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Adeimantos

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Posts posted by Adeimantos

  1. 10 hours ago, Lion.Kanzen said:

    What is the difference in the role of chariots vs horse archers?

    In AOE one costs metal and the other is trash unit.

    In 0 A.D we already have trash units that do that in cavalry.

     

    https://ageofempires.fandom.com/wiki/Horse_Archer_(Age_of_Empires)

    May be anti support anti healers and villager.

    In AoE role:

    ""The Chariot Archer is a popular Bronze Age unit because of its combined speed, strength, range of attack, and the fact that it costs no gold, which makes it a so-called trash unit. Its speed allows it to fly right past towers and catch Villagers quickly. It possesses 7 range, allowing it to find exposed units or for reconnaissance. As it is fast and has good range, it is strong in numbers.""

     

    ----

    I would think chariots should be a more armored unit, horse archers faster.

  2. Here's how I see it and think it should be:

    Crush is damage caused by the weight of the projectile or weapon, pierce is damage caused by a sharp and fast moving but lightweight weapon. If someone slings a heavy stone at you and you block it with a shield it's likely to break your arm, which an arrow wouldn't do, but the arrow is harder to dodge and more likely to kill you if it hits you in the bare chest. Hack is in-between; it's a close range attack with both weight and sharpness, and can best be blocked using another melee weapon like a sword.

    Agility means more crush armor, armor and especially shields give pierce armor, and both of those and having a good melee weapon gives hack armor.

    Wooden structures are most vulnerable to hack, stone buildings to crush, but both have high resistance to all attacks and siege weapons have high damage multipliers against them.

    • Like 1
  3. On 18/10/2022 at 1:54 PM, Stan` said:

    I believe removing multiple damage types at the same time eg having hack and pierce on the same unit might make balancing easier without the need for counters.

    I like having multiple damage types, without it i think we would need more damage types or more hard counters.

  4. 2 hours ago, real_tabasco_sauce said:

    In general, I think we should avoid a strict counter system like in AOE. Instead, 0ad has generally allowed the natural stats of different units to result in some units countering others depending on the context. ie archers beat skirmishers when range is important. I guess an exception to this is the cavalry damage multiplier.

    i've been thinking about a crush armor rework for a while now. Overall, it should be a reduction with some units having more or less than others, but then one would have to adjust slingers for example as necessary. I think something like this would be done after the current balancing efforts (like how I postponed the unit specific upgrades).

    As for area of effect damage, I would say it doesn't belong on chariots since they are currently ranged units only. I think there was some work done on giving eles an area of effect attack, but I am not sure how easy this would be to add to the mod.

    @Adeimantos in terms of unit differentiation (unit roles) what do you think of my unit specific upgrades idea?

    these upgrades are already in my fork of the community mod: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/tree/unit_upgrades

    the discussion on these upgrades is below.

     

    I think of crush as damage that can best be avoided by dodging. So generally lightly armed, agile units would have the most crush resistance. Shields give pierce armor, and body armor and melee weapons both give hack armor.

    I prefer using regular unit stats rather than artificial counters to make some units good against others, but we need a full system of unit counters unless we add some other major effects to the game, like different terrains giving different advantages for instance; it's important that we be different from other games by having features they don't, not by lacking features they have.

     

    I'm neutral on the unit specific upgrades, I'd have to try them some to decide if they function as just general buffs or if they change the way units can be used. I think I like the fire arrows idea; they should slow the attack rate so for a lot of units they wouldn't help much, but should make archers effective against siege and wooden buildings. That would change archers role pretty significantly though, we'd have to test and see how it works out.

    • Like 1
  5. 15 hours ago, Adeimantos said:

    My ideas:

    Archers should be good against unarmored units and slingers against armored ones; do this by reducing crush armor on armored units especially, add more crush damage on slingers, (so may need to increase crush armor on buildings and hard counters for siege). Archers should have a little more attack.

    Javelineers should counter archers and jav cavalry. I'd add armor, especially pierce, and reduce attack rate.

    Elephants and chariots should cause AoE damage.

    I think melee units are mostly good now, but I'd like to add an axeman unit with higher damage and lower armor; mainly good against siege.

    Should I put any of these ideas into the community mod?

  6. On 15/09/2022 at 5:08 AM, Lion.Kanzen said:

     

    Related post.

    My ideas:

    Archers should be good against unarmored units and slingers against armored ones; do this by reducing crush armor on armored units especially, add more crush damage on slingers, (so may need to increase crush armor on buildings and hard counters for siege). Archers should have a little more attack.

    Javelineers should counter archers and jav cavalry. I'd add armor, especially pierce, and reduce attack rate.

    Elephants and chariots should cause AoE damage.

    I think melee units are mostly good now, but I'd like to add an axeman unit with higher damage and lower armor; mainly good against siege.

    • Like 1
  7. The main obstacle to modding is that every year or two the next version comes out and breaks the mods. For someone who doesn’t have a lot of free time that doesn’t give much time to make mods. I’m waiting till A24 before I do anything, and I hope we can make a permanent version soon, though we should continue with a development version in addition. 

  8. If the lag was fixed this game would be as good as the best RTS games out there. As it is I have to stick with smaller and more open map types, which really limits how much I play it. Is progress being made on fixing the lag? Is there anything a modded can do to affect it?

    • Like 3
  9. It would be interesting to see how much social commentary could be put into a game. Perhaps nihilists, with a backstory similar to that of the freedom group, and the barbarians from the steppes could be two different groups.

  10. I thought you were just basing it on Europe at 400 AD, it is interesting looking at it as a timeless depiction of the different organizing motives of human societies. Religion, wealth, natural law or the ideals of freedom and equality, and tribalism are all things societies have been organized around. I think a tribal society is more governed by culture and relationship in peaceful times, and by strong leaders in dangerous ones. I would  suggest that these organizing motives are not simply good or bad, that each can be good or bad depending on if it is moderate or extreme and what context it is in. Showing that could give more depth to the concept.

    A campaign could be made to illustrate this, and it could be done in just about any game; I'm not sure it would be worth it to make a major mod for that reason. A fantasy mod would be fun for its own sake though 

  11. I'd be more interested in a more creative alternate history, where you change some significant event and imagine what different results that might cause, rather than just transposing existing history into fantasy themes.

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