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Adeimantos

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Everything posted by Adeimantos

  1. I agree. This would work better with battalions I think. I also thought supplies might be a good enough word.
  2. I think 0 ad should release a beta before putting major new things like the following, which could be in an expansion later. every unit should have a meter that measures their level of equipment and energy-- it would represent how many arrows or spears a range unit has or how tired a Melee unit has primarily. I'll call it prep for short. Every range attack uses a certain amount of prep, arrows use a little, spears use more. If a unit doesn't have enough prep it can't use its range attack and has a low Melee attack instead. Melee units use prep to do charge attacks. Prep rejuvenates slowly, or faster if units are near a supply wagon or armory. There could be special attacks such as fire arrows that use more prep. terrain could do several things. Rocky or wooded areas would slow down cavalry some and things with wheels even more, and keep them from using charge attacks. Trees could give stealth or enhance pierce armor for units near them. Hills could enhance range attack as well as range and affect unit speed and charge bonuses too.
  3. The Iberian champion javelin cavalry is interesting, it has high crush damage so is good against buildings and siege
  4. That is good enough for me, even when a chariot is not going somewhere it could be fidgeting enough to be dangerous. I wonder why the regular game hasn't used these auras when the chariot description says it has trample.
  5. I'm wondering if it's possible to add an aura to a unit to damage nearby enemies, so I can give chariots trample damage like they are supposed to have. Also I wonder if auras slow down fps since if I play with more than one or two ai players it goes below 4 which is too slow. Any info on how to mod without slowing fps would be appreciated. Would removing women's aura help, or even slower attack rates with more attack so the computer has less calculations to make? I know pathfinding is the biggest issue but I don't know how to change that.
  6. I like the two level bell, but I'd like if on one of the levels citizen soldiers would drop off their resources then fight. Maybe on first ring women garrison and range units start fighting, on second level range units garrison and melee units fight. I'd also like if women would garrison automatically when attacked then come out when enemies are gone.
  7. I made a mod and changed the cost of some units, and since then it seems I have more errors when I play a game. The last time the error messages said something about selecting the most efficient unit. Did changing the cost make that happen? What changes can you make without causing errors or is there a way to resolve them? I'm also wondering which changes are more likely to slow the game down.
  8. I'm wondering if there is a list of all the different alpha versions of this game, with a simple description of their features. Possibly there would be an earlier version I would like to try if it had a feature like charging for instance that later ones don't.
  9. Definitely this idea needs to wait until the Pathfinder can handle it. One of the biggest problems with the game now is the lag with too many units in the game.
  10. One thing I'd like to eventually see in a game like this is more use of different types of terrain. There could be rough ground which slows cavalry down and that siege in chariots can't go on at all. That would add some interesting strategies as to where you can use different army types and how to plan battles' or fortress' location on the map.
  11. I think it is important to keep the basic counter of cavalry versus archers versus infantry. But then within each of those groups there can be another Rock-paper-scissors system. Slingers versus javelins versus archers. Swordman versus spear and pike versus ax or club. Another way to look at each group is one unit is most specialized, for instance the slinger is the best at killing infantry but the most vulnerable to cavalry; a second unit is somewhat all purpose or resistant to the basic counter, for instance javelin throwers could be less vulnerable to cavalry than other range units and swordmen could be better against archers than pikemen are. I would avoid using artificial counters; I prefer the type of armor and attack a unit has making it happen naturally in most cases. If the javelin infantry has high pierce armor and low crush armor it will naturally be good against archers and bad against slingers, for instance. That would be an especially useful change in A23 since it would make the foot javelin a counter to the javelin cavalry, who is currently good against just about everybody. I'm making a mod to implement these ideas.
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