thankforpie
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Posts posted by thankforpie
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Things im sure I like:
- barracks cost same (do they? i think so) for every civ, so not only gauls and britons can spam barracks cuz they cost only cheap wood (and not expensive stone). now you can have as many barracks as gauls or celtics when you play seleucides or other civ.
- rams not op anymore (my theory, didnt see rams in action) - since all melee units have hack dmg, its easier to kills rams, that make elephants more comparable to rams (before rams were way stronger than elephants because you needed special unit type to kill them, and that unit type was usually killed by enemy slingers, lol)
- slingers not op anymore (not sure if archers,javleins and slingers are balanced now or if archers are op, that depends on how many shots archers miss from far distance), but this is quite great because now you dont HAVE to rush fortress and spam slingers as britons or gauls if you want to win - you can pick any other civ and win as well with archers or javelins. that kinda makes all civilizations playable, and not only these with slingers.
Things not sure I like:
- nisean horses went from 20% to 10% hp bonus (not sure if that was OP so was the nerf needed?).
- many things like Blacksmith upgrades, went from10% or 20% to 1 or 2 points - that makes players think less. before Javelins would get the most from ranged attack upgrade in blacksmith (javelins had higher base dmg, so 20% from 20 for example is higher than 20% from 10) - there was one more reason to pick javelins (which were still losing vs slingers, by the way, but idea was there). i understand that its more 'fair' for all units if it adds a static, non-percent value (like 1 point), so archers get same amount of dmg that javelins get, but it makes players think less
- kushites clubman, oh that was interesting that they had "club" type and had crush damage. now that dmg is taken from them. is the same going to happen to mauryan crush melee infantry champs and iberians crush cav javelins ?
Things I consider bugged:
- you took crush dmg from siege towers but they still target buildings when shooting, so siege towers are kinda useless when in enemy base
PS. not sure how quickly it took u to change it but im happy that most important fixes needed (nerfing slingers and celtics) are already done
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2 minutes ago, stanislas69 said:
As in be gatherable like any other elephant ? I'm not sure that's possible, else people might misclick and accidentally kill the thing. Or do you mean loot ?
i dont know what i meant and i dont really like mauryan anyway this was just my random thought
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He should give food when killed
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5 minutes ago, ibos said:
In the past few months the couple of usually active moderators like elexis and hannibal_barca were mostly offline more than half the day and when active then usually at the same time, and alot of people were in need of a moderator because of players disconnecting from rated games for example. It would help if the lobby had more moderators. I'm willing to be one myself (kim_jong_un) but if you don't want me to become one then I would suggest other respected players that don't do silly stuff. People besides me that I would recommend: faction, emperior, mord.
elexis and barca are perfect moderators no need moar
PS triumvir too !
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i like the idea of making melee units stronger, because right now only ranged units are for damage
found new avatarfor you:
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that was my net speed when this was happening
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It started happening about 3 days ago.
Anyone else or just me?
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op mod 10/10 much wins with this
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killing enemy women as melee cav hero is uncounterable. you need about 30 units to kill him (or more), and he cna just run away if you go back with army
thoughts?
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On 1/9/2019 at 6:59 PM, LANDLORD said:
My opinion for balance and changes:
-Some civs have a big hindrance in terms of some of the resources it costs to build their buildings. Iberian Fortresses and barracks costing so much stone is tough to overcome at times.
-I think that melee calvary should be much stronger vs. infantry (that are not pikemen). In the real world, calvary was very strong vs. archer formations. I would like to see a bit more balance in terms of melee calvary doing damage vs. non pikemen infantry units (this may cause some balance issues early on with some melee calvary rushes, but most civs are able to build pikemen or spearmen at the start).
-Archers should be buffed a little bit. Their range is great, but their attack is very weak. I understand you need to have the tradeoff as well- higher range SHOULD equal lower damage (and vice versa, low range = high damage). But archer civs are still very weak.
Elephants for Mauryans die very fast and are very vulnerable. I think that buffing elephants to make them somewhat equal to rams would be good
-Overall civilization balance- I would like it if there are some different buffs for some civs. There's a reason why you never see some civs being used in multiplayer games. Nerfing the celtic civs is a good start. Either scrap some of the other civs that nobody plays (Carthage) or buff them IMO.
