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AIEND

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Everything posted by AIEND

  1. We often complain that melee infantry are too fragile and often die before becoming advanced and elite. This is mainly because the melee infantry, as the soldier on the front line, is almost certain to be killed first, because the fiercest battle always starts with the melee infantry of both sides first and lasts until the melee infantry of one side is defeated. So I don't think this problem can be solved simply by strengthening melee infantry armor or reducing the damage of ranged units. If we make melee infantry less experience required for promotion than other types of soldiers. Then, in order to obtain advanced or elite soldiers, players do not need to engage in fierce decisive battles, but exercise soldiers through some small contact battles, so that the losses are controllable. At the same time, losing high-level or elite melee infantry in the heat of battle does not drop the player into complete passive.
  2. advancedadvanced On the one hand, I don’t think the current way of unlocking champions is very good. I think we should use technology to upgrade a barracks to a advanced barracks, and then train champions in the advanced barracks. Each ordinary barracks needs to be upgraded to asenior barracks separately, and the number of advanced barracks is limited, such as a maximum of 4. This avoids the problem of players building a large number of barracks first, and then training a large number of champions immediately after unlocking. There will also be no problems such as fortresses that are too expensive and take up too much land. On the other hand, I don't think the technology of the blacksmith should affect the champion, because the champion is already "at his best" in theory. The combat power gap between elite citizen soldiers and champions should be narrowed, making champions those players who are not good at tactical operations and can't get enough veterans, and can use more resources to offset the combat power gap by focusing on economic development. Also, I think there are two categories of champions, the very elite soldiers and the "technical arms". A faction itself has both citizen spearmen and champion spearmen, so obviously champions are just enhanced versions of citizen soldiers, they are not unique. Only champions such as war elephants, chariots, and cataphracts without a corresponding citizen soldier are unique.
  3. I think the experience cost required for melee units to be promoted should be lowered to make it easier for them to become advanced or elite. The other is the ranged units, mainly the damage of the javelin and the slinger is too high, should be reduced by 1/3.
  4. If based on historical reality, games like 0AD don't have any citizen soldiers unless they can recruit soldiers from a group of people that already exist for free. The difference between 0AD's citizen soldiers and mercenaries is only what kind of resources you use as compensation to hire them. And it is meaningless to distinguish the rank of citizens (including soldiers) from the perspective of labor type rather than wealth level. The types of labor that a proletarian and a wealthy citizen perform in peacetime do not coincide with the types of labor they perform in the army. , There is military discipline, no matter what he did before entering the army, he learned to do the same work after entering the army, such as digging trenches, building fortresses, and learning to be a carpenter and mason. The best way to distinguish between categories of labor is to separate civilians from soldiers.
  5. If you speak from the perspective of historical reality, then a soldier's combat experience may have nothing to do with his equipment, because what equipment he can afford is often only related to his level of wealth. You can see wealthy soldiers with the best armor but zero combat experience, and poor soldiers with good combat experience but average equipment. From the design point of view of RTS, we should not give too much gain to combat experience, and should make the blacksmith the main source of armor upgrades. Because this can better balance those players who are good at tactical operations and those who are good at economic operations.
  6. What I think about is how not to add new types of resources. To be honest, it is not impossible to use a warehouse as a recycling point.
  7. I have a question now, if the commoners are gathering metals from the vineyard, should the delivery go to the granary or the warehouse? How to do the special collection and transportation animation, if you take a fruit basket, is it easy to confuse it with edible fruit?
  8. I feel like this can only be explained by loot. Soldiers gain combat experience because they kill the enemy, and when they kill the enemy, there will be loot, which can be used to buy better equipment.
