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Edwarf

Balancing Advisors
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  1. Quick feedback on SVN 27003: (RC2) Persian don't have "conscription" and "levy" anymore, is it done in purpose ? Persian Cav archer champs are exactly the sames as Persian chariots champs. And for the same unlock price when you unlock persian cav archer champs you get also spear cav champs. Ptolemies are moved in the fort, it is no the same for seleucid, is it on purpose ?
  2. You are all wrong 1 - aow 2 - aow 3 - aow 4 - aow 5 - aow 6 - aow 7 - aow 8 - aow
  3. Team Ranking could help for next alpha balancing
  4. Hello, There is many building almost never used because they are not enough useful, it is a bit sad because the art work behind is great. I wish we could find a way to balance them a bit more in order to see them more. Most of them are unique building, they can participate on the civilizations differentiations. Unused building balancing ideas: Theatron : Current one : Bonuses: Structures +20% territory influence raduis Cost: 200 Wood + 600 Stone + 200 Metal On going patch : D3602 / D3563 New bonuses/mechanic ideas : 1 - Ressources trickle -> 1 metal / sec Justification : Cultural wealth. 2 - Faster training time -> reduce the prodution time of organic unit. Justification : Contribute to the well being of the population / meeting place. Balancing proposals : Proposal 1 : Bonuses: Ressources trickle : 1 metal/sec Faster training time : -10% training time Territory increased : +50% Cost : 600 Stone Proposal 2 : ... Edict Pilar of Ashoka: Current one : Bonuses: Traders +20% speed. Range : 75 meters Cost: 100 Stone + 100 Metal Condition: Ashoka the Great is alive On going patch : / New bonuses/mechanic ideas : 1 - No condition required : -> Don't need to train Ashoka the Great Justification : Unify with other civilizations 2 - Building placement : -> Neutral territory -> Ally territory Justification : Trade routes is very often with allies. 3 - Team speed bonus : -> The trader speed bonus works also for allies. Justification : Trade routes is very often with allies. Balancing proposals : Proposal 1 : Bonuses: Own and ally traders +20% speed. Range : 75 meters Buildable on own, neutral and ally territory. No condition required Cost : 100 Stone Proposal 2 : Bonuses: Own and ally traders +20% speed. Range : 75 meters Buildable on own, neutral and ally territory. Condition: Ashoka the Great is alive Cost : 75 Stone Proposal 3 : ... Cothon (Naval Shipyard): Current one : Bonuses: Garrisoned ships +10 health regeneration rate Cost: 300 Wood + 200 Stone On going patch : / New bonuses/mechanic ideas : 1 - Faster training time -> Ships are built faster (training time reduce by 80%) Justification : This building is a ship factory. Balancing proposals : Proposal 1 : Bonuses: Garrisoned ships +40 health regeneration rate. (still slower than 5 units repairing) Ships are built 80% faster Cost : 300 Stone Proposal 2 : ... Lighthouse: Current one : Bonuses: Very Large vision range Cost: 200 Stone + 200 Metal On going patch : / New bonuses/mechanic ideas : 1 - Faster ships movement speed -> Ships moves +20% faster inside the vision range, allies included Justification : Lighthouses mark dangerous coastlines, hazardous shoals, reefs, rocks, and safe entries to harbors Balancing proposals : Proposal 1 : Bonuses: Ships movement speed +20% Very Large vision range (current one) Cost : 250 Stone Proposal 2 : ... Wonders: Current one : Bonuses: Glorious Expansion : +20% maximum population limit (requires the "Glorious Expansion" technology) Ressources Trickle : 1 Food/s + 1 Wood/s + 1 Stone/s + 1 Metal/s Cost: 1000 Wood + 1500 Stone + 1000 Metal On going patch : / New bonuses/mechanic ideas : 1 - Reduce all unit cost -> All unit are +20% cheaper to train Justification : / 2 - Reduce all building cost -> All building are +20% cheaper to build Justification : / Balancing proposals : Proposal 1 : ...
