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AIEND

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Everything posted by AIEND

  1. If we can't distinguish melee attacks as hack (swords, axes), jab (spears, pikes), thump (maces), and ranged attacks as pierc (arrows, javelins), smash (pebbles), cutt ( Throwing Axe), at least 6 damage types. It's better to simply simplify it into "melee" and "throwing", instead of now, spearmen have two types of damage at the same time, which is very unfavorable for players to intuitively calculate the value.
  2. The biggest advantage of the chariot is that it can provide a stable archery platform. With the popularization of horseback archery, the role of the chariot is reduced.
  3. I'm not sure how other countries fight with spears on chariots except China, the Chinese are using a 5.54 meter pike.
  4. I think it's rather strange, you can hardly attack the enemy with such a short sword on a chariot, they should have made the chariot like the Bulgarian cavalry, which will drop a samurai after being killed.
  5. When the tactical positioning of the war elephant changes, its cost and the restraint relationship of other units should also be adjusted. You can try my bright mirror mod。
  6. I tried this idea in the mod, and I think it's not bad, at least it's more suitable than aura.
  7. The pikeman's melee defense tends to go to two extremes. If the enemy can't get close, it can't cause a little damage to the pikeman. If the enemy is close, the pikeman has almost no ability to defend. My idea is to first trim and take an intermediate state, reduce the defense by 1 point on the basis of the spearman, and then give it a better melee defense gain on the front through the formation, and reduce the travel speed (I think if you do not enter the formation, a single pikeman will not go any slower than the spearman). The other is to properly increase the damage of pikeman. After all, they use both hands to hold pike, and the damage of stab is definitely higher.
  8. Pikemen also have too much protection against melee weapons. In fact, once the enemy breaks through the pike and gets close to the pikemen, the pikemen will easily fall into a situation where they can't fight back and be slaughtered by the enemy. This was fully demonstrated in the Macedonian and Roman wars.
  9. Maybe he just got the password for the multiplayer account wrong and needs someone to reset it for him.
  10. In fact, rather than burning down my own buildings, I prefer to have a setting similar to Command and Conquer that demolishes buildings and recycles half of the material cost. Of course, it is also unreasonable for the demolition process to take less than 10 seconds. (if the building is bigger and more complex, it will take longer to demolish it).
  11. Regarding balance, I suggest you try the mods I made first, I have already completed some ideas https://wildfiregames.com/forum/topic/76607-明镜-mirror/
  12. Not so, adding arson means that soldiers can effectively destroy buildings that cannot be captured because of the garrison, and when you have enough soldiers, you can also burn the CC. In other words arson does not equate to capture, because soldiers can do the same damage to buildings (like barracks and temples) whether they have garrisoned troops or not. And the rate at which arson damages a building depends on the building materials used for that building, an unprotected temple built entirely of stone would be more fire resistant than a tower that is half wood and half stone.
  13. The pikeman itself is a "light soldier" who gives up part of the armor and shield in order to use a longer weapon. Compared with the hoplites, pikeman training is faster and cheaper. Because Macedonia did not have enough wealthy citizens to form the well-armed and numerous hoplites of Athens. The pikeman's sluggishness is due to the fact that they have to keep the formation intact, as their overly long weapons make them less capable of fighting alone. But that doesn't mean that their weapons are heavy (compared to the larger bronze shields and bronze armor of hoplites), we Chinese know pike very well. Although this weapon looks long, it is very flexible if it is made well. The main load is armor.
  14. 同样的,我也不觉得朝鲜人对北海道阿依努人有任何想法,他们关心的是半岛国家的统一,而不是给自己国家增加一个少数民族。
  15. 我觉得北海道岛的领土争端不关中国人什么事,因为中国并没有日本海方向的出海口(虽然法律上中国拥有从图们江出海的权利,然而俄国在图们江出海口处修了一座非常低矮的江桥,导致船舶无法通过),大部分中国公民都是汉人,对于北海道阿依努人这样历史上从未被中国管辖的“蛮夷”是没什么兴趣的,我从未见过中国人声称阿依努人是中国人(如果是开玩笑,中国人或许会说日本是中华文明的徒子徒孙,中国应该把北海道岛之外的和族人当做中国人加以兼并)。 中国在东北亚如果有什么野心,那也只跟俄罗斯有关,也就是收回被帝俄侵吞的“外东北”地区,包括海参崴和库页岛,拿回在日本海方向的出海口,当然因为苏联解体之后中国和俄罗斯已经签订了边界协定,无论民间是何种情绪,国家层面上两国没有领土争端。 如果说中国和日本有什么争议,除却东海的包括钓鱼岛在内的岛屿,中国人关心的是曾经作为中国藩属,二战后被美国将管辖权违法交给日本的琉球,因为琉球人在汉人眼中是向化的,琉球国是文物礼乐之邦,应该恢复独立。(争取民族独立的琉球复国人士在中国获得了很广泛的同情,尤其在他们部分留在琉球本土的人遭受日本警察镇压之后。) 而关于阿依努人,我觉得日本人应该首先反思一直不承认阿依努人地位的问题,日本长期声称自己是单一民族国家,不承认阿依努人是土著。这种对待少数民族的态度肯定是会引起不满的,结合前面的琉球问题,如果和族人对这些土人更加尊重,别国并不会有什么介入的空间。 另外,我很喜欢日本漫画家野田悟创作的《黄金神威》(《ゴールデンカムイ 》),这是一部少见的描绘阿依努文化传统的漫画。
  16. Soldiers sent to fight will not actually be counted in the labor population. After the game enters a certain stage, soldiers with at least 100 people need to be constantly mobilized and cannot all be put into labor, especially after gaining experience in battle, they labor capacity will decline. The complete destruction of the main force in other games will also bring you into a disaster, because even if your economy is intact, the enemy cannot wait for you to train a new army. Similarly, when you can attack the opponent's CC, you should have an absolute advantage. You have destroyed the opponent's main force and demolished most of his barracks buildings. At this time, there are only 20 swordsmen in the opponent's CC. What can be done? In my opinion, it would be strange if players with 0 A D made it the norm to recklessly attack CC regardless of other threats. If you can't beat the opposing armies and make sure to push the line close enough to the opposing CC, then you should bombard them with catapults.