  9. 预计下次更新要加入的内容 已经实现的: 1.第一阶段不能再训练士兵,将军事建筑挪到第二阶段,把开局给予的士兵换成平民,骑兵换成斥候。 2.降低公署成本为400木材+200石料,删除塞留西和托勒密的殖民地。 3.除雇佣兵和公民兵可以盖房子外,其他士兵取消劳动能力。 4.将第二阶段的升级成本调整为800粮食,去除木材成本。 5.英雄可以在第二阶段训练。 6.部分特殊建筑物挪到第二阶段,部分删除。 尚未完成的更改: 1.给平民弓箭/标枪用于狩猎,去除奴隶武器,不再能屠宰。 2.添加包括狩猎、攻城在内的多种新攻击方式。。 3.堡垒和碉楼、城墙可以在中立地区建造。 4.为波斯、库什、摩揭陀、布立吞添加民兵战车。
  10. Miners stationed in mines make metal mining more like a trickle of resources.
  11. Every civilization should have a kind of plantation, a factory and a small family textile industry. The mediterranean, for example, were olive groves, pottery factories, and linen. The Chinese are tea gardens, lacquerware factories and silk and satin. Indians are spice gardens, pottery factories and cotton cloth. Persians are date palm forests, blanket factories and woolen fabrics. Iberians are vineyards, goldsmiths and linen. The Celts were vineyards (Britain seemed unsuitable for growing grapes), leather factories and woolen fabrics. Egyptians were papyrus gardens, pottery factories and linen. Kushites are coffee gardens, pottery factories, and linen (or cotton?)
  12. I think Iberia would be nice to give the vineyard too.
  13. Warcraft is more like an RPG, while Armies Of Exigo has no heroes, complex unit skills and technology make up the game, and his single-player campaign storyline is also interesting. From an RTS perspective, this game has a lot of design that we can learn from. For example, we can make killing enemies generate a new resource, and then use this resource to upgrade soldiers from recruits to advanced, so that combat experience will not be wasted as soldiers die, but continue to generate gains from a macro level. Of course, the glory of DE mod is such a resource.
  14. This is an old game from 2004. He is very interesting because this game also has an experience leveling system and a mechanism to revive fallen soldiers, which solves the problem that melee units are easy to die and not easy to retain veterans. Same game engine as Ancient Wars Sparta.
  15. I think weapons production is only interesting design when combined with equipping civilians with these weapons, like Armies of Exigo and The Golden Horde.
  16. So doing this change from the mod will avoid a lot of controversy, because it is "optional" for some players, and when more and more players realize the advantages of these new mechanics from the mod, we will You can add them to Alpha naturally.
  17. I'm mainly talking about my mods, this is not what I think is the most perfect solution, in fact I hope that the armor technology of the smithy can bring about a change in appearance, and the experience upgrade only affects the combat power.
  18. If we cancel the CS, we can cancel the blacksmith while still making the armor upgrade cost money, such as adding training (cavalry, melee infantry and long-range infantry can be separated) as a technology to the barracks, so that soldiers can be trained as advanced. In this way we spend money to give soldiers better armor and of course more combat effectiveness.
  19. That's right, they're part of the overall mechanic change, and it's not appropriate to add them bit by bit individually, as it won't have any effect.
  20. For this reason, I simply deleted the blacksmith shop, because the experience upgrade has already given soldiers new armor, so there is no need to spend money on it.
  21. I talked about this before, soldiers should not get armor and appearance changes, but only get combat experience - single damage, attack frequency, hit rate, block (melee defense).
  22. The point is not which food crops, because almost all ethnic groups will sell food as long as there are high yields. And we hope to separate the farmland from the plantation area, one produces food crops and the other produces cash crops. Do Iberians have other special cash crops?
  23. However, the staple food should be placed on the farmland to produce food. If the staple food can also be regarded as a cash crop, the Indians can also export rice, and the Chinese can also export millet.
  24. I'm not sure if papyrus should be used as a plantation or a factory in Egypt, because the most exported crop by the Egyptians is wheat, and I don't know if papyrus is ever grown artificially, maybe the Egyptians just harvested the papyrus from the wild .
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