  5. Ideas proposals to make it more "realistic" : Taxes : Every unit gives a metal trickle. Food consumption : Every unit cost food (negative food trickle) -> once you reach 0 food your unit start to die. (inspired by "Cossacks"/"American Conquest") Every unit are train as simple citizen, In order to get soldier you have to send your unit to your barracks to get equipement and military training. In other word training a soldier cost a citizen. (inspired by "Cossacks"/"American Conquest")
  6. If I am right, The circle you see in game is the former building range from A23. It doesn't seems to be updated. And it was also just a small indication on A23 because elevation and range upgrade were not taken into account. In A24 you can consider the building range as the field of view of the building except for the fort the range is similar to its territory range.
  7. Hello, Here is my personal feedback about your change. V0.2.1: Automatically set mercenaries to rank 2 and halve training time [Thanks @Nescio] -> Why not Mercenary upgrade to rank 3 technology for Carthaginians [Thanks @borg-] -> Why not but doesn't work on your mod. Fixed health bonus to military units with each phase up [Thanks @Valihrant] -> I don't like it a percentage is mutch better. Instead of doing 2* +10hp, do 2* +10%hp (which means less HP for ranged infantry, same for melee infantry and more HP for melee cavalry) V0.2.0: Increase cavalry move speed [Thanks @Valihrant] -> Why not Increase turn rates for infantry and cavalry [Thanks @Valihrant] -> Why not, but the dancing is back. Added a minimum distance between forts and civic centres [Thanks @faction02] -> Why not but i'm not a big fan. All Changes Units: Cavalry and Infantry javelineers accuracy increased (spread set to a23 value since they became much less effective in fights compared to other ranged units) -> Why not Infantry javelineer walk speed increased (to allow skirmishers to chase slingers and archers and prevent formation laming) -> Why not Infantry slinger walk speed increased (to chase archers, but still be slower than javelineers and prevent formation laming) -> Why not Cavalry and Infantry archers attack rate reduced and damage increased (to unify with other ranged units as higher attack rates provide a demonstrable advantage in practice) -> I prefer to have unit not unified, but ok why not Melee cavalry health increased (to make melee cavalry more effective in fighting and rushing as they currently are underutilized and tend to lose to massed range) -> I don't like it at all melee cavalry is already very strong in A24, this will make cavalry unstoppable just like persia in A23. Rank up HP is enough, more over in your mod Phase 3 rank 3 cavalry have more HP than champion cavalry. Reduced training time of cavalry, infantry, and women (to allow players to make the choice of either rushing or a larger boom) -> Why not Increase cavalry move speed (to enable raiding as it is currently disadvantageous to attempt in all stages of the game compared to booming) -> I don't like it cavalry is strong enough for raiding in A24, this will make them too strong. More over currently on your mod cavalry have the same speed as champions cavalry. Increase turn rates for infantry and cavalry (allow better engagements for aggressors while still keeping in the intent of preventing dancing) -> Why not, but the dancing is back. Automatically set mercenaries to rank 2 and halve training time (since mercenaries have prohibitive cost compared to the value they provide as they do not have enhanced stats without this upgrade or the ability to gather resources) -> Why not, make sense Fixed health bonus to military units with each phase up (tradeoff of having more pop or phasing up for a hp bonus during a fight or push to allow for more variety of timing strategies) -> I don't like it a percentage is mutch better. Instead of doing 2* +10hp, do 2* +10%hp (which means less HP for ranged infantry, same for melee infantry and more HP for melee cavalry) Siege: Allow rams to hit fields and units (to allow for fast clearing of space and to prevent laming by body blocking) -> I don't like it, it feel useless to me, it make your rams behave stupidly. Reduce wood cost of catapults (to compensate for the inability to effectively fight units as