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alre

Balancing Advisors
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Everything posted by alre

  1. I remember noticing from a25 that added value of champions was greater for cav than inf. it's like buying a minigun that can be either carried by hand mounted on a pickup. the minigun is expensive, but the pickup is cheap; if you can have the pickup, why would you carry the gun by hand? I must say I played a26 very very little though.
  2. when I watched into it (a couple of months ago), the c++ function that is always called from javascript just run a query over all units.
  3. I believe range queries used by fighitng routines and auras could be optimized wildly by implementing a matrix of moving units such as that used by the pushing component - in fact, no reason to use another one, that one would do just right. I don't know c++ enough to try this change myself though, and it sounds absurd to remake it in javascript (although that would probably be an improvement already).
  4. the strategic difference is that corrals are a long term strategy, because they require more resources and micro for the build up, while farms are faster and immediately productive, but less efficient in the long run. I don't love how corrals work, but they used to be fun sometimes. In A24 I used corrals a lot.
  5. in the last years it has came up as a trend for younger people to watch movies while also playing games on the phone or using social media. I've quite picked up this vice. music is not alone.
  6. I will note that, when crossbowmen were given these stats, it was not in the intention of anybody to make them particularly strong against other ranged units. it's not necessary to keep them so, they can be changed.
  7. wild idea: maybe peoples like germans and britons should not have a wonder. a bit sad but also maybe a nice differentator: they can only push for a conquest victory while the opponent alone can chose to go for the wonder.
  8. I don't believe I'm making any assumption, I'm just suggesting solutions after you suggested problems.
  9. they were in a23, maybe a24 too. swordsmen were faster than spearmen time back, I think.
  10. guys I have a concern: currently a good half of the online players have never adopted the community mod. I hope when the next iteration is released, a big effort is made to have them use the mod as well, otherwise half of the players will br playing one game, and the other half will be playing another, significantly different one.
  11. nice. never noticed. mid game is currently the calmest moment of a game, I wouldn't mind making aggression easier. also keeping armies under fire is expensive, no less than having farms under threat. and finally because the CC is cheaper, it makes sense to supplement it with defensive buildings to defend it from hordes of slingers, or to lose it to them (it's cheaper to rebuild and it's cheaper to get a backup one). this I oppose. a fort that you can build in the hearth of your enemy territory is a p3 building to me.
  12. totally possible by changing the batch training time multiplier of embassies, but I don't know if this can work with to mercs trained in buildings along with CSs.
  13. but not its increase with phasing, right? that's very significant.
  14. range is fine now I think. it needs to be no less than that of archers, for adequate protection. I would reduce the max number of arrows from CCs: now it's 23, which makes the CC super strong even in p3. that's too many arrows for a civilian building, there's fortresses and towers to provide that kind of fire.
  15. what's 0/10? the number of workers? in that case the wood icon would be misleading I believe.
  16. yeah, use google instead, much better.
  17. yes right that's 10% reduction, so an incoming attack of 10 pierce damage actually deals 9 damage to unit C.
  18. 41% of pierce damage inflicted to unit B is denied by its pierce resistance, hence, unit A needs 100/6.9 = 15 landed hits to kill unit B. please only mind percentage resistance, the absolute value before that is related to the exponential of the percentage resistance, and it's not really necessary to understand it, but if you are comfortable with math you can do some research on the forum and see how that works, there are other threads like this one you created. also if you want to know what's the chance of ranged attacks to hit or to miss (melee attacks always hit) you should find some answers in the forum, but that's actually quite messy and much more complicate.
  19. sending res is such a good counter to rushes in team games.
  20. why not? there was a period in a25 in which I enjoyed very much rushing with kushites, and I absolutely loved going strong in cav in p1, I loved the early priest too. but that was a period and I drifted back to less extreme gameplay. why would I do that if chicker rushes were so op? because they weren't, and I don't believe they are now.
  21. also untrue. I've been "taken out of a game" early sometimes in a TG, I've taken other players out of a game, this is just what happens when someone rushes another player, and the defender is outplayed. other times the defender outplayes the rusher, just like in 1v1s. the only difference ia that two or more allied players can gang up and attack one defender at a time, but this is a strategy way more difficult than it seems, and less effective. also it's very counterable, using equal teamplay.
  22. which kinds of cav are op in early game? which in late game?
  23. what's the chicken rush exactly? attacking whith 4 cav at minute 1? that's just false. a larger group of infantry if managed well can negate a cav rush.
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