-
Posts
937 -
Joined
-
Last visited
-
Days Won
10
Everything posted by AIEND
-
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.
-
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
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. -
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。
-
Do you have more ideas on this, I think there is more room for refinement.
-
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.
-
suggestions Thread for posting suggestions for Alpha 27.
AIEND replied to Lion.Kanzen's topic in General Discussion
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. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
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. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
I mean, in most RTS, the battering ram is a relatively basic unit, not very high in attack and HP. But 0AD, rams are put in the later stage (I always wonder why P2 did not siege), the cost is very high, and it looks like a high-tech weapon. Excessive technical requirements and costs result in the battering ram having to be strengthened in terms of data, otherwise it will become an expensive and fragile waste product. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
I think rams are too strong now, and the cost is too high. It should be a relatively cheap siege weapon that mainly consumes wood. It should be able to be produced in P2. Correspondingly, it should also be slower, more fragile, and lower in damage. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
I agree with your idea, I weakened the attack and HP of the rams in the mod, and changed the piercing damage of the melee infantry to hack damage, so that the infantry can complete this task. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
To be honest, I think siege towers are more of a field weapon than a siege weapon, we're mainly trying to get the ranged infantry to fully utilize their firepower while being protected. It's like a Soviet soldier sitting in a BMP infantry fighting vehicle and shooting through a shooting hole. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
Technology can be added to make buildings use more stone instead of wood, and improve the fire resistance and HP of buildings, so that in the later stages of the game, players will need specialized siege weapons to cause effective damage to enemy cities. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
I don't think there's much uncertainty about it. Because there are ready-made examples to refer to, such as Age of Empires 2 and 4, there are quite a few infantry and cavalry that do high damage to buildings, but rams and trebuchets are not ignored because walls and fortresses are very effective. -
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
Actually catapults are not popular in the A25, largely due to the lack of fortifications in the city itself (fortresses are much rarer after not being able to train champions), you can let troops rush in directly. The catapult, a sluggish ranged weapon that takes time to deploy, is naturally unnecessary. -
Given that captures are mostly for buildings, I think the icon should be a flag instead of a hand, since soldiers usually raise their flag after capturing a building to indicate ownership of the building.
-
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
On the contrary, this will first increase the status of the stone walls and forts, thus making the siege machinery more necessary. In current battles, players rarely build walls and fortresses, except for the walls given by Iberia at the start. So it's easier and more common to capture buildings with units (which honestly feels awkward to capture buildings and then delete them), or demolish unfortified buildings with rams. And if we make burning buildings more efficient than capturing them, then players will fortify their towns with stone-built fire-resistant fortifications, hindering infantry and cavalry attacks, and siege machines will become Indispensable. -
In the event of victory, it can be an image of soldiers cheering with arms raised or flags in their hands. If defeated, it is a dying picture of a soldier falling to the ground badly wounded, with a weapon or flag slipping from his hand. The appearance of soldiers and flags can vary depending on the faction.
-
"Arson" attacks should be added to cavalry and infantry.
AIEND replied to AIEND's topic in Gameplay Discussion
It is the torching, I think it is necessary to set these, because now all units and buildings have no resistance to fire, which is one of the reasons why Iberia's champion cavalry is relatively strong. -
Cataphract and Chariot Classes
AIEND replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I have detailed settings for Cataphract and Chariot in the mod, which may give you inspiration. https://wildfiregames.com/forum/topic/76607-明镜-mirror/ -
Should outpost make a warning sound while enemies are in the range of it?
AIEND replied to rkt's topic in Gameplay Discussion
Generally speaking, they are instruments such as horns or drums that can transmit sound farther. -
"Arson" attacks should be added to cavalry and infantry.
AIEND posted a topic in Gameplay Discussion
As in Age of Empires 3 and 4, units don't have to choose between capturing buildings and inflicting insignificant damage to them with the weapons in their hands, but should use torches to burn buildings and ships. Archers (excluding cavalry, chariot or elephant archers) can fire flaming arrows to gain an advantage over other soldiers in burning buildings and ships from greater distances. And buildings can also set the resistance to fire damage according to the ratio of wood and stone used. For sieges, it can be left as it is, as melee unit attacks are actually simulating killing the operators of these machines. Even if the archers use burning arrows, they will not have a good damage effect on the rams and siege towers that are covered with flame-retardant materials such as metal plates or cowhide. -
"Arson" attacks should be added to cavalry and infantry.
AIEND posted a topic in Gameplay Discussion
As in Age of Empires 3 and 4, units don't have to choose between capturing buildings and inflicting insignificant damage to them with the weapons in their hands, but should use torches to burn buildings and ships. Archers (excluding cavalry, chariot or elephant archers) can fire flaming arrows to gain an advantage over other soldiers in burning buildings and ships from greater distances. And buildings can also set the resistance to fire damage according to the ratio of wood and stone used. For sieges, it can be left as it is, as melee unit attacks are actually simulating killing the operators of these machines. Even if the archers use burning arrows, they will not have a good damage effect on the rams and siege towers that are covered with flame-retardant materials such as metal plates or cowhide. -
There is a difference in the footprint of the two. In fact, I don't think it's bad to keep the current state, but Colony should also be able to study P2 and P3, and be able to train heroes.
-
I don't recommend using the academy building to train soldiers, because the Han Dynasty didn't have such an institution, you could make it something like a "guardian barracks" or simply train champions in regular barracks and stables.
-
这个模组最初是2020年秋天在A23上开始做的,是个修改游戏玩法的模组,适应了我作为帝国时代3玩家的一些习惯。模组第一个版本刚做完的时候刚好A24就发布了,于是半年后我又从A25上从头开始做,到现在修修改改大致作出了想要的效果,所以在这里也发一下。因为我是中国人,大致的介绍我会发汉英两部分,英文部分是机翻,请以汉文内容为准。 This mod was originally started on A23 in the fall of 2020. It is a mod that modifies the gameplay and adapts to some of my habits as an Age of Empires 3 player. When the first version of the mod was just finished, A24 was released, so half a year later, I started from scratch on A25, and now the modifications have roughly achieved the desired effect, so I will post it here as well. Because I am Chinese, I will give a general introduction in Chinese and English. The English part is translated by machine. Please refer to the Chinese content. 相比A25这个模组主要改动如下: Compared with the A25, the main changes of this mod are as follows: 现在的版本是0.25.7,这里提供模组本体以及汉文补丁。 The current version is 0.25.7, here is the mod body and another Chinese patch(Players who do not understand Chinese do not need to download this). Mirror.zip zh-lang.zip Mirror.pymod