Jump to content

chrstgtr

Balancing Advisors
  • Posts

    1.299
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by chrstgtr

  1. This is specious. Until American civs are added this will always be the case. If other non-American civs continue to get added then American civs will only become less related Han were far away and unrelated before yet they were added. Earlier in the thread you said Xiongnu now have to be added because Han are now in the game. You’re falling into a self-fulfilling prophecy. The game should go where there is demand
  2. This couldn’t happen in a26 because of the Han farming issue, which made the mod the de facto version of a26 for anyone who cared about balance at all.
  3. I’d rather do what’s discussed above. Plus it’s already really tough to recover if you lose an initial naval battle—promotions would just make it more difficult
  4. @FreagarachI largely agree that your suggested changes would make walls more effective. But there was a pretty massive backlash the last time the game went in a turtle-ly direction (a24) and one of the reasons for that backlash was people didn't like turtling. Since this potentially involves a meta change that could significantly change the length of games, I would make in community mod. Just my opinion. In general, I also think there's a lack of imagination with the way people build walls. Walls don't need to be an outermost defense that only separate armies. They can be built other places, like immediately around your forts, CCs, and, towers, which would make those defensive buildings much stronger.
  5. Yeah, my point is more the later. Walls should actually do something besides delay an attacker by a few seconds to power through or path around. Until then, walls are just annoying
  6. Kind of. The better the player the more optimized the eco, the less time to build. If you get countered then there should also be a teammate that can help cover your base while you continue to push, etc. But I hear your point. Walls largely don’t work now because they’re nothing but an obstacle—a larger army can kill a smaller army that’s hiding behind a wall. The wall just gives the defender a chance to coalescence units. This is why I’ve said elsewhere that I think walls should largely function like towers
  7. If no top player's do build walls, walls should be made stronger (or siege and ellephants weaker). Walls are a part of the game. This isn’t quite true. It happens in some circumstances. Also, top players usually have the responsibility of dealing damage and do not need to build walls because they are a top player against inferior competition
  8. The difference has been around for a little bit now (a25?). Having extra res always gives benefits. Extra metal mining slots also opens up potential for mercs to be abused, which not all civs can do (really a problem with mercs). Same with military techs and champs. I’m fine with it metal being capped. Extra stone slots means slinger civs aren’t disadvantaged vs civs that only need wood, which isn’t capped and generally available on all maps. I’m fine with some stone having extra slots. It adds some nuance that I’m fine with. But I think most people would adjust to whatever number of slots are permitted so long as stone gets at least like 20 on the initial stone.
  9. Sounds like you’re garrisoning all your units into defensive structures. Don’t do that. Do eco with them. And the fight with them when enemies comes (they’re stronger outside structures but obviously more vulnerable)
  10. This was previously known. At the time there was concern about cata becoming roaming lighthouses. Expanding vision would make them easier to protect, but I don't have a big problem with that. https://code.wildfiregames.com/D4511 Or decrease attack range. I personally think cata deserve a slight nerf so decreasing attacking range would serve a dual purpose. I don't really care which of these options the team proceeds on. It's this. https://code.wildfiregames.com/D4511 I also suppose it would happen when you are firing from a higher elevation.
  11. Don’t really care, but I would rather lean into what we have now and further decrease costs/build time. Sele bonus does more for CCs and Maurya bonus does much more for temples
  12. Especially if the garrisoned units are javs. The fight basically has to be right in front of you for it to ever make sense to garrison javs. I would personally prefer if they just become like towers and shot out arrows.
  13. You mean the turrets? Those do nothing--it was changed a few alphas ago and I think it was a mistake.
  14. I mostly agree. I like it when things take inspiration from culture (see Alexandria Library or any Wonder), so I don't think it should be totally ignored. Also wouldn't want to foreclose future possibilities. For example, I think if we ever get an imperial Rome then I would want to see Christianity and conversions as part of the game. Same with early Islamic empires.
  15. Is the game supposed to be a sim city civilization builder? The game has victory conditions related to military success--the bolded is a function of that. I don't really think that is a problem. If you want a cultural exploration game--great. But I think that is a separate game. Or at least a very different form of what we have with different victory conditions.
  16. I'm telling you that your form of communication isn't constructive because it doesn't say why you want anything. If you want to be helpful (and I hope you do) and you want your opinions to be considered (and I hope they are) then you must explain your reasoning.
  17. Read back, @real_tabasco_sauce and I discuss it extensively a few pages back. You also flatly rejected something that is explicitly meant to improve and which, as you said, doesn’t have a branch yet. This is axiomatic. Again, you just say “no” without saying why. It’s like if I reply saying: “I love the principle and it should be applied to all infantry, including melee. It will only make the game more exciting and relatable, with all units filling the right purpose.” See, it’s just conclusions with no reasons given. It’s not a constructive discussion—it’s a monologue that just says “no, no, no.” If you want to be helpful say what you want AND “why, why, why.”
  18. Yeah, I really like the multiple armor and attack system we have for cav and inf, but it’s a huge pain to try to get right. I just don’t care enough about ships to do something more complicated and your proposal works/is a huge improvement compared to what we have
  19. Chiming in again to explain since there seems to be some contention. I don’t necessarily disagree with anything said by @real_tabasco_sauce or @wowgetoffyourcellphone. The reason why I like what @wowgetoffyourcellphone put forward is because it gets away from our current model which is just one “type” of ship where the only strategy is to get more full ships earlier than your opponent. @wowgetoffyourcellphone’s system is more or less a rock paper scissors approach, which introduces strategy and relatively easy to balance
  20. I like this quite a bit. I think the numbers will need to be adjusted a bit (it sounds like naval battles will be very quick otherwise), but I like the overall concepts. Also, I vote free scouting ship or to cut it all together. Lastly, I presume you would keep merchant and fishing ships the same? No objections from me, if so. Nice work! Edit: I know you've been working on ship art lately. Could you post the classes' corresponding art? It would be nice to get an idea of the relative sizes.
  21. Your statement is uninformed and not helpful. @real_tabasco_sauce’s entire idea is to buff melee units. @borg- and I have proposed an alternative idea that could be used in conjunction with @real_tabasco_sauce’s idea or by itself. All share the common idea of buffing melee units. Your statement is the equivalent if the 300 pound sports fan yelling at a player to run faster—it isn’t helpful, it’s not telling anyone anything they don’t already know, and it’s negative towards the people who are actually trying to do something. Randomly dropping in to say “no” isn’t constructive discussion
  22. I mean arrows from buildings will become relatively more impactful because armies would kill roughly half as fast There will be other impacts too, but making armies half as effective at killing units will have huge ripple effects.
  23. Yeah, I’m just worried about it becoming a spam meta where mercs dominate. But, yeah, definitely something to try in the community, if there is interest
  24. Agree. If you decrease range it will have a whole series of cascading impacts, such as turtling becoming much stronger.
×
×
  • Create New...