  17. The greatest value of arson is to reflect the unit's ability to attack cities in a more reasonable form. Age of Empires 2 and Age of Mythology did not have arson, but many units (especially melee units) can still cause huge damage to buildings. In fact, the general arson capability is a means of addressing the current irrational positioning of some units. I have already mentioned the issue of the fire cavalry in another post, and the slinger is more representative. The reason why the current version gives it crush damage is that some people do not want this unit to become useless, not to conform to reality. (Obviously throwing a cobblestone can't cause any substantial damage to the building. There were no glass windows in ancient times, and you couldn't do it if you wanted to smash the glass). The problem is that the pikeman's high armor is unreasonable. This problem has existed for a long time and needs to be solved, whether or not arson is added. Because even if it is not arson, pikeman can also resist more damage from more arrows from CC when capturing buildings, and light infantry will still be quickly killed by arrows from buildings. Capture and arson are no different in this regard, as both are close-range attacks.
  18. 1. Because I don't understand English and the network connection is not smooth, my work on syncing mod files on github failed. I will then sync and share content on platforms with similar functionality in China. 2. The existing version number corresponds to the 0 A D version through the first number, 1.0.0 corresponds to A23, and 2.0.0 corresponds to A25 (I gave up A24). But what you said makes sense. I have used this numbering format on the Chinese module, and it is now 0.0.25b.06. The mirror mod may wait until A26 is released to change the numbering format, because now I don't want players to confuse the two version numbers. 3. This is no problem, I will get one when I have time.
  19. Yes, the destructive power of battering rams and elephants to buildings is too high, so that the difference between low-tech weapons and high-tech weapons in siege weapons cannot be reflected, especially battering rams, siege towers and catapults are P3 unlocked. There's another reason, whether it's a CC or a fort, these buildings require too many soldiers to have enough firepower, causing you to think twice about letting the garrison leave the building to attack the battering ram, as this will significantly weaken Building firepower. And the enemy's troops covering the battering ram can in turn eliminate the soldiers you leave the building's protection when the threat of the building's firepower diminishes. It is also very necessary to increase the base firepower of the defensive buildings, to put it mildly, the firepower of CCs, towers and fortresses should be at least doubled without any garrison.
  20. 一般认为阿依努人和东北亚的肃慎、扶余、靺鞨、女真一类有一定亲缘,实际上日本列岛和大陆的联系并不只是朝鲜半岛,从海参崴到库页岛到北海道岛再到本州岛北部也有非常密切的联系,这点从17世纪以后也表现得十分明显,可以参见日本的间宫林藏的著作《东鞑行记》。 我认为阿依努人以及后来被和人消灭的“东夷人”一样,是较早一批来到北海道岛和本州岛北部的民族,他们与和人或者说邪马台人都是日本的土著,但邪马台人在弥生时代后随着与中国和半岛国家的接触,伴随“渡来人”近水楼台先得月地获得了更进一步的技术输入,而逐渐超越了他们在北面的邻居。
  21. Do you have more ideas on this, I think there is more room for refinement.
  22. I used to want to join P4 too, but now I feel like it's unnecessary. People feel that the early game is too short because P2 is irrelevant in the current game. In this stage, players basically don't fight, because you don't have siege weapons, and attacking enemy cities is mostly futile. So people ignored P2, and the stone wall that appeared in P2, and chose to go directly to P3 to fight. Therefore, the current battles mainly take place in P1 and P3. This kind of game progress, like a dumbbell, is very strange to me.
  23. We need campaign mode, and other interesting maps with trigger scripts. Let each faction have more abundant units, such as slingers and axeman. Enrich the types of formations and strengthen their effects. In addition to the Greeks and Romans, other ethnic groups should also have unique formations.
  24. In reality, xiongnu does not seem to have such a battering ram, and they are more likely to use a ladder to climb up the city wall.
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