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Everything posted by AIEND
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Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
What is the principle of the deceleration effect? -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Melee infantry may not be too convenient to be regarded as one type, but at least it can be divided into infantry with long weapons and infantry with short weapons. -
Some materials resist tensile forces but not shear forces, such as Kevlar body armor that resists bullets but not daggers.
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Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
It should be said that it was his publication of this book in 1987 that influenced the popular online opinion, and in fact Age of Empires 3 applied this set of standards. But I don't recommend this division, because his point of view implies an idea that armor is related to function, for example, shooters are usually forced to use shooting weapons because they don't have armor. But in reality, on the one hand, because of the hot weather, warriors in Southeast Asia would choose not to wear shirts and armor and use swords to fight. The Mongolian, Safavid, and Chinese Cataphracts also made archery a top-priority attack. The division between light and heavy is largely outdated these days, and the Total War game is a prime example. -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I came across these concepts in the book "The Art of War in the Western World" by Archer Jones. The division of light and heavy soldiers in this book is related to armor. For example, the Persian cavalry has armor and Throwing javelins, classified as general cavalry(通用骑兵) rather than light cavalry(轻骑兵). In Archer Jones's view, a soldier's armor is related to its function. He believes that soldiers with heavy armor generally do not use shooting weapons, and soldiers without armor are not suitable for hand-to-hand combat. But in fact, for example, the Chinese, their armor is very standardized, sometimes whether it is a melee soldier or an archer, a cavalry or an infantry, they all wear the same armor. -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I don't recommend this, because whether a cavalry uses a melee weapon or a throwing weapon has nothing to do with its level of armor protection, especially considering the fact that Asian cavalry might use both bows and spears. It's better to distinguish between melee cavalry and ranged cavalry, of course, you can define Cataphract as shock cavalry. -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Bolt Shooter shouldn't have bonus damage to battering rams or siege towers, because what it fires is actually a javelin, and this kind of projectile is very difficult to cause damage to these solid armored machines, which is different from melee units, melee combat Troops destroy siege weapons by killing operators. -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
If the horse archer has the Parthian tactics, the javelinman cannot threaten the horse archer because the range is too short. At this time, the player can only use the archer or slinger with a longer range to fight back. -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Most ethnic groups do not have swords cavalry. In fact, the cavalry of almost all countries only use the sword as a backup weapon for the spear cavalry. And the javelin cavalry is rare outside the Mediterranean. -
Wow's new unit countering ideas
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Infantry should only need 1 population, and traders should need 2 population. -
The army of the early Roman Empire consisted of two parts, one part was the infantry made up of Roman citizens. The other part is the vassal state, with archers, cavalry, etc. If there are elephants, it should be provided by this part of the people, but obviously Ethiopians are not included, so no one can provide elephants to the Romans. In addition, the relationship between the Romans and the Amazigh people is not very good, and the trade routes are not very smooth. It is very common to buy a few elephants as pets, but it is still very difficult to form a large-scale war elephant force.
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Total War games have settings such as blocking and breaking armor, charging, and resisting charging. The shield is also a very complex system, and 0ad is difficult to imitate in this regard. I think the improvements we can make are limited, but enough for an RTS.
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In fact, even if it is not easy to raise, the Persians and Seleucids also tried their best to obtain elephants from India. I think that elephants were no longer used in the Mediterranean region, mainly because they lost the channel of importing elephants from India. The Sassanians still used Indian elephants, but they obviously wouldn't sell them to the Romans.
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In general, if people want more differentiated units and richer elements, they should spend more time on more detailed design, like I said, at least 6 damage types. On the contrary, to make it simpler, three damage types are enough. You can't expect to be differentiated between units and assume that more work can be avoided at the same time.
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It's the one you said, my translation software doesn't always give me the correct translation.
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That should increase the jab damage to the spear and pike to enrich the difference of the unit, rather than let the spear and bow share the same damage type for the sake of saving trouble.
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I don't think the question is how fast the cavalry can destroy the fence, it's the fact that the presence of cavalry in P1 is weird.
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When you go to calculate the relationship between damage and armor, you will find that this is a nightmare. So why even give them hack damage? As I said before, spears and javelins are often the same weapon, and if you give the spear two damage types, the javelin should too.
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Only after the change will there be normal gameplay. I actually have a hard time understanding why slingers have crush damage, why spearmen and pikeman have piercing damage, these are not common designs at all, and it's wrong to think of them as something that's not a problem by default.
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Elephants can easily die once they leave their habitat. If you ship elephants to West Asia or Europe, the cost of feeding them can be several times higher than in their habitats. Therefore, only South Asia and Southeast Asia can be widely raised. , I think this is why elephants are disappearing very quickly in the Mediterranean region. Elephants can give soldiers a great shock, this is not a substitute for Cataphract or chariots, even after the advent of firearms, the Mughal Empire has always used elephants, and even placed light artillery on the backs of elephants.
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It is also possible to not increase any damage type, just change all melee units to hack damage, all ranged units to piercing damage, and let crush damage be the exclusive damage type for siege and warships. So what I said in the title is refinement or simplification, there are two options, generally I tend to simplify.
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In fact, I think elephants, chariots and sieges can take up more housing space on top of that, which is mainly related to shipping, it's difficult to have a ship's interior space as spacious as a building, which can limit players' use of ships The possibility of transporting many of these units at once. At the same time, this will not affect the buildings that can accommodate these units. For example, I originally designed the elephant stable to accommodate three elephants. If I further increase the housing space occupied by the elephants to 6, then, the elephant stable's As long as the housing space is adjusted to 18, it will be the same as before.
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I don't think it's necessary to add weird attack bonuses, especially for buildings. In reality, people usually attack buildings with siege weapons or arson (this is my previous suggestion), not with weapons (whatever type) in their hands.
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Obviously, the pebbles fired by the slinger can't compare to the heavy boulders fired by the catapult, so it doesn't make sense for the slinger to have crush damage at all. Because even if 10,00 pebbles are thrown at the building, it is impossible to cause the same damage as a 5kg stone.
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So why does the javelin have no hack damage? We know very well that spears and javelins are often a weapon, you just throw the spear and it becomes a javelin. I gave the thump damage to the maceman and elephant instead of the slinger, I actually gave the slinger pure pierc damage. In my mod, I want to make maceman more special, so cavalry and infantry's thump armor has a feature, champion and hero units tend to have lower thump armor than their hack armor. Because the upper limit of armor's ability to withstand blunt weapon attacks is lower than that of sharp weapon slashes or jabs, this means that units with thump damage are better suited against champions and heroes.