to help the noobs who do not know sea battles, it is so unfair for newbies they have no chance of winning a sea battle and reduce the dammage against units on land.The boat should not be a castle that moves on the water. 3-We cheat on the hitbox of boats, reduce it. For an artificially better maneuver and less annoying. Easier to garrison troops as well. @Yekaterinawhat do you think about this easy proposition? -------------------------------------------------------------------------------------------------------------------------------------------------- For later with more development. Not easy to implement cuz it creates 'usable land" or by defaut a garnison system like stone wall. Change the naval battle system. this is an unusual idea. A trained military ship does not belong to you, it is an object. You can only control it if you assign a crew to it (1 units is enough for playability). All player can assign crew. So if your crew die, orther player can come control the ship if he want (or just control ship then sabotage the boat (delete)). The boat once emptied of its crew belongs to no one. Anyone can take control of it, it is a terrain object in the service of the crew. Would give an interesting axis if the "boarding" and "spurs" were to appear one day. The ships serve only as a carrier if not more than 1 crew member (the unit that allows you to have control of the boat). The units are garrisoned like garnison on a wall, they can attack if they are ranged units. Siege weapons included. If you want to go further it would be good to be able to move your units on the deck of the boat. If two boats are stuck we right click on the boat so that the units pass. In this way it would be necessary that the boats could not be destroyed only by flaming arrows, rocks, deliberate suppression of the crew (sabotage) or iberian boats. Single shots would do absolutely no damage to ships. If you want to destroy the boat you will have to stick to the other boat and ungarnison (or right click to move according to the system used) on the boat in question. The ideal would be to be able to move your units on the deck of the boat. To be able to make boats in shipyards on land and then push them to the sea. Image you can make a bridge cuz 2 or 3 ships stucked..can be fun. :)
-
Hello, I think reset the elo it useless because we don't have a really a competive system but we can make something for stimulate people to play more game 1 vs 1 rated. All know ranking system entice people play more often. Clean the ladder all alpha can be good. About 50% of people are inactive for the moment, It is not a question of punishing them, to identify their level on their return it could be good to enter on their profile their old rating, as a achievement. 2 ideas : Soft reset. All player > 1600 reset to 1600 (About 200 players ? ) Inactive leader will be at 1600 so the 100 best active player will be take their place and inactive good people will be 1600 so it ok. All player > 1400 reset to 1400 All player > 1201 reset to 1201 All player <1200 or unrank to unrank Why not in the profil pin up the elo before the reset (just for know approximative level and if this people are old or new player) Reduce the gain of point againt < 1200 or beginner (how do it??). With 3 wins we can rush 1400 rating. New system Add to ranking system, a grade system with a limited number people by grade. This will create competition for a better rank. All season all reset to 1200 rating. With a new profil system we can identity good player even with reset rating. Just for example, just random idea of name. Emperor : 1 spot King : 5 spot Lord : 15 spot TTTTT : 50 spot XXXXX :125 spot YYYYY :200 spot IIIIIIIIII : 500 spot Soldat : 800 spot All ending alpha, we pip up in profil the rank : A26 : Lord A27: King A28 : Lord In the future we could imagine a logo accompanying the rank in current alpha. A soft reset Pourquoi carrement pas supprimer ce système de cote en le remplaca
-
Shuttling Resources is Problematic
Dakara replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
yes i don't see issue me too -
why rome's camp doesnt cosist of metal? bad problem
Dakara replied to king reza the great's topic in Gameplay Discussion
Roman camp are ok. But 500 WOOD 200 METAL SOUND GOOD. -
Delete the tech please You can guess where the traders are, or just go exploring. save you resources for really useful things.
-
Is a idea for give a real identity to skirmish. Not a archer like unit. we have already slingers with crush dammage and less range. So what idea for skirmish? They kill good elephant but .. it all ? In A23 skimish have already difficult to fight big army slingers So with my idea, almost balance in fight against archers and can kill infantery with slow move speed. Like historic. And they very weak at melee fight. I don't know if the idea of big dammage and low attack speed is good but it for do an unit of hit and run. We can found orther idea if not liked by people lol
-
Hi For Skirmish : More armor against arrow and agility (they run more fast than archers and heavy infantery). Make it harass unit with big dammage but lower speed attack rate. Attack and run. Easy killed by cavalery and useful against infantery melee. Balanced against archers because they have low range and armor good against arrow. Now : attack 16 speed 1.25 = 12 DPS range 30 Change : attack 32 speed 2 = 16 DPS range 20 if we change skirmish like that, all civ need to have possibility to have big range unit so archers or slingers except sparta because courageous civ with skiritai lol ! And all civ can make skirmish. Archers/Slingers without shield must have 0 armor. Trash support unit. They did good dammage at unit without armor and shield -> So natural counter of archers and slingers and all unit without shield. Not to mention their ability to keep ennemies away thank to their range. They are not hard counter cavalery but they did dammage where orther units without range don't do dammage. I would to insist that unprotected archers/slingers sould be demolished in melee as no armor and difficult to shot at very low range. Is already the case with spear cav but i want also with all melee infantery. So like orther thread say we have a lot of possibilty to nerf archers: ----------- For a slight differentiation of civilizations, civ with archers with shield like Carthage. Can have benetif from a little overall armor, and reduce their range from 5. For orther civ, skirmish without shield gain +5 range and +2 move speed compare to classic skirmish. Skirmish cav sound good already if we take into account a potential nerf for archers (whatever the form proposed: nerf of other THREAD : dammage, range, precision, dammage by range, precision by range, etc. ). Archers cav good with the same nerf selected as archers infantery Champion : more health, armor and attack thank to quality equipment. archers champ +5 range ? Delete maurya/kush/parisnas tech which up range for balance
-
i understand the idea but /mute with nani mod is ok
-
Hello, i test the mod tonigh . Maybe we have to nerf a little unit big range like arrow and slingers for balance.
