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alre

Balancing Advisors
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Everything posted by alre

  1. cumulated effect of proposed bonus: 1 farmer per field: +0% food income 2 farmer per field: +5.3% food income 3 farmer per field: +10.7% food income 4 farmer per field: +16.3% food income 5 farmer per field: +22.1% food income so if you keep your farms fully staffed, it's +22% food income. it's not wild but it's very good from the moment you get farms.
  2. I think the non-diminishing returns are a very big buff actually, even if late. must be well evaluated. maybe it's better to just keep the building bonus.
  3. I'm talking about styling too. Also functionality rules, ask any designer really.
  4. boonguy mod is really good for play and replays. it doesn't change the main menu but the main menu is not that bad IMO, it's just old style, which is fine. true, some are great, most are meh. or maybe, just throw "default map" out of the window, because it's so annoying when you are switching/testing mods a lot.
  5. there has been in the past some discussion about reframing champ spear cav as cataphracts (which is mostly how they are called in game). cataphracts would be slower than usual cav and have a lot more pierce armor, and would be very good ranged inf counters, interpreting well the classical AoE cav role.
  6. true that. btw, non-parabolic range query do a L1 selection first, and then compute euclidean distances. Anyway, one could also switch off height sensitive queries based on maps, bc most maps are flat, but that's not a great solution if you want the game to play well on 3d maps too.
  7. I believe that the "small incremental changes" philosophy was more useful when changes came from alpha to alpha, and a lot of different changes would stack, some of which weren't much thought trough from a gameplay perspective. with community mod all changes are gameplay changes, and even when they were daring enough, they proved to be rather conservative. I don't think we need a big cavalry change, but I don't think a big change (cavalry or other) would be too risk to take.
  8. what about changing the multiplier for inf spears and pikes? 5x maybe?
  9. what I meant is I don't see noticeable effects of acceleration on inf vs cav gameplay. unit chasing with equal speed units is different in this regard, although one must factor running.
  10. no es lo q tu pides, pero sabes q si tienes unidads en su cuarteles asas van a ganar experiencia con el tiempo?
  11. melee inf should all deal twice the damage it deals now. that would solve the problem.
  12. I'm guessing 99999 m/s2 would still be hardly noticeable. let's hear for the math of @LetswaveaBook.
  13. 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.
  14. 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.
  15. 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).
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. I don't believe I'm making any assumption, I'm just suggesting solutions after you suggested problems.
  21. they were in a23, maybe a24 too. swordsmen were faster than spearmen time back, I think.
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