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maroder

WFG Programming Team
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Posts posted by maroder

  1. 51 minutes ago, Gurken Khan said:

    If I may, shouldn't maybe the team figure out what they want?

    well, the team is small and can't have eyes on everything. In this specific case I don't know what the original design plan was and I have (at least at the moment) no strong opinion if this is a feature or a bug, i.e. what the expected behavior is.

    So all the player are welcome to chime in and give their opinion on how this should be.

    Is this cool or confusing?

    • Like 1
  2. 1 hour ago, Stan` said:

    Maybe it's because everyone uses Shiny by @maroder

    yeah, I meant to make it a popup at some point :D

    also, I personally just enabled feedback a few months ago after playing for years now and none of the people I know that play the game have it enabled, so I guess you can multiply the number easily by 10x or even more. Especially since the game has a major Linux audience who is generally even more conscious about their personal data and security stuff.

    • Like 2
  3. Last thing open for the Han is the roster restructure: https://code.wildfiregames.com/D4713

    would be nice if some more people would look at/ accept it. I also read the maybe the minister should only cost 1 pop instead of two (not sure how many people feel that way).

    And then there is @borg-'s Persia overhaul: https://code.wildfiregames.com/D4724

    which should also be accepted/ checked by much more people before including it right before string freeze.

    • Like 3
  4. 18 hours ago, borg- said:

    Anyway, any new fun idea is welcome.

    agreed (unfortunately can't think of a better idea right now)

    I just have the feeling that if we only do it for the perisan women that might be a bit misleading historically and we will probably have people complaining about this and saying that we should remove it again.

    (off topic: Might be an option to think about the two-gendered citizens again)

    • Like 3
  5. 12 minutes ago, Stan` said:

    Maybe they could pay for a specialization to unlock units. Could also be paired techs.

    true, that could be fun.

    6 minutes ago, BreakfastBurrito_007 said:

    they don't have javelin cav right? It is quite powerful to have both spear and sword cavalry, but I think not having javelin cav makes that less op.

    they don't but I would say the crossbow cav is not that far off.

    9 minutes ago, real_tabasco_sauce said:

    Ok, I would say if something gets removed from these, it should be sword infantry. With the only ranged units being archers, crossbows, and archer cav, i think this is comparable to many civs.

    sounds ok.

  6. If everyone agree that this is a good idea to have that many units: fine by me.

    I only see the problem that the Han have basically every unit type: Spear, Pike (Ji), Sword, Crossbow, Archer + all types of cav.

    So they basically have an easy counter to everything, which is a huge advantage. Combined with their strong eco that seems a bit unfair vs other civs who have a smaller roster.

  7. On 14/06/2022 at 12:33 AM, wowgetoffyourcellphone said:

    Civil Engineering (Level 1)

    • Old: "All structures −15% build time, +10% health and −5% cost."
    • New: "All Structures −10% build time and −10% cost."

    Civil Engineering (Level 2)

    • Old: "All structures −25% build time, +20% health and −5% cost."
    • New: "All Structures +20% health."

    Civil Service (Level 1)

    • Old: "Technologies at all buildings, except the Forge, −15% cost and −15% research time."
    • New: "Ministers −50% train time."

    Civil Service (Level 2)

    • Old: "Technologies at all buildings, except the Forge, −15% cost and −15% research time."
    • New: "Ministers +50% health."

    could be nice linked techs

  8. 11 minutes ago, real_tabasco_sauce said:

    what do you think of the citizen soldier cavalry crossbows? I would say these should be removed instead of the cav archers.

    1 hour ago, maroder said:

    yeah, the camp should go

    If people really want champ cavalry crossbows, I would say they should be put in a chariot, replacing the existing chariot unit.

    I would dev keep either the normal cav crossbow or the champion. Not that strong of an opinion on which to keep. I just want to make sure that there is enough differentiation regarding the potential addition of the Xiongnus down the line, whose main fighting force are archers/ cav archers.

    • Like 1
  9. 36 minutes ago, BreakfastBurrito_007 said:

    that change would be assuming crossbow training is removed. Even if it is not removed, then 10 pierce/second would be greater than the slinger dps which is 9.2 pierce/second, so I would argue for a range reduction to 40 meters to accompany your change, or perhaps an accuracy disadvantage compared to slingers. The unfortunate result will be that the unit will play very similar to slingers (but with some key differences), despite seeming so unique. 

    Including the crush damage slingers have 10.08 /s although granted, that the crush damage is not that effective vs units.

  10. On 14/06/2022 at 8:46 AM, real_tabasco_sauce said:

    How do we feel about having both CS and champion crossbow cav? It seems weird to have so many crossbow units, also with very different stats: 

    for comparison: mace crossbow

    40 pierce, 60 range, 9.6 walkspeed (champ inf costs).

    Han Xbows:

    CS infantry crossbow: 20 pierce, 45 range 9.6 walkspeed (40 wood cost, i guess the idea is the cost makes up for the units lower stats)

    CS cavalry crossbow: 20 pierce, 50 range 14.4 walkspeed (40 wood cost too)

    Champ cavalry crossbow: 40 pierce, 55 range14.4 walkspeed (champ cav cost)

    I would say the different stats between mace and han are ok, because they used different crossbow designs.

    I would rather not give them exactly slinger stats, but keep their repeat time as it is now and bump their damage up to 30 and remove the -10 health.

    yeah, the camp should go.

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