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thankforpie

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Everything posted by thankforpie

  1. 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
  2. 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
  3. 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?
  4. (not smashed) althrough we had very balanced amount of units killed since start to end, chrsgr was much more ahead of me during entire game, especially mid-lategame. ive found few issues in replay that im correcting now enjoy watching metadata.json commands.txt
  5. that seems to be fps related issue. normal fps on new game == working correctly when there are 200 units in game, fps gets lower, and that feature stops working correctly
  6. No idea if its just me but when I drag right button to create a semi-formation, usually the game skip first 25% of the line i drawed (unless i do it very slow) anyone knows about it? maybe changing mouse settings or something will help (btw, 100% of my rightclicks in-game are working, its just that usually im losing first 25% of formation line when i use the right drag feature)
  7. in fervor of battle its easy to lose track of units so we doubleclick to bring them all but thats sometimes counterproductive, is there a way to permanently exclude some units from selecting all?
  8. Thanks for concern, I use them and know how to counter. Still they seem a bit too op to me so i made a thread about it. Thats not crying or complaining. If players will report things that are way too strong or too weak i believe it will make gameplay better Thats very good start but they will still kill elephants with pierce damage.
  9. althrough im fan of siege towers, i think they shouldnt deal crush damage. i never make more than 4 in same time due to: 1. its cost 2. time required to make them all but i just saw @Grugnas using 11 siege towers in same time (lol) and they literally killed rams and everything before they come close. (i mean that no matter how many rams or eles you send, with current move speed of siege towers (and eles/rams) they all will die from crush damage siege towers deal.) its even stronger than stacked bolts and catas (on other hand, if crush dmg was removed from it, they would still kill elephants almost instantly when stacked) i think people may start abusing siege towers soon
  10. yeah i already calculated using nani's formula. but I didnt know that theres number showed in brackets. will help a lot lol. thanks
  11. had very long break, cant believe how rusty i am, but I won anyway i did a lot of mistakes that im correcting now this forum category seems quite dead so ill put replay here (to watch it you need to put it in replays folder in Documets/My games/ 0 ad/replays) and you need to have FGOD or edit txt file and remove part with fgod commands.txt metadata.json
  12. Whats the damage formula? is it, for example: skirmishers have: - 50 hp - 16 pierce attack - 1 pierce armor so skirmisher attacks other skirmisher for 16 - 1 (dmg - armor) = 15 therefore on every hit skirmisher loses 15 hp ? or theres some other formula for damage?
  13. Is anyone else getting this issue? I get it once per two games or something like that. its very harmful because i didnt notice and my fortress was slowered by 1min what I did, just selected lot of units and sent them to build fortress. this happens with any building afaik im mainly getting it on fortress and storages so I assume its because I use too many units?
  14. yes, lowering slingers dmg by 0.2 and javelins by 0.1 (or some similar values, where slingers would be nerfed more than javelins) and leaving archers as they are would be simple, quick, and "not breaking anything" fix (current situation in 0 ad: slingers>javelins>melee units>archers) directional defence/dmg, obstacles lowering accuracy etc are all very nice fixes but imo simply lowering the dmg of slingers and javelins (slingers more) would already change the gameplay tomore ballanced
  15. its also very troublesome to constantly separate 10 soldiers during fights and put them inside siege towers. (slows you a lot and enemy is not waiting)
  16. can relate. ecoing with pikes on 5-15fps game is worst thing ever using anything slower than slinger or javelin for your eco is very detrimental (+ the fact that ranged units are also stronger in fights than melee units) just another reason to make everyone spam slingers or javelins since start IMO good fix would be letting pikes, swordmen and spearmen get more resources each time they mine/chop (lets be honest they are grown men and wear heavy armor, it would be realistic to let them work faster and harder than these scrawny ranged units) and the slower they are the more resource would they obtain so it would be somehow balanced oh nvm just noticed u suggested it lol
  17. oh i didnt notice this thread, i have balancing some suggestions 1. OP CIV META my sugestion would be nerfing gauls, britons and ptolemies - that will let players for more competetive play (and more fair play), players in multiplayer wont be forced to play these 3 civilizations if they want to win. there are lot of civs that i like but the urge to pick OP civ is ultra big. above mentioned civilisations are too fast I played many competetive games MOBA included and it is unavoidable to not have stronger and weaker civs/characters/champions but the gap between these 3 and rest is so big that most players started 'maining' celtics and ptolemies, to the point where at least half of each game on multiplayer are celtics and ptolemies (sometimes all players) if these 3 civs were growing at same pace that other civilisations do, it would be great 2. RANGED UNIT META Althrough point 2. and 3. arent as troublesome as point 1, I noticed ranged units are much stronger overall than melee units. maybe with small dmg nerf people would start using melee units for something else than for human shields supposed to die instead of ranged units lol 3. SLINGER > ARCHER,JAVELIN one could think if archers have biggest range then they are strongest, or vice versa - javelins, because they have biggest dmg. thats not the case. slingers can kill javelins before they come close. Javelins have bigger dmg than slingers, but it doesnt do anything because slingers already have enough dmg to kill. why would you need more? ranged units are often hitting same target, so if u have 60 ranged units together, theres HUGE chance they will atk same targets, and only 5 attacks would be enough to kill, but since it was the closest target, theres often situation where 60 of ranged units hit exactly same person instead of splitting their arrows for targets, therefore a lot of arrows are wasted. thats case in fights javelin vs slinger (not with archers, they have low dmg), javelin just die before they come close, and when they are close they also atk slower so the 'bigger dps' isnt really bigger, its much smaller slingers somehow have perfect atk range and atk speed, so the supposedly bigger javelins damage isnt helping them at all, because they are slower and need to come closer, and they will die before that happens my few thoughts
  18. is it just me or this happens to everyone? units lose on speed when chasing in formation because when they meet obstacle theres a chance they will go back once or twice then again try to pursue enemy. using them between buildings is totally a no-go. theres A LOT of DPS lost if there are 2 armies fighting, and the one in formation is low range/melee and there are obstacles on its way, as they will bug and go back few times before reaching enemy (not always but often) and that will cause whole army to take dmg without casing it
  19. despite being still in formation. clicking on formation button again solves this issue so on some units level up gives 1 armor. hero gives 3 armor. in my case it went from 6 armor to 4 armor on level up (6 - 3 from bonus = 3 + 1 armor from level up = 4)
  20. they have different name, cost and model They are called Immortal and Hoplite something. but stats are exactly the same same hp, atk, armor,speed is this supposed to be like that? + fun fact, both are rarely used
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