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AIEND

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Everything posted by AIEND

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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/
  13. Generally speaking, they are instruments such as horns or drums that can transmit sound farther.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. It should have nothing to do with that, even if I changed the Population of the elephant to 5, it still takes up the same space in the warship as the infantry.
  20. In the Ming Dynasty, the Chinese invented a kind of armor with only the left half of the body, which was equipped for the pikeman, which only protected the side facing the enemy.
  21. This at least means that whether the sword hangs on the left or right side of the body has nothing to do with the shape of the shield.
  22. This should be an eclectic product of the Italians influenced by Greek hoplite, because many peoples with swordsmen do not have greaves at all.
  23. That's not fashion, and if you've ever used a sword and shield, you'll find that in combat your left leg is in a lunge in front and your right leg is supported in the back. In this position, the shield is more resistant to impact and your right leg is safe in the back, so you only need to protect the left calf in front with the shin guard. In addition, it has little to do with the shape of the shield. This is mainly because the sword at this time is relatively short, the scabbard is on the right side of the body, and the sword is drawn upwards faster. You can't do this if the sword is longer than 80cm.
  24. Do I need to add another piece of code to the unit template? What is the format?
  25. I mean, how to increase the space occupied by cavalry and siege. At present, a siege/chariot/cavalry only occupies one position like an infantry, and a ship can carry 30 infantry or 30 rams, I feel this is outrageous, how to make cavalry and siege occupy more What about the cabin.
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