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Heródoto

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Everything posted by Heródoto

  1. You could add uniques actualizations to the royal stoa. Stoicism explains our belief that buildings are more than just bricks and mortar. Buildings should be practical, protective, and inspirational. Upgrades should improve the armor or damage of units within the territory (like the Romans perhaps) or or add a bonus like the pyramid kushites only to metal workers (silver owls)
  2. Rams are not OP, that nerf is not necessary, you dont need to avoid destroying building. Currently there are many ways to counter them, but still are the best siege machines. Almost every pro player pick them to destroy enemy buildings. The problem is that rams also do a lot of damage to the infantry units(that doesn't make much sense), which I think is the real problem. They should fix that or improve the catapults making them arm or disarm faster or even turning 360 degrees when they're armed. The damage caused by a rock coming from the sky is greater than that of a thrunk hitting.
  3. Oh I think I'll play it. Can you say me how can I download that mod please?
  4. I was reading about the ancient naval wars and found that the trirremes used to carry very little infantry crew and that their main form of attack was ramming the enemy ship. And therefore the birremes even less. So I thought, what if they made the birremes a totally military type of ship? Ships that can't carry soldiers, just attack, would it turn out to be chaos or could it be a new way to play on island maps? Making an attack animation that simply pushes forward and roll back the boat couldn't be that difficult, even if it was a bit scary. And adding some sound to that.
  5. In those Trac forums -- interesting forums -- you say you'll have the boats used for other things beyond the mobility of units, but if you look at the game, ships usually only serve for that purpose. I mean: At sea, in addition to the non-mobility of infantry and cavalry, there is neither a mine or a territory to fight for, the treasures are not enough. In many RTS the same thing happens and it causes that military boats are not very useful. Many players don't see the sea strategically, they just want to cross it. This aspect can improve creating a camouflaged metal mine on a pearl reef or on one of those shipwrecked ships (like the Egyptian pyramids) with a limit of 2-3 workers on it (so trade revenues still remains useful). Now players would see the sea in a more strategic way, the same way they see the gold and stone mines on earth. And the game is gonna to encourage people to spend soldiers garrisoned on ships willing to steal or capture marine gold mines engaging in naval confrotations. Ships that have space for 50 soldiers assume that they are only for transport. Even the fortresses don't have that much space. It's like they're screaming that they're only serving as cargo ships. What I mean by this is if you've thoroughly analyzed the usefulness of having warships to engage in a real maritime war.
  6. One of the best things about this game is that you have a chance to have battles and maritime trade routes. But I see that many players prefer to play on maps without much water. I think it would be nice to discuss the unique strategy this game could have in terms of naval battles.
  7. First of all, I would like to congratulate all the team behind this project. This is the best RTS I've ever played, because it combines almost everything: art, realism, strategy, originality, etc. I've played a lot of RTS like WC and SC, (they have great technical gameplay). So I'd like to give you some recommendations to improve the game because there are things that can be better without much effort. I hope the developers can read this. And again, this is a great game! First, the selection of specific units and targets is sometimes very tedious. The main inconvenience of this type happens on naval maps, when we construct the buildings more together, they cover the units and it is difficult to select them when they are behind a building or put a meeting point near your buildings. Another example when you finish mastering an enemy tower and want to select it to self-destruct, it is often difficult to click it because the units around it cover it, sometimes also the trees cover it. I know this is fixed many times by moving the camera, but that's not practical. Something similar happens sometimes when you decide to attack an enemy unit that is between trees with infantry and often you will take out wood and not chase it (of course if you adjust your camera this can help, but as I said before it is not practical). SOLUTION: I -- as a novice player I am -- I think that happens because the unit selection is made around the unit, but I think it would be improved if the selection of the units would be made around their circle of selection that they have in the field. Second. Obligatory garrison of towers (and siege towers) and ships to have a decent attack. This slows down the strategic gameplay because you have to add soldiers at all times to these types of units. It also takes away realism (although it seems otherwise) as all soldiers give the same damage regardless of whether or not they have more damage due to rank or a damage update. This could be explained if the soldier finds other weapons in those structures and replaced their weapons, but usually that didn't happen. POSSIBLE SOLUTION: I think this problem is the solution to another problem where you sought to balance the towers and boats so that they are not op. Perhaps one of the options they ruled out was to make the construction of towers occupy population, but the solution can be a combination of both factors . It would more or less look like this: Advanced tower (wooden): occupies 1-0 population, gives 0-1 garrison (this tower is the one that presents the least incovenient, could leave it as it is) Tower 1: occupies 2-5 population, gives 3-5 garrison Tower 2: occupies 3-10 population, gives 5-10 garrison Fixed siege tower (if it exists): occupies 5-10, gives 2-5 garrison Mobilble siege tower (built in fortresses) occupies 5-12 population, gives 10-12 garrison approximately Light and medium boats: 2-5 population, gives approximately 8-30 garrison Heavier boats: 5-8 population, gives 30-45 garrison By making these changes, you would have to increase the damage of towers and ships as they occupy population, in addition to other adjustments such as build distance or perhaps, only perhaps a limit for certain types of structures according to the level of the CC. The goal of this is to make ships and towers more military, something like siege machines. Third. The phallic Babilonic tanks and elephants with archers are almost useless in the current game. First there is the penchygeon stroller, it is only driven by 1 person who does not seem to drive and essentially only has more life and mobility than an archer. They should make it cost 2 population (driver and archer as it really was), make it possible for you to attack automatically while moving and so that it is not OP to lower the range as it is difficult to shoot great distances with precision while moving at high speed. In addition, I saw that they have a detail on their tires and that detail can be used to make melee units (perhaps not lancers) attacking the Babylonian falcado tank lose life. Something similar could be done to the elephant with Hindu archer, the damage to melee units could be caused by the elephant. The goal is to make them more useful. But not as OPs as battering rams xd Like many other players, I don't lack ideas, so just say the ones I think seem most useful to developers (there's more where they came from). I've seen many of your discussions in these forums and I know that your game, the way you're developing it, has a lot of potential, from soldier-workers' ideas to naval and territorial battles. Remember that there are games like Dota 2 that came from independent projects, where marketing doesn't matter and where the dreams of a community are reflected with total freedom. Playing something that has been done with such fullness does not need strategy to be played, the game creates the kind of strategy needed to be played. It is only in you to decide the right path to the greatness of this game. Forgive the grammar, I don't write English often. Thank you for this great game and don't forget to make rams only can attack buildings by putting 0 their cut damage (maybe) and reduce the size of merchant and warships as they are often stuck in a epic way. And making women unable to build military buildings, so Spartans would be more useful.
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