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Yekaterina

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Everything posted by Yekaterina

  1. Glad you like it. Now I need to work on Pikemen and counters for skirmishers and slingers.
  2. Now archers vs spears 20 archers vs 10 spears archers vs spears.webm
  3. archers vs swords.webm Archers vs swords. Archers have a minimum range so they need to keep distance. The high attack rate of the swords deny them of escaping.
  4. Breakfastburrito has a point here. Slingers need to be a proper fighting unit. I will boost their pierce armour to make them anti-archer and somewhat anti-skirmisher unit.
  5. slingers vs archer.webm Stats: 9.5 pierce 4.5 spread 0.5 Crush Cost: 15 stone, 25 wood, 40 food
  6. This is about archers, I will open a new forum about slingers if you want.
  7. Slingers are not anti-anything in particular. They are just cheap male units who are to be spammed and used for boom instead of serious combat.
  8. I am not an experienced game dev I also don't watch Star Wars But please tell me what stats you think are appropriate
  9. Friendly fire is disabled. I can enable it if you want.
  10. What is Padawan Designer? OK. Slingers are cheap troops who do a lot of damage to units, but are poorly armoured and very inaccurate. The only exception is Roman Legions who also know how to use a sling. Thanks for the inspiration. I got some ideas: Very cheap cost: 10 wood, 10 stone, 40 food. Low accuracy: spread > 4.0 High damage: 5.5 < pierce < 14 (must be less than skirmishers though) Walks at the same speed as any other ranged units.
  11. @wowgetoffyourcellphone I gave slingers 5.5 pierce and 2.5 crush. 21 of them did not manage to smash an empty Roman CC. It had almost half health left when all 21 were dead. But I see your point, crush is too OP for them. Suggestion: 1 hack, 5.5 pierce, 0.5 crush.
  12. You are correct. I shall increase their pierce damage instead, or increase their rate of fire. What do you think about giving them hack damage? This saves buildings but allows them to damage siege weapons slightly.
  13. Ranged infantry is afraid of crush damage. Stones hurled by slingers can crush stuff.
  14. What do you think about slingers? I personally would recommend low accuracy but high damage. You can't aim that well with a swinging sling but it surely packs a ton of damage. I will give it a high spread but also high pierce and crush.
  15. If I remember correctly the archers had 5.7 pierce back in A23, which equates to 3.8 damage per second. Speed nerf is a good idea. I also gave archers and slingers minimum ranges because they cannot be used as a melee weapon. You can't really bash someone in the head with a bow nor whip your enemy with a a sling. Archers are really vulnerable to my modified spearmen. I made it such that in close quarter, sword >= spear > skrimisher > sling > archer. However archers have greater range than skirmishers so that is their advantage. I can also make them fire more frequently but dealing less damage per hit. This would make micromanaging your troops important and can really distinguish the pros from nubs.
  16. I have increased the spread of archer projectile to 2.5 and changed the damage per second to 4.34 as opposed to the previous 4.46. The archers fire more frequently but each arrow does less damage. Greater spread means open order formation is more important; if an enemy archer misses your unit they are less likely to injure your unit standing next to their target. Can the balancing advisors discuss whether this is nerfed enough or do we need more nerf? XML file content: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_infantry_ranged"> <Attack> <Ranged> <AttackName>Bow</AttackName> <Damage> <Hack>0</Hack> <Pierce>4.34</Pierce> <Crush>0</Crush> </Damage> <MaxRange>65</MaxRange> <MinRange>0</MinRange> <PrepareTime>1000</PrepareTime> <RepeatTime>1000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>100.0</Speed> <Spread>2.5</Spread> <Gravity>9.81</Gravity> <FriendlyFire>false</FriendlyFire> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> </Ranged> </Attack> <Cost> <Resources> <food>50</food> <wood>50</wood> </Resources> </Cost> <Identity> <VisibleClasses datatype="tokens">Archer</VisibleClasses> <GenericName>Archer</GenericName> </Identity> <Loot> <wood>5</wood> </Loot> <Resistance> <Entity> <Damage> <Hack>1</Hack> <Pierce>1</Pierce> <Crush>0</Crush> </Damage> </Entity> </Resistance> <Sound> <SoundGroups> <attack_impact_ranged>attack/impact/arrow_impact.xml</attack_impact_ranged> <attack_ranged>attack/weapon/bow_attack.xml</attack_ranged> </SoundGroups> </Sound> <UnitMotion> <WalkSpeed op="mul">1.2</WalkSpeed> </UnitMotion> </Entity>
  17. elef vs spear.webm Spears counter 3x elephant Elephant armour has been dropped to 5 pierce 5 hack 10 crush We can also give all non-elephant civs spearmen 5x bonus and restore the elephant armour. @LetswaveaBook
  18. tower vs archer.webm This one is 1 fully loaded tower vs 50 archers.
  19. elef vs tower.webm This is a demonstration of modified elephants vs modified towers. The elephant does 100 crush and 100 pierce damage. The tower lost all crush and hack armour but has its health boosted to 800.
  20. I am beginning to think that we should keep the worker ele. Reducing the total population of Mauryans would be a good nerf and they won't be too OP. If we can also nerf the elephants then that would really balance out. I am experimenting with tweaking the XML files to find an optimum.
  21. I will post a video demonstration very shortly
  22. OK, seems like you are fine with elephant attack, we should just change the price. From your comparison to champions it seems that we should at least triple their price. This will prevent players from spamming elephants and give siege weapons a chance. I have tweaked the stat to make siege towers travel at 4.5m/s instead of the original 7.2m/s. I completely removed their crush and hack armour but increased their health slightly to balance. Right now they shoot many arrows but each arrow does very tiny damage. The range is 75 meters because of the additional height bonus.
  23. I am not sure about formations, but I can tweak the stats from the XML files and test it out locally. To be honest the only formation I use is close order
  24. Siege towers are already vulnerable to sword cavalry. To take it further we can give them no hack and crush armour. Slingers do 5.5 pierce and no crush. This is not great against siege. We should change it to 3 crush and 1 pierce, so that they are better against siege. I also noticed that ranged infantry do not have a crush resistance but spearmen have a crush resistance of 5. Perhaps we should give ranged infantry some crush resistance as well? If slingers can take on siege towers then Celts and Athens are sorted. To stop the Mauryan archers we can use a mixture of pikemen and skirmishers. The archers will be bulldozed by pikemen syntagma. The only catch is if Mauryan player mixes some spear and sword into their formation. In this case pikes die instantly and the strategy fails. The solution is to give pikemen more hack and crush armour, not just pierce. We can boost the spear and pikes just for Hellenic civs and Celts, excluding archer civs from the bonus. I can edit the XML files to make it so. The Mauryan elephants are harder to deal with. If we give spear, pike and skirmishers bonus against elephants then that would be smooth. We can also limit it to non-elephant civs. I also noticed something interesting: all archer civs are elephant civs...
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