-
what do we do with the defenses of phase 1?
Dakara replied to Lion.Kanzen's topic in Gameplay Discussion
Right faction tech or native : siege attacks in zone the palisade, useful to counter the spam palisade and does not nerf the palisades when they are not spam in the same place. Also flaming arrows looks good. Melee units should be able to use torches as well but this is too long a change to implement. -
what do we do with the defenses of phase 1?
Dakara replied to Lion.Kanzen's topic in Gameplay Discussion
Yes ! for 100 or 200 wood (1 or 2 tower rank 1 you can denied easy ennemy ressource and protect your front a lot of time). Like i said melee unit should do more dammage to tower rank 1. Palisade is big cost in P1 so ok. they are not tanky. the problem is that the units attack them on their own when they have nothing to type. a lot of newbie players get tricked. If player is smart he can just kill a little small piece to cross. --- Tower rank 2 is powerfull without tech, they send a lot of arrows and very good at defense. -
Good question For example https://fr.wikipedia.org/wiki/Liste_de_noms_de_couleur french https://en.wikipedia.org/wiki/List_of_colors_(compact) english A lot of color tones We need eliminate tons of color which can be confused with elements on the map For greater clarity, players can activate allied colors if they need. Example on game at 0 second : https://www.youtube.com/watch?v=6KKbQay68CE
-
@nanithe god , are you ready ?
-
Multiplayer Rankings - How do they work? How often do they update?
Dakara replied to no-one's topic in General Discussion
@user1 Would it be expensive to host 1vs1 ranked games? -
ty I think it's basic and easy to set up. Advantageous for exploration, and not too punishing for a player surrounded by these outpost. But the new outpost is stupid and often counterproductive.
-
Hello, -Delete decay' feature of outposts should good -Outpost with men in garnison : Little vision -Outpost with men in garnison : Medium vision in A23 it a bit toxic, sometime with some civ you can(t destroy easy in early a outpost. Maybe reduce their armor or something (or make melee unit kill easy that type of building (outpost, tower rank1) :)
-
Hi, The subject of mercenaries is complex but brings an undeniable charm to combat and resource management. Proposal: Differentiate between mercenaries and citizen-soldiers. This disturbs me personally but I think these proposals can give them their expected differentiation -> An identity. Players who use it want to do battle with their opponents, either by quickly supporting an ongoing fight or by massing a beautiful, powerful army. A lot of buff and debuff ! Buff : 1-training time 2 seconds, almost instant. It is already an invaluable force. 2-No rank system, the unit is already experienced in combat. The technology for the mercenary rank is to be removed.We avoid having mercenaries who are almost stronger than a champion and we do without unnecessary rank management. 3-Stats generally higher than citizen-soldiers and lower than champions. Current rank 2 equivalent. 4-A loot bonus of 10% (it's slight but to reward the good use of these mercenaries and to affirm the difference between citizens and mercenaries. Warning, 10% of 1 ressource = ? = care. Debuff : 5-No harvest, no construction, always the possibility of repairing. 6-A low cost of food and a high cost of metal. The current cost +5 METAL and 10 for CAV provided the METAL ISSUE is solved. If players get into the habit of mining 2 metal with less wood or food harvester. So with mercenary strategy is a little different economy. METAL ISSUE : I have already spoken about it in another subject. Badosu work for more balance map, more number of METAL spot, but i like really random for avoid the system of build order like age of empire. It my opinion. But all agree for more METAL spot on map i think. Maybe we can have 2 options in lobby for random map: LOW METAL MAP AND METAL MAP NORMAL (like now+more metal spot on map). But also a new technology which increases the efficiency of the collection -> With a mine of 1000 we can collect 2000 metal with a tech in the warehouse. This means that the speed is not increased but that in the long term we will have more Metal. Others more original bulk idea: 7-This is not my delirium but I submit it to the debate, we can also imagine that the mercenaries would be recruited for a limited period, for example 5 minutes, increased to 7 in the presence of tech or heroes and would be overpowered (like champions but at the cost of a mercenaries), you get the idea? 8-Mercenary units can be given to allies. This is not a big buff or debuff but it can have a strategic aspect in team play. 11-The recruited units don't pop into the building but come from the edges of the maps ... (yeah I know it's crazy ...), both a buff and a debuff, it depends on the situation. Allows you to rush more easily for example. But who choose the position clock ?? 12-Recruitment is different. not one unit at a time but in groups of 10. A single group of the same type of unit of living mercenaries can be recruited at a time. It would only cost resources and training time of 20 seconds. Advantage: Does not cost population, units do not sleep in your houses. 12bis- We can see further with proposition 12. In this group there is an additional unit, a kind of mercernary half-hero. 500 HP which brings a military aura 20 yards around it. Increase the cost of Metal +150 compared to proposal 12. 12bis-bis Siege group made up of several soldiers (around 10) and 1 powerful siege weapon. A group quickly ready for attack with a metal cost. 13- Mercenary same cost as now but they have all upgrade because they have own gear.All uprage do not apply to them. So if you rush METAL ECO you don't need blackmisth upgrade. Really strong.