area-of-effect damage was removed) -> I like it Buildings: Increase the resource cost and build time of palisades, stone walls, and Roman siege walls (to prevent abuse of walling) -> I don't like it a wall of farmstead is similar to a palisade ? It would be better to make longer palisade keeping its stats (like picture). Stone walls and Roman siege walls are fine. At least they are a little bit used now. Reduced arrow damage of civic center, sentry tower, defense tower, and fort (to prevent defensive structure abuse) -> I don't like it, why would you use garrison mechanics if your units becomes useless inside ? Defensive build are not that strong in A24 if you know how to deal with them. Reduced health of sentry tower, defense tower, and fort (to prevent defensive structure abuse) -> I don't like it, 4 houses have more HP than a fort ? Sentry tower are already extremly weak and can be destroy by archers. Theater buffed to have more territory weight and influence (since it did not provide a significant advantage for its cost) -> Why not Roman army camp can produce siege engines and cost 100 more wood and 300 more metal (to allow for greater variety of strategies at a greater cost) -> I realy don't like being able to build siege in Castra, you can loose a game because of 1 sneaky man, that's not an interresting strategy. Increase outpost vision when not garrisoned, but give greater vision when garrisoned (to make outposts useful while still rewarding garrisoned units) -> I like it Allow Macedonians to produce arsenals at the town phase (to allow greater strategic variety and compensate for the loss of the uniqueness of the siege workshop from A23) -> Why not but useless Phase 2 exept to go phase 3 Added a minimum distance between forts and civic centres (to force the choice of increasing territory via a civic centre or securing territory via a fort instead of allowing both at low risk) -> Why not but i'm not a big fan. Technology: Reduced city phase requirement from 4 to 3 (to encourage boom/earlier aggression and de-incentivize tower abuse) -> Why not Defensive towers do not count in city phase requirement (to discourage turtling and de-incentivize tower abuse) -> Why not Sentry towers do not count in town phase requirement (to discourage turtling and de-incentivize tower abuse) -> Why not even if it's not really usefull. Reduced metal cost of all farmstead and storehouse technologies by half and increased wood cost to compensate (since metal is scarce on popular maps and is required for many strategies) -> I like it Reduced metal cost of all forge upgrades by half and increased wood cost to compensate (since metal is scarce on popular maps and is required for many strategies) -> I like it Remove food cost for non-champion mercenaries (since mercenaries' high metal cost coupled with their inability to gather resources necessitates an advantage to compensate; also, since the intent was to have them be more realistic by costing gold or metal, then food should not be one of their costs) -> Why not Add cartography to market while keeping the option in civic centres (to still allow players the choice of taking cartography in the village phase, but also have the choice to take it in the town phase without sacrificing unit production) -> Why not Bring back carrier pigeons and stone foundations for outposts (to give the choice between achieving greater utility at the cost of a garrisoned unit or at the cost of time and resources through technologies) -> I like it Arsenals produced by the Macedonians count towards city phase requirement (to allow greater strategic variety and compensate for the loss of the uniqueness of the siege workshop from A23) -> ok Mercenary upgrade to rank 3 technology for Carthaginians (to give a differentiating trait to Carthage and an incentive to try a mercenary army strategy as Carthage has the greatest mercenary diversity) -> Why not but doesn't work on your mod.
  8. Hi, Is it possible to add a team population game parameters ? (like world population but per teams) Is it possible to make a simple team game rating system ? which can be improved later ?
  9. Hello, Will it be implemented in A25 ? Is it the case for all building or only for "arrow shooting" building ? I wonder if it's working for temple, pyramids...
