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Posts posted by Player of 0AD
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29 minutes ago, maroder said:
It would improve the realism But yes gameplay wise it is a buff for elephants. What would be your idea to balance that?
As I would not like to see the change in the game I'm not thinking about an idea to balance it ; )
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32 minutes ago, Yekaterina said:
We can already garrison our rams into fortresses and that will make ramming down the fort quite impossible, so what's the difference with elephants?
Ways to get around this:
1. Decrease default stats for elephants, especially Asian ones
2. Make elephant-related techs very expensive
3. 'Fortress expansion' tech - researched at a fortress and costs an extreme amount (say, 2000 wood, 2000 stone, 1000 metal). But after this tech is researched elephants and garrison in forts, and already garrisoned rams / siege towers can also be put into fortresses. We can limit the elephant garrison of a fort to be 3.
4. Allow rams to attack elephants
- The difference is that attacking rams can attack the defending rams and outnumber them, but they are helpless against defending elephants
- point 3 would increase the turtling aspect of the game too much- even if rams can attack elephants, they are rather helpless against them
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Gameplay-wise this is not so good because ranged cavalry is one of the few weaknesses of elephants. It would not improve the game, it would just change it.
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1 hour ago, Yekaterina said:
Currently, there are few upgrades/techs available for elephants; it would be more interesting to have techs that upgrade elephants like there is for cavalry. For balancing considerations perhaps we can make these tech very expensive or slow to research so that elephant civs are not OP. Furthermore, elephants can only be garrisoned in their stable at the moment, which is quite inconvenient when you don't want to lose them to a crowd of archers. Therefore, I propose adding a tech or feature that allows elephants to be garrisoned in fortresses like other siege weapons. Realistically there should be more than enough space in a fortification for a few elephants to live in.
Suggested elephant techs:
1. Health increase
2. Better armour
3. More pierce attack (Seleucids and Mauryans installed metal blades on elephant teeth to stab people with it)
4. Faster movement
Also we can give cavalry a tech that increases their attack values.
Clear "no" to garrisoning elephants ever in fortresses - how to ram down fortresses if elephants are in there? Right, not at all.
I'm also against additional buffs for elephants - why buffing them if they are OP?
So, only thing I could imagine is: Excluding them from the current armor upgrades and give them their own armor upgrades, for nerfing.
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As long as it stays a mod: pretty interesting!
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I suggest that they always start with complete walls.
They are the only civ which has no cavalry-counter in phase 1.- 1
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I think that the gather rates are fine. The cav is specialized in hunting, so it's much faster, but it can't do anything else.
This makes it also possible to replace in the late game the farming by corralling, which rewards skillful play!It's no problem neither that chicken are close to the CC.
Conclusion: Just don't change anything
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1 hour ago, wowgetoffyourcellphone said:
Hmm, then boost the other civs?
Looking at historical meta for a moment, I think both Rome and Carthage should be top tier. Ideally of course you want all civs to have a chance to win, but those 2 should definitely get some love.
No, nerf the archer civs ; ) They are just 4 so its easier to do that.
There should be no top tier, every civ should have same strength as far as this is possible -
19 minutes ago, Fulano5321 said:
I'd just rather they manually deployed when I clicked the button or told them to attack something so I can get them placed where I want before they spend the time deploying. I loose them all the time because I tell them to move, an enemy attacks and they start auto-deploying and I can't get them back behind my troops before they get killed.
Did you try putting them on passive stance?
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Archer Civs are already supposed to be OP, so it would be a mistake to make Carth better!
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I don't see a need to change the game according to this, so I'm against it.
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On 08/04/2021 at 1:46 AM, Yekaterina said:
Are elephant archers mighty? They are pretty easy to kill and don't do that much damage
"Mighty" is an understatement, they are OP. How can they be "pretty easy to kill" and how don't they do much damage?
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Better trac down than tracked down!
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Suggestion: - Very hard stays at 60%
- Introduce "Super hard" (100%)
- Ridiculously hard (200%)
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1 hour ago, LetswaveaBook said:
Here is the story of us:
https://play0ad.com/about/the-story-of-0-a-d/
https://www.youtube.com/watch?v=nN6VR92V70M
Beware of trolls(very strong AoM unit) though.
Trolls = Elephant Archers?
"Slow, but mighty ranged unit" -
I suggest to remove "selecting elephant stable" from Alt+Q because of the Alt+Q+Rightclick combo.
Bug: Somehow Alt+Q returns from time to time, no matter how often I delete it. -
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In A23 at the end of that line there was a "not implemented yet".
The benefit is that the Mauryan Priest Hero can be garrisoned in the blacksmith, which improves researching.
Plus, if you garrison your blacksmith, it will be harder to capture it. -
- display in the unit/building informations also unit/building limit, accuracy and fire rate. Maybe also damage per second
- don't write there "armor: damage:" but just: "armor:" and display crush armor/ damage at the right, just like in A23
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- make online matches loadable
- allow replays from loaded matches
- if a match crashes, try to create an automatical savegame from that
- make it possible to create savegames from a replay at any point
- make a technical solution so that players who quit rated matches and not come back will lose the match
- prefer "repair building" over "drop resources" and add a hotkey for "drop resources"
- if a unit repairs a dropsite it should automatically drop resources there
- implement the autociv mod (especially autotrain and selections)
- the Diaspora tech should also work with CCs and worker elephants
- change mercenaries stats and their tech back to the A23 state - mercenaries are currently bad units
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1 hour ago, seeh said:
i search a hotkey.selection.militaryonly . you know something like this?
By default it's Alt. Hold Alt and make a box with your left mouse. Women will not be selected.
Name: selection.militaryonly- 1
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I played a match and my opponent resigned, but I didnt get any points. Maybe because of some E/A-error? Pretty sure that the match was rated. I guess this is the right place to post this. Could I get my points, please?
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1v1 matches can be rated, if the option is enabled. The host can enable/disable it.
Unfortunately team games are never rated
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21 hours ago, Yekaterina said:
As a Carthaginian player I would really appreciate this, as sometimes I really want to save wood in P1 to make more archers. This will make Carthage even more OP
Are they really that OP? I think that every other archer civ is (much) stronger
Restrict the Mauryan worker elephant to within its own territory?
in Gameplay Discussion
Posted
Or at least let them start without the bonus elephant.