1. agreed, before u make all important buildings as persia (but not only) u will die from celtic civ spam. most civs need stone to spam barracks (the more barracks the easier to win) that is expensive considering u also need stone for slingers/fortress,p3 advance,etc
2. sword cav is really strong (you probably wont see it because they can get one-shot from grouped slinger/javelin attack, but they are strong, and most units will get oneshot from such attack anyway).
spear cav is weak, as they attack once per 2 seconds. they are not legit dmg option as there are better choices(javelins and slingers) and they are also not good tank as spearmen and pikemen cost less and have better defence (at least pikemen). they also barely can destroy enemy siege (but sword cav can) so theres little use to spear cav in game (other than early rush or some later women killing)
3. afaik archers miss majority of shots (that are quite weak even if they hit) on their max range so yeah quite unfair
imo archer civs could at least have skirmishers (if thats not wrong with history), as skirmishers can win a fight vs slingers (sometimes) and can kill melee units
4. totally agreed on elephants, they die like mooths. destroying a cc/fortress or something that has a lot of hp, armor and shoots arrows as elephants most of the time will either completely kill your elephants or badly hurt them (lets not forget they also almost get oneshot from slinger/javelin attack but rams dont, at all) rams take long time to kill even as 50 slingers or more. i most of the time skip destroying enemy fortress as elephant civ due to the cost, but it is not good to skip it.
some civs have combo elephants + catas, but catas are bugged at the moment and will often refuse to listen to your orders(and need to be protected)
5. yes, currently most played civs are gauls and brits, then ptolemies and romes on second place (something like that, not exact stats). i believe its because you can reach high pop and fortress/rams about 2 min earlier as gauls.brits than on normal civs. also their barracks cost only wood which isnt that limited and is chopped faster than stone is mined for example, so they can get to 4-7 barracks without issue and without postponing building fortress
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10 hours ago, soaling said:
@thankforpie killed my entire army with just three siege towers ingenious!
10 hours ago, soaling said:I’m not angry with @elexis either ... He is also a good player
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now i think, althrough i clicked only once each time and quickly released button, maybe 0AD thinks im dragging right mouse button that would cancel formation and create free hand formation?
however thats just speculation
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Althrough it tough me few clicks to replicate during recording, usually it takes me less.
Is it intended behavior or some bug?
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not sure about epic and discord, but on steam it costs money to add a game
also most game devs know putting game on steam will help nothing. theres tons of indie games. how can they find your? its not like it will be featured on main steam page.
althrough 0ad has some fanbase already so it may work better than in case of new game
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6 hours ago, nani said:
You also have to take into account that non-formation massed units tend to collide between themselves giving an aprox 20%-50% less "walk speed".
Formations also have speed decreased on each obstacle they meet (if formations are tight). Sometimes they cant pass through narrow ways
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Anyone else feels like rams are hard to kill with swordmen unless they stopped? I sent 20 swordmen after a ram and they couldnt kill it because of its speed
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1 hour ago, LANDLORD said:
Guessing this was not a rated game like you thought.
it is in rated games replays tho
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1 minute ago, Feldfeld said:
You only smashed him ? Must have been a very close game then
LOL language barrier// i mean that I destroyed him
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and there was no msg in lobby
what happen?
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I played many games where i did pop records or some other nice actions. Something like 120 pop at 7:30 min.
Afterwards I browsed replays folders and edited replays file content, where I would change my in game name (it can be searched in replays menu) to something thats easy to remember and recognize.
After saving, after I wrote 'ptolemies', I got my pop records showed using that civ with more info instead of player name.
Thats nice workaroundish way to organise replays but its troublesome as you always have to minimize client, find replay file and edit it (thats why I (and not only me I believe) lost many valuable replays, they just sunk in the sea of untitled replays that has no info so theres no way to know which one contains what)
Ii think we would all benefit from adding notes (in replay menu) to replays, so they can be easily searched afterwards with search option, as replays are very big deal in this game
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59 minutes ago, Grugnas said:
distance or altitude don't influence the damage amount
i see, thanks. however, im getting weird results.
my units either miss a standing still target, or theres in fact a damage reduction based on distance
BTW, this thread literally says that the damage decreases as distance increases:
but im not sure how up to date it is, as its from 2017
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Assuming all projectiles hit (without missing), do archers deal same damage from very close that they do from max distance? Or does damage decrease if it was dealt from long distance?
Borg Expansion Pack Mod Release V 1.0.5
in Game Modification
Posted
what major?