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Adeimantos

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Posts posted by Adeimantos

  1. Maybe deleting buildings should not be possible, instead you should be able to command units to dismantle them; it would take time but you get resources back. Or deleting should take time, like after you press delete the building gradually loses health over like 10 seconds, and stops if captured.

    • Like 3
  2. I'm a conscientious person and don't right click on women, so my units may commit war crimes but I don't. I would prefer women being capturable, and deleting units equal dismissing them rather than killing them.

    A score victory condition would be nice; the requirement for victory should be to both have at least a certain score, and have like double the score of any enemy player.

  3. Would there be a way to number units as they are built? Having units numbered is very important to controlling them, I usually number some archers 1, cavalry 2, infantry 3, and so on. It would be nice if I could auto queue a barracks to produce a type of unit and add them to a numbered group as they are trained, so when I need them I can just hit their number, hit call to arms (i made that hotkey c) and click where I need them.

    • Like 2
  4. I'm from southern Indiana, USA, in my 30s. I've played the game occasionally since a22, and do a little modding. My oldest son will be old enough to play soon. My username is Plato's brother, the character in the Republic who is more practical and likes a simple life. I think the name means 'fearless.' I know some Greek and Spanish, and bits of several other languages. I'm a homesteader, raising some of our own food and working toward going off grid.

    • Like 1
  5. Anything that changes will have side effects, but reducing range damage will have less effect than increasing melee attack. I propose trying some of each: reduce range attack and increase melee attack each by 20%, reduce melee armor by one level. I also think javelins attack should be reduced more than others, and compensate them by giving them more armor.

    • Like 1
  6. I like the way Delenda Est does capturing buildings; units can only capture Civic centers and temples, and once you capture a Civic center it'll capture the economy buildings in its radius.

    It would also be nice if possible for defensive buildings to become capturable only after losing half their hitpoints. Anyone know how hard that would be to implement?

    It's annoying the way enemy soldiers will capture my buildings and then delete them, or how my soldiers will go and try to capture towers they have no chance of getting. Attacking buildings should have a bigger role in the game. I think the regular game should implement these changes.

    • Like 1
  7. 2 minutes ago, real_tabasco_sauce said:

    @Adeimantos

    The objective of the branch is just to make melee globally more powerful, so the changes have to be similar for all units. Specifically so that they have a greater impact on the outcome of battles than before. Ideally, these global changes can be later refined in community mod updates to improve differentiation as you mention as well as balance.

    I got the impression that you wanted to halve armor and double attack. If anything i think that would make melee weaker and make it more possible to win battles with an army of only archers.

  8. Basically, this change makes infantry more similar to infantry in the age of empires series. I think you should apply the changes you propose to some melee units but not all of them. Leave the spearman alone, maybe reduce only the melee armor on the swordmen and only the pierce armor on the pikemen (that'll affect how much you should increase their attack), go ahead with the other changes. That way each unit will be more unique, allowing more strategies for army composition.

  9. On 11/12/2022 at 1:47 AM, real_tabasco_sauce said:

    If you want a better look at the upgrades (all visible in the tech tree), here is the branch made into a mod:

    unit_upgrades.zip 1 MB · 3 downloads

    I like the idea of these upgrades, haven't decided how many of them i like individually. Maybe try a commit with one upgrade for each unit instead of two, just pick the better one of each pair? Maybe a poll asking how people like each upgrade individually would be nice.

    • Like 2
  10. On 11/12/2022 at 10:47 PM, chrstgtr said:

    I think I voted for it, but I fear we are slipping into just making them spears. I don't have any good suggestions here. Maybe increasing attack range, like your 23 unit upgrade patch, would keep them differentiated and then you could decrease armor or something too to keep them from being OP

    I think pikemen should be unique by being really strong at melee but weak against range. Attack similar to spearmen, but 8 hack armor and 4 pierce armor. Also if crush gets reworked they should have higher crush armor than most units, so they'd be good against elephants and axe or mace units.

    • Like 1
  11. About archers targeting other ranged units, I'd like them to normally target the nearest unit, but when you tell them to attack a unit, they should go on to attack other units near that one after they kill it.

    Meat shield infantry and range dps should continue to be major roles, but I'd like more diversity among units, so there would be more other roles, different ones specialized in different ways. Pikemen could be a more specialized melee fighter, weaker in pierce armor, swordmen stronger in pierce armor than melee, a range unit or two should be more armored instead of only differing in attack and range; the elephant archer of course, but I think the skirmisher (peltast) should be too. There should be a couple melee units that have high attack and less armor, like the axe and mace men Kush has, and a cavalry.

    • Thanks 1
  12. 1 hour ago, Gurken Khan said:

    It's an O, not a 0; but I believe [o] works. You can also change it, it's a unit selection hotkey.

    I've started trying to use that, and i for selecting idle units. Sometimes I get it to work, but haven't mastered it yet.

    I like 1.25 speed; my time is valuable and I'd rather have more of a challenge than have to wait around.

  13. Axe infantry would have something like 9 hack 2 crush attack, 4 hack 2 pierce armor. They'd be good against swordmen (foot and horse) and siege. 

    Kush has macemen, with only crush damage, so they aren't good against units. It makes sense to me for persia to have axe infantry and cavalry both.

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