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AIEND

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Everything posted by AIEND

  1. 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.
  2. 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.
  3. Infantry should only need 1 population, and traders should need 2 population.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. It's the one you said, my translation software doesn't always give me the correct translation.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. In terms of housing space, my settings in the mod are cavalry (2), chariot (4), elephant (5), Bolt Shooter (3), battering ram and catapult (4), siege tower ( 6).
  20. If it fits the historical facts, the chariot archer should have a longer range, higher shooting accuracy and faster rate of fire than the horse archer, but the price is much more expensive than the cavalry. important reason for elimination. In fact, many ethnic groups, including Indians, continued to use chariots for a long time just because they could not master the skills of horseback archery. Other peoples, such as the Persians and the Chinese and the Seleucids, put more emphasis on the impact capability of the chariot when they used the chariot, and they put armor on the horse and sickle on the wheel. In this way, the scythe chariot can often sweep through the enemy's infantry array, causing them huge casualties (I use the aura that works on the infantry in the mod to simulate this effect). But the scythe chariot is difficult to pass through the rough terrain, and it is also expensive (the scythe chariot requires 4 armored horses, and the cost of food and metal is at least 4 times that of the cataphract), so it was finally eliminated by the cataphract.
  21. When a catapult fires a 5kg stone, no matter how well-armored the cavalry and infantry are, they can't hold back, unless it's a large animal like an elephant. The attacks of these units cannot be compared to siege weapons, as they can be blocked by shields and armor. Need to add new damage types to them instead of mixing them with siege weapons, like I added thump damage to maceman.
  22. Since hack damage itself represents melee damage to a large extent, we should simply remove the piercing damage from spearmen and pikeman, and only give hack damage. In any case, spears and throwing weapons cannot share one damage type.
  23. Now that battering rams can no longer attack units, cavalry and infantry should lower their crush armor, provided that crush damage cannot be used by units other than siege weapons and ships.
  24. Siege weapons do require unique damage types, and usually just this one is enough.
  25. In fact, the spear doesn't need hack damage, if we don't let the spear and bow share the same damage type, it only needs one kind of jab damage,otherwise we should make bows and javelins also have hack damage. In addition, it makes no sense to distinguish between melee and long-range armor. Obviously, whether it is shield or armor, they can resist both melee and thrown weapons. It is more reasonable to use cavalry armor and infantry armor.
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