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Everything posted by Yekaterina
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what do we do with the defenses of phase 1?
Yekaterina replied to Lion.Kanzen's topic in Gameplay Discussion
That is very hard to program, but I will try. I think destroying individual palisade is better because you might want to break one piece to get through while using the others to your advantage, e.g trapping the enemy supply -
Personally I prefer having some spread. Consider projectile mass, drag coefficient, kinetic energy of projectile at launch point... Arrows are lighter, so they fly faster but also experienced more air resistance. Stones have smaller kinetic energy but large mass + not really affected by air resistance.
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The thing is, a well trained slinger in real life can throw stones up to 300 meters. Archers can shoot up to at least 100 metres. But sure, I can make the changes. Just tell me the values you want to use.
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what do we do with the defenses of phase 1?
Yekaterina replied to Lion.Kanzen's topic in Gameplay Discussion
@faction02 -
what do we do with the defenses of phase 1?
Yekaterina replied to Lion.Kanzen's topic in Gameplay Discussion
.antipalisade.zip This is the mod: Melee infantry have 5x hard counter against palisade Champions have 10x hard counter Rams have 5x hard counter (can knock out palisade in one hit if you researched the crush upgrade) Test it and see if any other changes are wanted -
what do we do with the defenses of phase 1?
Yekaterina replied to Lion.Kanzen's topic in Gameplay Discussion
I have an idea: add a P3 tech in the siege workshop which gives rams/siege weapons hard counter against palisades. Or I can even add it by default. Units shouldn't be able to hack down palisades easily because palisades are still quite thick and strong compared to human arms. -
raynor.zip This removed all spread. Haven't changed melee yet
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I can remove spread and buff all melee. How do you suggest I buff them? But it would also mean that ranged units are killed very quickly in battles, because every shot hits them. Valihrant made a mod that solves turn speed. I can increase them to 18 radians per second if you want
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Well, removing spread means even more op archers, slingers and skirmisher. I can make a little mod for you to try it out. If all ranged units are buffed then we need to improve the melee.
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slightly more difficult to program, but I can make 3 separate units each trained at a certain phase. Technology is also do-able. You can do that with any civ and any champion... Easy to implement, but that might make Iphicrates less useful. Easy. Should they just cost stone + wood or some metal as well?
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@Dizaka @Dakara @BreakfastBurrito_007 @chrstgtr @hyperion You guys can also help me with some advices. Everyone and anyone's comments are welcome
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Here are a few changes I would like to add into the mod, but I need the valuable opinions of balancing advisors @Lion.Kanzen @Player of 0AD @borg- @ValihrAnt @maroder @badosu @nani 1. Athenians can train a sword champion from their gym, which allows them to counter archer raids more easily. 2. Macedonians get an infantry spearman and a champion pikeman. These two units did exist historically in the Macedonian army and the champion pikeman would also be anti-archer. 3. Spartans and Romans can recruit mercenary archers. 4. Ptolemies and Seleucids get phase 2 push options as well. Or at least some anti-ram options for Ptolemies. 5. Britons get P2 champions. The exact type is up to you.
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Ok. Here is an explanation of the changes. Point 1: Athenians can build gym since phase 2 and train champions from it. Explanation 1: The Athenians lost their Stoa because of its conflict with historical facts. This stripped them of the ability to train champions from Phase 2 and hence hindered their ability to make decisive Phase 2 pushes. Now the P2 gym restores their early access to champions and adds one more plausible strategy. I am also considering giving them a land-based sword champion unit and a heavy skirmisher, as in the Stoa Mod. Point 2: Spartan gets Syssition in Phase 1. Explanation: Military was the main part of Spartan life no matter what phase they were in, so they deserve early access to this in light of their training of boys from young age. Having access to champions in phase 1 is a strength, but it certainly is not overpowered because they are expensive. No phase 1 player can afford to spam them and always staying in Phase 1 is quite risky because you cannot back yourself up with siege, heroes and necessary technologies. Point 3: Macedonians get siege workshop early. Explanation: Macedon is a very siege-focused civ, so early access to siege emphasises the point. The player can begin building siege workshop while they wait for city phase, and do not have to waste too much time loading siege towers if they have already boomed up in phase 2. Many other civs such as Mauryans can push very early on, which leaves the slow boomers like Macedon at a risky position. This would give them an upper hand and open up some new creative tactics. Oxybeles and siege towers cannot do much damage unless used en mass so this does not threaten other civs too much neither, especially considering Macedon will be slow. Point 4: Macedonians get companion cavalry early Explanation: Thorfinn the Shallow Minded suggested this. I think it is a bit too OP but still implemented it. One can argue that players cannot afford enough of these to cause damage without seriously delaying their other plans. Also they can be used as anti-siege and anti-archer.
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What has not changed: 1. All phase 3 techs still need phase 3, all heroes still need phase 3. 2. Macedonians cannot train rams, lithobolos nor crossbowman, as well as all of the siege upgrades before phase 3, so there is still plenty of motivation for them to phase up. 3. Athenian Marines are not affected The reason for Macedonian siege workshop in P2 is giving Macedonian players enough time to load their siege towers if they want to use them.
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This mod incorporates structure tree changes proposed by our historian @Thorfinn the Shallow Minded: 1. Athenians can build gym since phase 2 and train champions from it, complemented by a marathon tech to speed up champions. 2. Spartans can build Military Mess Hall in phase 2 and train the champion spearman from it. 3. Macedonians can build siege workshop in phase 2 then train siege tower and crossbow from it 4. Macedonians have access to Hetairos Companion Cavalry since phase 2. 5. Sparta and Rome get new allied slinger unit. 6. Athenians can train phase 2 champions from gym and after unlocking Iphicratean reform, marines can also be trained from the gym. 7. Romans can train Socii Slingers and Socii javelin cavalry from the new Socii Auxiliary camp, available since town phase. 8. Iberians get an unique Soliferreum elite champion javelineer unit. Newest update: compatible with A25 Git link: https://github.com/Yekaterina999/Thorfinn-Balancing-mod thorfinn.zip
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===[TASK]=== Crowd Sourced - Judeans (Hasmonean) [Faction]
Yekaterina replied to wackyserious's topic in Game Modification
Thanks, but I have already downloaded it and made some changes on my pc. However, there were too many 'mistakes' so correction will take some time... -
Which units should be trained from the Stoa? Please give me some suggestions, balancing advisors. @Player of 0AD @maroder @Lion.Kanzen @ValihrAnt @Stan` By default I am thinking a sword champion and a skirmisher champion? Also what should the stats of the Stoa be? Updated edition of the mod: no units in P2 yet, but structure is in place. restore-stoa.zip