  10. Hello, Quick remarks about regicides : Due to the A24 elephant heroes change they are now able to destroy CC during phase 1 on a regicide game. I attach a replay from Dakara to illustrate this point. DakaraRegicideReplay.zip Extra heroes in regicide games : I figured out that some civs can have access to "new" heroes not trainable in normal game. Macedonians 4th and 5th heroes : Kushites 4th hero : Some heroes can start with a horse or without. Example : About balance : Starting with random Heroes providing huge or useless bonus can severely impact the balance of a game (for example compare Indibil and the Kushite hero above) Also starting with a cavalry or infantry or elephant impact the hero safety : Elephant heroes can't be garisoned Infantry and Elephant heroes are easy to snipe. Cavalry heroes can kill all the economy of the opponent at the start of the game. -> In order to balance regicide games: is it possible to provide a similar hero to each civilizations ? For example a cavalry hero with better resistance and less attack than standard cavalry heroes and with no bonuses. And this specific hero don't stop the possibility to train a standard hero during phase 3. This would be even greater if this can be set as a game option, Standard Regicide / Balanced Regicide (Yes random games are still fun)
  11. @Dizaka, Thank you for your comments, i commented again (in blue inside the quote)
  12. Hello ! I have seen plenty of feedback and complain about A24. So I will share with you my personal feedback, I hope it will be constructive and maybe help some people to understand the new Alpha. Some point can be redundant with other feedbacks; I just want to be exhaustive (As much as I can), I don’t want to insist on any point. Civilizations strength and weakness : Athenians: A23 : Used to be a strong civilization due to Strong slingers, very good hero Iphicrates (+3 overall resistances) and black cloak for siege sniping and raiding. A24 : Seems a bit weaker due to weaker slingers, hero permanent death and no more black cloaks. Strength: Stronger building +10% metal gather rate per phase Iphicrates Slingers for low wood map Archer champions Weakness: All ranged infantry are based on minerals (stone/metal). Sword infantry trainable only in docks. -> Athenians weaker in A24 than in A23 (It’s OK, they were too strong) Britons : A23: Top 3 civilization, strong economic bonuses (population space on every building/building faster to build/rotary mill), decent hero, strong early slingers rushes. A24: Better balance, small economic bonus with building faster to build, Dog phase 1 strong for rushes (can easily deny all food income of your enemy), decent hero. Strength: Faster building Dogs Rushes (Good micro mandatory) Weakness: Weaker building Only rams as siege weapon -> Britons weaker in A24 than in A23 but still decent, harder to play, not a beginner civilization anymore. Carthaginians: A23 : Decent civilization, strong cavalry, very strong hero, variety of siege weapon make them adaptable to situations. A24 : Strong civilization, very strong hero, Strong archer, variety of siege weapon make them adaptable to situations. Very good team play: Hannibal Barca + international trade bonuses. Strength: Cheaper docks Strong hero International trade bonuses Massive Stone Walls (good option now due to floating stone) Apartment Weakness: Swordsman only as mercenaries -> Carthaginians stronger in A24 than in A23. Well balanced now. Gauls: A23: Top 3 civilizations, strong economic bonuses (population space on every building/building faster to build/rotary mill), strong heros and fanatic strong for raids. A24: Decent civilization, economic bonuses (building faster to build/extra food upgrade).Very strong power spike at phase 2 due to extra damage on sword cavalry en cheaper fanatic. New champions, Heroes easier to reach. (Cheaper stable and barracks.) Strength: Building faster to build Extra food upgrade phase 2, helps for the sword cavalry spam. Strong Heroes Strong melee cavalry (+15% damage) Strong team bonus Weakness: Only rams has siege weapon Weaker buildings -> Gauls weaker in A24 than in A23 but still decent. Harder to play, not a beginner civilization anymore. Iberians: A23: decent civilization mostly played for its team bonus, decent hero. Very defensive civilization. A24: decent civilization weaker team bonus, decent hero, Strong cavalry champions. Strength: Good hero Very strong champion cavalry (fire damage) Extra sword upgrade Revered Monument Massive towers Starting walls Very strong fire ship Weakness: No economic bonuses Only rams as siege weapon (Ok there is champion cavalry) No counter to melee cavalry phase 1 -> Iberians are stronger in A24 than in A23, They are more independent and don’t need to rely only on their allies. Kushites: A23: Worst civilization, even with decent heroes, economic bonuses (pyramids). Team bonus not useful due to weak elephants. Weak unique mercenaries, costly rank 3 healers. A24: Strong civilization, Decent