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Adeimantos

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Posts posted by Adeimantos

  1. 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.

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  2. 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.

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  3. 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.

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  4. 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.

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  5. 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.

  6. 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.

  7. 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.

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  8. 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.

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  9. 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.

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  10. 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.

  11. 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.

  12. If there were an axeman unit, what civilizations would have it? I think Persians would, Herodotus mentions them in the army that invaded Greece, and anyway they are short on infantry in the game. Who else? 

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  13. 1 hour ago, real_tabasco_sauce said:

    I think the pipeline failing is just because we wait for the merge requests to be approved. I could be wrong here tho.

    I already have a branch made for balancing cav vs infantry and I'll add it once the next version of the mod releases. You can see the details here:

    https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/commit/e33bc27f79c7e5f3d94ea83c363e711272d33f42

    It basically makes reconfigures cavalry balance from scratch:

    1. Cav damage equals their infantry counterparts,
    2. cav get a 40% health bonus compared to inf (melee: 140hp, ranged: 70hp),
    3. infantry +0.5 walkspeed (effects skirms a little more, pikes a little less).

    I know this is a huge hit to cavalry, but this is intended on being a starting point for balance. We may need to adjust counter-cavalry damage multipliers and perhaps melee cavalry damage. (I could see a 20% or so "mount bonus" being worthwhile for melee cav). Notice that instead of making cav slower, I made infantry faster.

    Not quite how I would rebalance it, but would work. With these changes maybe the spearmen attack bonus could be reduced. Also remember that infantry have the advantage of being able to pay for themselves by gathering resources.

  14. Lots of good ideas in this thread, here's a few more.

    Ships should have a 'boarding' command, or there should be a type of ship that does this as its standard attack: it pulls alongside an enemy ship, allowing the melee units on board to attack those on the other ship, and when that is done, to capture it.

    Ramming.

    More use of catapult ships and fire ships (every ship could have the option of being converted into a fire ship, dealing damage until it destroys itself.)

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  15. Military buildings should only be capturable below 50% health, maybe soldiers should attack rather than capture by default, and you should not be able to delete buildings (at least recently captured ones). Citizens should have a dismantle order where they harvest the resources of a building.

    There should be an axeman unit with more attack against buildings, an upgrade that gives spearmen a bonus against buildings, maybe an upgrade giving someone a torch ability and/or fire arrows for archers.

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