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Emacz

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Everything posted by Emacz

  1. Well one other thing we did in historical with their CS (and a few other civs too) they are weaker fighters, but gather resources 5% faster. The idea the citizens are more equipt to gather the resources needed for the empire and then they use metal to buy the merc (some food to feed them too)
  2. I like someof these, and am happy to discuss in more detail in historical. I do think it depends on what you are trying to get at fun/similar game play for all civs, or slightly more historical and challenging game play based on some recent readings I think carths strenghs and weakness were due to their reliance on mercanaries. Mercanaries had no loyalty to carth it self, so if they weren't geting paid or felt things were going horrible wrong in battle they would jsut desert. I dont think Will to fight should apply to merc But then of course they need to be stronger in other ways
  3. why cant it be balanced where melee/ranged have same health, but a lot different in resistances? so ranged die quicker that way.
  4. Hmm ok, thanks for the ideas. I think I actually came up with an ideas last night. Ill share via pm.
  5. Or try historical HP was increased. Melee has alot more resistance than ranged, but = life. Again people have all these ideas but dont want to test them out
  6. For example in historical patch i have it so you can buy merc from market p1, but they are rank 1 and can't promote.... so can be strategic early on if needed, used well. But almost useless later in game when champs cost pretty much the same metal. wondering if it would be possible to create a rank2 version that supersedes the p1 rank1, and same thing agian in p3. instead of having 3 different ranks to choose from, cause that could get confusing.
  7. Thank you @real_tabasco_sauce Although it really isnt my mod anymore I got it going, but i have now had a lot of help along the way, including from you!
  8. thanks @Seleucids I think there are 3 main reason people dont try out historical. 1 they are afraid of change 2 Nonone wants to work anymore, everyone wants to play... the younger generations 3 they prefer tgs 3 is simple fix, everyone tries it out and there are more tgs But as i posted earlier regarding some of @real_tabasco_sauce idea's, the problem on historical will be the base stats of a lot of things are different as well. Like why should ranged units have more health than melee units? Aren't "all men created equal" Obviously we then had to tyr and balance differently from there as well.
  9. you really dont need to split the community, you can just test things on historical Granted the base stats are the same. But tehre are a few different types of "eco" units if you want ideas/see how it could work. 3x counter already exists as well. What about Han gameplay needs improvement?
  10. Still hopeing to find more people to play around with the mod. I know everyone is still excited (rightfully so) about A27. But I'm starting to incorporate units/buildings that are in the templates ie Han Xbow Cav, Range, Persian kardakes_skirmisher, but aren't in the game yet. Maybe they will be worked in later and you can get a sneak peak
  11. arent they missing "range" at least archers? I guess they have slingers... and no ranged siege... but agree they are probably the strongest or at least one of top civs. You know what my answer is gonan be
  12. I would much rather change 1 line of code then figure out how to install it off topic i need some historical help. Implemented some "new" things, well they already existed but were being used, like the range, and a cool persian champ jav.
  13. we got spikes to help out in historical too, i think a similar idea?
  14. done in historical regular spear/pike/champ spear 3x cav champ pike 3.25x cav pike/spear heroes 3.5x cav
  15. pikeman counter horses, not sure how to do double counter. Maybe skirmishers? since they are already the weapon of choice against eles, 1.25, 1.5, 2x dmg ?
  16. It's been done on historical Infantry slighlyt faster base speed, cav actually slightly slower base speed.
  17. pretty sure 0ad is just 500 BCE to 500 CE But if you have some ideas for civs let me know and i can try working them into the historical patch.
  18. Im playing around with "Helots +100% grain gather rate, +50% wood/metal/stone but champions take 25% longer to train."
  19. well and soemthing like helot economy is ONLY useful with one civ Doesnt that affect thigns?
  20. yeah it crashes wheni try and use it with histoical patch
  21. if it doesnt train women from houses, definitely isnt @Atrik It crashed 0ad twice the times i had it enabled... Ill have to see if i can figure out whats going on.
  22. OPPP I wanted to learn some coding to improve bot, hope it works with historical patch. Will maybe help with testing things out! Thanks
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