heroes Economic bonuses (pyramid). Strong team bonus, Strong unique mercenaries, free rank 3 upgrade healer. Strong unique Axeman champions. Strength: Small Pyramid (+15% gather speed) Large Pyramid (+10% damge +1 resistance) Rank 3 healers Stronger rams Mercenaries maceman Champion Axeman Decent Heroes Archery tradition (+10 attack range for archers) Weakness: None -> Kushites are way stronger in A24 than in A23, many gameplay possibilities. Macedonians: A23: One of the worst civilizations no swords, no spears, useless heroes, no economic bonuses. A24: A bit better thanks to champion swordsman, New champion crossbowman (a bit weak can’t be spammed due to massive overkill) Strength: Phase 1 spear cavalry Variety of siege weapons Hellenistic Metropolis (Civic center +100% Health points) Stronger buildings Weakness: No economic bonuses No spear infantry (except champions) -> Macedonians Slightly stronger in A24 than in A23 but remain as a bad civilization Mauryas : A23 : Decent civilization (Very strong in nomad games), Heroes a bit weak, economic bonuses (Elephant worker), +10% population limit, only elephant as siege weapon (except expensive champions maceman and tricky rams) A24 : Very strong civilization, Heroes still weak, economic bonuses (Elephant worker), +10% population limit, Strong unique champion maceman, Strong Archer chapions, Strong elephant archer, Indian siege elephant, access to rams.(cheaper barracks/stable) Strength: Elephant Workers +10% population limit Elephant faster to recruit Indian Siege Elephant Extra Sword upgrade Archery tradition Unique Champion Maceman Strong archer champions (poison damage) Strong archer elephants Cheap Walls Weakness: None -> Mauryas are stronger in A24 than in A23 Persians: A23: Good civilization, slow start and very strong late game. Extra population limit, over powered cavalry, no economic bonuses, Average heroes, strong rams. Apadana (resources trickle) A24: Strong civilization, balanced cavalry, extra population limit, double conscription, strong rams, Indian elephants. Apadana (resources trickle), average hero, huge trading bonus. Strength: +10% population limit Archery Tradition Double conscription Indian Elephants Strong Rams Apadana (Resources trickle 1food + 1wood +0.75stone +0.75metal/seconds) +25% trade gain Weakness: No early economic bonus -> Persians have a stronger start and weaker late game in A24 than in A23. Civilization way better balanced than in A23. Ptolemies: A23: Top 3 civilization, economic bonus (free buildings), good team bonus, Strong heroes, strong army compositions, large variety of siege weapons. Very strong navy: Lighthouse, Juggernaut. Camel Archer Phase 1. A24: Very strong civilization, economic bonus (cheaper buildings), good team bonus Strong Heroes, strong army compositions, large variety of siege weapons. Camel Archer Phase 1. Standard navy. Strength: Cheaper buildings (-40% cost for house, corral, storehouse and farmstead) Strong heroes (and in Civic Center) Variety of siege weapons Stronger Bolt Shooter (faster less overkill) Library Hellenistic Metropolis Military Colony Camel archer at phase 1. Weakness: Swordsman only as mercenaries All ranged infantry are based on minerals (stone/metal). Spear unit only as mercenaries -> Ptolemies are slightly weaker in A24 than in A23. A bit better balanced but still very strong. Romans: A23: Strong civilization, good heroes, good team bonus, strong siege, very strong military camps, spear cavalry phase 1. No palisade and no economic bonuses. A24: Decent civilization, good heroes, good team bonus, strong siege, weaker military camps, spear cavalry phase 1. Now they have palisade Phase 1. No economic bonuses. Strength: Castra (Army camp) Strong heroes Strong siege Good team bonus Spear cavalry phase 1 Weakness: No economic bonus -> Romans are weaker in A24 than in A23. (It would have been great to have other kind of unit in castra than only melee) Seleucids: A23: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses. A24: Decent civilization, medium heroes, variety of siege units, good army compositions. No economic bonuses.(no change overall) Strength: Free champion infantry upgrade Military Colony Hellenistic Metropolis Variety of siege units Good army compositions Weakness: No economic bonus -> Seleucids remain a decent civilization in A24. Better balance overall now. Spartans: A23: Good civilization, good heroes, strong women, skiritai and black cloaks phase 2 (huge power spike phase 2),the Agoge (+25% health to spear units). No economic bonus and population limit penalty (-10%) A24: Medium civilization, good heroes, strong women, no more population limit penalty. No more black cloaks and skiritai 25% more expensive. No economic bonus. Strength: Good Heroes Strong women (stronger than javelineer with loom) Stronger buildings Weakness: No economic bonus Only rams has siege weapon -> Spartans weaker in A24 than in A23. The change on the skiritai is a bit too much in my opinion. Overall balance: Lack of Metal: The current overall metal cost is fine for 1v1 when you have access to several metal mine. Contrariwise for team games 90% of the time you only have access to your starting mine (so 5000 metal). Economic upgrades: 1600 Metal Wood = 600 Metal Food = 600 Metal Stone ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Metal ~ 200 Metal (1 or 2 upgrade, more is useless cause not enough mines) Forge upgrades : 4000 Metal Melee = 1000 Metal Range = 1000 Metal Hack = 1000 Metal Pierce = 1000 Metal Other upgrades : 5350 Metal Cartography = 100 Metal Cavalry = 350 Metal Will to fight = 1500 Metal Towers = 1000 Metal Siege = 1100 Metal Temple = 750(+600)Metal Trade = 550 Metal Buildings: 700 Metal Civic Center / Military Colony = 500 / 200 Metal Hero Building = 200 Metal Units: Hero = 400/350/300/200/150 Metal Champions = 100/80 Metal Mercenaries = 60/80 Metal Siege = 150/180/250/220 Metal Trader = 80 Metal -> Just for economic and basic forge upgrade you don’t have enough metal on your starting mines. New forge upgrades: They are way better than it used to be. Having same upgrade for infantry and cavalry allow a faster adaptation to your opponent composition. For example, your enemy is going full archer then just go melee cavalry to clean is army. A bit too expensive. Due to the lack of metal. Mercenaries: Very expensive due to the lack of metal. (only 80 resources but all resources don’t have the same cost) Similar strength as standard units but doesn’t gather resources. Costly Rank 2 upgrade. (they should be rank 2 by default and upgrade for rank 3) Faster to train -> Expensive unit for panic situations. Never used technologies and building: Theatron: currently way too expensive a barrack on the border is the same and at least it produces units. Outpost: useless in A24 Naval Shipyard: Units repairing ships are better and less expensive. Edict Pillar of Ashoka: hard to reach, expensive, not very useful because buildable only on own territory. Monumental Architecture: too expensive for a bonus/penalty upgrade. Persian Architecture: way better than Monumental Architecture but still an bonus/penalty upgrade. Spying technologies: 500 food + 500 metal + 600 metal is way too much expensive. A standard cavalry do better it cost only 150 resources and it can fight. Ranged Infantry Balance: Without any micro archers are stronger than javelineers and slingers Bigger range makes units easier to micro Weaker units (less Health Points) makes ranged unit even stronger. -> Archer units are too strong. Maybe give back the A23 statistics to the slingers and give 2 or 3 standard pierce resistance to the javelineers making them stronger against ranged units and still weak against melee.(like this all 3 ranged infantry are unique) Catapults: Catapult are way weaker than they used to be in A23, they are useless against units (which is great) they are easily destroyed by archers, they deal very few damage. However they are a bit too expensive : they are more expensive than rams and elephants. I suggest to reduce their resources price and also the population cost, 3 is too much currently 2 might be better. “Turtling”: The consequence of many change made turtling (staying on your base waiting your opponent to suicide on your defence) too strong. Building are way more deadlier than they used to be. Demography: Hard to keep a high population: Units have less Health points. (impact the overall balance) Units are longer to train. -> HP bonus per phase was nice. Miscellaneous: Slingers now use their ranged weapon to attack wolves! Ambriorix now is worth it ! No more penalty it’s great ! Hero permanent death, it will be fixed on A25 apparently. (Am I right?) Units turning : It avoid dancing abuse, which is good, but maybe the better ranged accuracy was enough. Slow down the game. Retreat is now similar to suicide. Trading ships : They are clumsy, they can’t be spamed. The trader garrison bonus is not enough. A trader + a merchantman should carry the same amout of resources between two docks as a merchantman with a trader garrisoned. Wonders: Doing the population limit bonus as a percentage is really great. Celtic population bonus in every building was too strong but it was a great to have. Instead of removing it completely reducing it would have been nice. Bugs : DDOS: Finishing a game is really rare. (balance issue is nothing compared to this) Lags: currently the game lags way too much making it not very enjoyable to play. (I wonder if a smart person can make a “cubic” mod to replace all 3D design/texture/animation by cubic shaped volumes without animation with mono coloured texture. To reduce lags) Graphical issues example: destroying animation of mauryan barracks is broken, half of the walls disappear. Pathfinding issues : Units are clumsy Units disobey Units have their own will Units auto focus : Units are automatically focusing palisade, field and walls. This is game breaker your entire army can be killed because they hate fields. Example : Units don’t protect siege