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Emacz

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Everything posted by Emacz

  1. Pretty sure there has been some debate on the current rating system, it has its flaw for sure. I dont have a full proof way to fix it. Nor do I know the coding needed/required. BUT i do think that you should be able to still "gain" points if you play a +100 or 200 player form your level and play really close. Also maybe you can only play rated games if you are within X of a player, try and prevent some of the fake ratings/people who are willing to play 100000 games and get 1 point each so they can get to 1600, 1700 etc. Any suggestions/thoughts/ideas on how to improve rating games for all?
  2. we are working on that in historical too. Maybe share on server how some of the civs practice it differently?
  3. I want you to picture yourself 2000 years ago, you are chopping wood in the forest, and an enmey soldiers comes up to you. What do you do? A keep chopping wood B run and cry for help C piss your pants D fight back E ALL of the above
  4. why not? is that how civilizations evolved?
  5. yes there are basically 4 types of "male" units that can eco/fight. You have your regular CS, same gather rates as vanilla (except a few new civ bonuses) Then you have your Levied citizens (Perioikoi for sparta fall into this category even though they were citizens, they have a different label but same stats) 5% faster gather rates -10% dmg and -1.5 of hack/pierce resistance. Then you have your serfs (mostly just stone throwers) They gather 10% faster but do -15% less dmg and -5 range and 10% less accurate. Lastly you have Helots (Slaves, really only sparta at moment and rome has a p3 swordslave) they are 15% faster gather, but -20% less dmg, -5 range, 20% less accurate, less health.... Just opens up more ideas/strategies etc.
  6. Thanks! ONLY issue with it right now is we are still discussing/rebalancing/retweaking things as they come up, so you have to "update" aka redownload a lot. BUT the more people who try it and provide feedback, the sooner we can get a polished version on mod.io!
  7. yeah, we tried that a little, but then decided to go back up because its kinda nice to be able to differentiate between the range repeats and what not so they aren't all the same.
  8. do you use other mods? it goes in your mods folder. What OS do you use? SP or MP?
  9. Hmm ok, wait reduce fire rate meaning less time inbetween or reduce it even slower? reducing it slower u wouldn't want to decrease dmg? i think accuracy, they should still probably be most accurate ranged weapon, but i guess things to think about and play around with.
  10. overkill? meaning too many shoot the same target and do more dmg than needed insted of spreading it out? How could that be fixed?
  11. come back to historcal and suggest these thigns cav food rate was nerfed to 3, while infantry increased to 3 Why can a man on a horse gather food faster than a man on foot!? The biggest difference of course is cav can carry 20 vs 10 and walks faster. Which hero do you want to replace?
  12. so we could include them p4 historical? Although what would be their purpose (I haven't read any of the books yet) but were they actually used to fight enemies or more purely entertainment for Rome?
  13. historical is the counter But also making sure that you dont let them mass Cataphracts
  14. well we also slowed infantry down a little too, just not quite as much as cav, closed the gap slighlty since it does say "walk"speed Plus again if you think of it in historical context and you have an army marching to a pitched battle location, they all march together same speed. Now in some cases they would send the cavalry off to run in front, scout, distrupt etc. but otherwise it makes no sense for the cavalry to get to the battle first if your gonna fight with Heavy Infantry and then use the cavalry on the flanks and to attack heavy infantry from behind.
  15. becasue the walk speed comparrison of cav to infantry is not very realistic But then again how run is used in game is not exactly realistic either, but that is where cav have a much better advantage over infantry.
  16. too bad ur afraid to explore historical, they have slight speed nerf there
  17. Ive been in favor of changing the rating system for a while, although not sure how... I liked SC2s system for the most part, although still a smurf problem with it.
  18. Many of its warriors still used bronze weapons, some perhaps imported from Egypt, and although swords appear in Meroitic art none have yet been found. Spears and bows were the preferred weapons, while Meroe’s archers used leather quivers, plus iron- and even stone-tipped arrows of wood or cane, often poisoned. There is A LOT Of great infomration out there if you are willing to read through it and find the most accurate ones. Thats one reason we lean on @Genava55 and @Thorfinn the Shallow Minded for our articles and ideas with Historical.
  19. Isnt the pop bonus based off historical information regarding the size of empires...... (Rome should have one but would be too OP) Maury spam eles, OP swordsman as well. But then again im mostly thinking about historical and how every civ is somewhat OP but there are still a few that need work or are too OP
  20. https://github.com/Emacz2/Historical-patch its a mod that some regualr players and myself have been working on for a long time to trying to represent civs as more historically accurate and unique.
  21. pretty sure it game from this very extensive post on the forums, its where we got most of our kush info. But I'll have to double check and see if it came from somewhere else.
  22. they have champ infantry spearman....
  23. We have more units in historical that swtich back and fourth. Lead bullet/stone slingers Theracaian Peltasts
  24. what do you mean? like why did we add it? or how do we use it with kush?
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