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Yekaterina

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Everything posted by Yekaterina

  1. I think we already have enough skirmishers in the game. Perhaps a sling champ or mercenary maceman that can easily smash houses and siege.
  2. Further translations: trakiyski = Thracian telokhranitel = bodyguard odriskiyam = Odrysian dinast = dynasty tezhkov'or'zhen = heavily armed (тежко въоръжен) konen = horse lyekov'or'zhen = lightly armed (лековъоръжен) Not sure about 'sitalk', but looks close to stalker or collide Therefore the first one might be "Skirmisher of Odrysian dynasty" Second one might be "Thracian lightly armed cavalry" Third one is "Thracian heavily armoured bodyguard cavalry"
  3. No idea what those stuff meant but I think a mercenary jav cav + sword cav + mace cav would be solid options for cavalry. We can also experiment with the concept of a slinger cavalry, although I am not sure if those ever existed. For infantry I would recommend just the typical spear, peltast, sword and sling. We can try a mace infantry as well to counter the Kushites and Mauryans.
  4. first one is "odriskiyam dinast sitalk" third one is "trakiyski tezhov'or'zhen konen voin (telokhranitel)"
  5. The second one says something like 'trakiyski lyekov'or'zhen' (can't see the next two clearly). The word in brackets is khilokontist
  6. A few suggestions: 1. Mercenary cavalry maceman Cavalry maceman should be able to deal huge damage to buildings and cataphracts, but not too much damage to units, just like the Mauryan Yoddha. Historically some cavalrymen carried a spherical club and used this weapon to knock on the rider of a cataphract. The vibration of the cataphract's helmet will give both the rider and horse brain damage.
  7. Very good idea indeed. It would be even better if we add a Balkan civ as this is already some long list.
  8. Ahh yes applying the central limit theorem... But you can only apply the central limit theorem for a reliable calculation if your sample size is greater than 30, which means each player needs to play 30 games... which is unrealistic. You can argue about using T-distribution to compensate but that overcomplicates the calculation and I believe players would enjoy one fair game more.
  9. kateGear.xmlkateGear.pmp This is a map that I made in the Atlas editor based off of Gears. It should be able to offer a good 4v4 gameplay as it contains both naval and land assault options. There is a resource-rich central island that will attract players to build cc on there, which would increase the amount of action in a game. The attraction of resources will outweigh the fear of being attacked while building CC, so more expansion and fight for resources will occur compared to good old mainland.
  10. Although the current devs have already done a very good job, some maps in A24 may still be imperfect, perhaps due to the lack of balancing/symmetry or lack of naval opportunities. Therefore, I have set out to create a topic where we can post our 'perfect' map proposals for fair team games. Please post your custom made maps here!
  11. lol I did not find physics that painful, I actually quite enjoyed the process!
  12. Perhaps we can make a 'perfect' naval map in the scenario editor? Is it possible for me to host a team game on a custom made map?
  13. I do agree with you. I frustratingly lost many naval battles because of stuck ships. I think one way of improving this is to decrease the model size of ships, so that they can fit into small rivers and bays, which is also more accurate historically as no ship is as big as half of the Meditarranean sea.
  14. Historically bolt shooters could fire from ships larger than triremes, therefore I think the devs should allow triremes and quinqueremes to shoot bolts if garrisoned with it. Also we should add a boarding party feature, as one of the main tactics in battle is to send your marines onto enemy ships and slaughter everyone on there (used in battle of Salamis), instead of just sinking the ships by ramming or artillery. Furthermore quinqueremes should be able to shoot normal arrows as well because they typically had a platform on which archers could stand there and shoot enemy ships. Currently the quinqueremes are less effective than default triremes because the single rock thrower fires too infrequently. Arrow capacity should also be given to the Tessarakonteres (Ptolemy Juggernaut). This ship needs some rework as it is a wide catamaran (two hulls) but is currently portrayed as a typical single hull ship. Artillery and archers could stand on the platform joining the two hulls and fire, even though this ship was never used in any real battles.
  15. Good point. Next time I host I will give continent a go. Can you suggest some good maps that involve water? Currently I have only tried continent and Schwarzwald, but naval tactics don't seem to dominate the gameplay on these maps. Also, due to the small size of land on Continent, 4v4 games feel squashed even on large map size. Schwarzwald seems like an interesting map but the initial distribution of resources may not be balanced, so probably not suitable for competitive games. Once when I tried to play on it I got 50 sheep scattered around my cc while my teammates had completely no hunt nor berries.
  16. For Scythians I think we should make their female citizens archers, but slightly weaker than infantry archers. This is to balance out their dependence on hunting and lack of defensive structures. I got the idea from Xiongnu of terra magna.
  17. In the Atlas editor you can put a fortress over the river then use the teleport trick to send units across. (I am just joking, would appreciate it if players can build bridges as well)
  18. This is actually easy lol Hint: it's got something to do with pi.
  19. I don't know what team forum is. Zapotecs are held back by the lack of cav, so if there is a champion/hero that can replace cav then that would be great. For example a champion that runs extremely fast will do the job.
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