units when opponent ungarrison building because they are attacking field or palisade or walls. Also for ship, a shore fight between 2 ships, can be unbalanced by the presence of palisade on the shore. -> Unit should attack (capture aswell) buildings only if they are tasked to. Philip V doesn’t have full description on the learn to play panel. Rank 2 units in castra are not specified in the description. Rank 3 Healer in PR’IMN are not specified in the description. Wrong hero description for Caratacos in French. Personal feeling about the future: I have seen some proposition on the forum about gameplay “innovation” and I feel like it tend to copy similar RTS games such as Age of Empire 2. For exemple the food decay, the scout phase 1, cavalry not able to hunt anymore, stable, siege workshop... I am a bit sad about that, this game is wonderful and unique. It can be improved with real gameplay innovation such as regenerative fishes, trees and berries. There is no need to copy other archaic games. In the other hand lately Age of Empire tend to do the same and copy 0AD innovations: Soldier able to build Dock used as resources deposit Units can be garrisoned in houses -> I hope it is just a feeling. To conclude, in my opinion it is great that many issues has been discovered on this Alpha, it can’t be perfect the 1st time but it can always be improved. It is mostly the negative part pointed out but the work done is really great! Overall it is nice to play on this Alpha! Thank you everyone who contributed to this project! Post Scriptum : I have seen lots of complain about this Alpha but note that everybody has access to the next Alpha on SVN, you can test it and give your feedback before its release.
  13. Hello, I just wanted to give my personal balance feedback about A24 before its release. rev : 24822 General balance remark : Elephant Stable are too expensive and too long to build compared to Arsenal : Elephant Stable : 200 wood + 200 stone -> 240 seconds Arsenal : 300 wood -> 180 seconds Roman, Persian and Kushites siege should be more expensive than standard siege because they are stronger. The number of building buildable should be set on your current pop limit not a constant. For exemple : Embassy : instead of 3 Embassy buildable max, 1 Embassy +1 every 100 pop cap. Towers : instead of 30 Towers max, 1 Tower +1 every 20 pop cap. Forts : instead of 10 Forts max, 1 Fort +1 every 50 pop cap Same for Kushites Mercenary Camps, Pyramids ... Civilization team bonus should be applied to the civilization itself not only teammates. Spying technologies are too expensive. Theatron is too expensive or need to be stronger, improve current bonus or add one (Resource Trickle for exemple such as Persian Apadana) Kushites Monutental Architecture too expensive for a bonus/penalty technologie. Baracks garrison experience gain should be only for infantry, The cavalry should gain experience in stable. Civilizations particularity : Carthaginians : It is an archer civilization but they don't have access to "Archery tradition" such as Mauryans Perians and Kushites. Mauryas : Mauryan archer champions : same price as standard archer champions but they are stronger due to the poison. Mauryan pillar (Edict pillar of Ashoka) are too expensive, or should be buildable on ally or neutral territory. Mauryan Hero (Chandragrupta Maurya) has no bonuses and can't train archer anymore, makes it useless. Iberians : Iberian cavalry champions : same price has standard cavalry champions but they are stronger due to the fire. Romans : Roman Castra (army camp) : deals more damage than a Fort. Roman Castra (army camp) : unit trained are rank 2 on purpose ? Ptolemies : Litghthouse too expensive : it is just a big outpost now. An outpost is the same for 60 wood instead of 200 stone + 200 metal. Britons : The number of dogs trainable should be set in function of the population limit or the number of stable, not to a constant (20). Dogs might be a bit expensive or need upgrades. Macedonians : Macedonian crossbow currently too weak compared to standard archer champions except if they never miss their target, has linear splash or has armor piercing. Crossbow : 40 pierce / 3 seconds Archer : 13.5 / 1 second (Crossbow can target a 1hp unit wasting 39 pierce damage and also crossbow not very usefull to "hit and run" because the 1st arrow is shot 3 seconds after the order.) I hope this small feedback can be usefull. What do you think about this ? @borg- @Feldfeld @ValihrAnt
  14. Ceramic : Emperior, Darkcity, Camelius, Dakara, Edwarf, nani, superPosition, randomid ... Ceramic op
  15. Badosu, i agree, it could be great to have balanced unknwon maps. But i think only Passes is a turtly map. Lowland is a race to the map control and being able to keep it. This Isthmus is really wide it is not more turtly than gulf especially with the map variant were there is random shaped land in both sea parts. And some poeple loves turtly maps . The best would be to chose the desired map pool to fit everybody.
