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alre

Balancing Advisors
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alre last won the day on December 12 2021

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  1. I still miss how you could train everything in one building in a23, most definitely not going to enjoy this if merged.
  2. another thing that was discussed and I think should lead to a rebalance better sooner than later, is that CSs who reach level 2, tend to snowball very fast to level 3. level 3 should require more experience points I think. for some units this is a lot more apparent, like with priests, who hardly stay any time at level 2 before upgrading.
  3. I liked the closed box better. but with even line width.
  4. great work @maroder on this triky task .
  5. I think that macemen are little walking rams, and that's stupid but is a somehow sensible role. before changing units' stats one should decide why we need them and what role should they fill. I do not think we need to give any more power to units against buildings, the game favours aggression more than enough already. @Stan` please move these last three posts to a now thread.
  6. I liked the proposal of putting a fee on tributes between players. really worth taking into consideration for next alpha.
  7. persians should have a 'hunting hut' buildable by cav in neutral territory: a dropsite for hunt only.
  8. gates logic could indeed be better. I suggest that instead of having them either 'blocked' or 'unblocked', which is clunky and inconvenient, you could have them 'always open', 'always closed', 'open for all allied units' and 'closed for all enemy units'. the difference between the last two would be that when you have both enemy and allies next to the gate, it would stay open with the first instruction, and closed otherwise. this second setting should be the default.
  9. it's not only that. the fact that territory expansion is so expensive makes the game meta dwindle between turtling and aggro, because you basically only have your starting base anyway. no other strategies are viable.
  10. corrals have some competitve use. in a24 they had quite some more, because matches lasted longer.
  11. we just played a ffa game with that mod. there are still bugs: ranged cav can't hunt, also because of building ai, units fire while moving, but without showing up. ranged cav is op in that mod, iber fire cav passes trough armies and it's insta-kill, they don't even need to stop to tear down buindings. that part needs to be fixed for sure.
  12. I did a fully recursive update (can't find this checkout option) and it still can't find that file.
  13. It' s just missing, apparently. It doesn't appear to be deleted, and updating the repo won't download it. it seems like tortoisesvn is totally unaware of the file. I don't know what make clean is.
  14. pikemen role is weird indeed, they shouldn't be losing against all melee inf, and they shouldn't be winning against all ranged inf. I'll say it once again: gameplay updates should follow a much shorter schedule than engine updates, ideally, some two months.
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