  16. Oh ! Indeed, that's great, thank you !
  17. "Unknown" The map "Unknown" is a random map that countain 9 "Land" maps and 4 "Naval" maps. When this map is played, one of these map is picked randomly and generated. Some of these maps are not part of the list of random maps and can't be purposly choosed to be played. So i tryed to make a map pack where each map can be played independently. Map list : Land : "Continent" : Game description : Disk shaped mainland with water on the edge. More info : Map close to the random map called "Continent", slight difference the map can be shaped as a peninsula. "Isthmus" : Game description : Huge central river, connecting the riversides with a narrow piece of land. More info : Map close to "Corinthian Isthmus", main difference is a wider land path and a wider river. Map variant : Dot shaped island or random shaped land can be added to the river part of the map. "CentralRiverLand" : Game description : A very small central river. More info : Map close to the random map called "River", slight differences there is no middle lake and the shallow water path are randomly placed (such as "Lorraine Plain"). "EdgeSeas" : Game description : Align players on a land strip with seas bordering on one or both sides that can hold islands. More info : Map close to the random maps called "Hyrcanian Shores" or "Kerala" or "Northen Lights", main difference is the sea border can be on both side. Map variant : Dot shaped island or random shaped land can be added to the sea part of the map. "Gulf" : Game description : Land shaped like a concrescent moon around a central lake. More info : Map simlar to the random map called "Gulf of Bothnia" "Lakes" : Game description : Mainland style with some small random lakes. More info : Map close to "Alpine Lakes" but without mountain or "Mainland" with randomly placed lakes. "Passes" : Game description : A large hill leaving players only a small passage to each of the the two neighboring players. More info : No similar map exist in the game yet. Map variant : A lake can be generated in the middle of the map. "Lowlands" : Game description : Land enclosed by a hill that leaves small areas for civic centers and large central place. More info : No similar map exist in the game yet. "Mainland" : Game description : No water, no hills. More info : Map simlar to the random map called "Mainland" Naval : "CentralSea" : Game description : Creates a huge central river. More info : Map close to the random map called "River" with a wider river and no shallow watter path.(such as "Aegean Sea") Map variant : Dot shaped island or random shaped land can be added to the river part of the map. "CentralRiverNaval" : Game description : A very small central river. More info : Map close to the random map called "Lorraine Plain" but with no shallow watter path. "Archipelago" : Game description : Chain of islands or many disconnected islands. More info : Map close to the random map called "Islands" "RiversAndLake" : Game description : Creates a river between each player ("pizza slices") and possibly a circular lake in the middle. More info : No similar map exist in the game yet. I don't know who made the map "unknown" or the previews of each map but thanks ! unknownMaps.zip
  18. Hello, An other 1v1 quitter : "GregorioJuan (1286)" See attached file, Thank you @user1 commands.txt @Hannibal_Barca
  19. Hello, In the attached file you can see "keko2 (1318)" quitting a ranked 1v1 thank you for your help. @Hannibal_Barca @user1 commands.txt
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