alre
Balancing Advisors-
Posts
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Everything posted by alre
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MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
alre replied to Dizaka's topic in Bug reports
that's just a fancy way of saying he doesn't want to handle it, and he's not. you are so overcomplicating this! - when you conquer a new building you didn't have access before, you can train new units you didn't have access to before. immediately self explanatory. - units trained from captured buildings are the same as if you controlled those buildings as their own civ. no need to change anything, not the appearance, not the stats. - you don't have to train units you don't want to anyway, if you conquered an enemy building you are probably winning regardless. - if new units changed the set of structures you can build, that would be actually confusing. luckily, noone asked for that. - there are no edge cases at all, all building produce exactly the same units regardless of the owner civ, period. can't be simpler than that. - the ui can possibly get messy, but that can already happen if you select a ridiculous amount of different buildings of the same civ. just don't select a ridiculous amount of different buildings and you'll be ok. the ui can handle up to 4 rows full of trainable units icons. we get that you dislike the proposal, but you are speaking out of turn. it's ok if you personally prefer the current status, but don't twist a new proposal to create strawman arguments and drown us in words, rather ask if you don't understand something. in a25, carth merc cav was arguably the unit that was most characteristic of that civ playstyle, and other players could and can train it if they manage to conquer the building that trains it. you guessed it: it really created some LOL moments to me. by the way, I don't think there are any gameplay downsides to this feature, and I don't see any problem for extending it to all kinds of units. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
alre replied to Dizaka's topic in Bug reports
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MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
alre replied to Dizaka's topic in Bug reports
the game, sadly, doesn't have a gameplay manager (Stan's words) -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
alre replied to Dizaka's topic in Bug reports
the latter. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
alre replied to Dizaka's topic in Bug reports
both. just make that a building trains whatever unit it's supposed to train regardless of its owner civ. it's cool and it's simple. -
I don't think there's any problem here, have you been accused of anything? making more info avaiable is only good. also rated team games would be wonderful.
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how so? BAR is still like this, isn't it?
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Alpha 26 Pre-release/Release Candidate Build Testing
alre replied to Stan`'s topic in Game Development & Technical Discussion
you wouldn't -
Como bajarle el podre a los arietes? Algún mod?
alre replied to Lucas beccaria's topic in Gameplay Discussion
para hacer eso necesitas un mínimo de familiaridad con las estructuras del software. puedes crear una mod tuya que cambia el valor de la resistencia de los arietes, no es difícil. busca como funcionan las mods que cambian las unidades. -
Alpha 26 Pre-release/Release Candidate Build Testing
alre replied to Stan`'s topic in Game Development & Technical Discussion
I think the problem is that, if one wanted to follow history strictly, gastraphetes should probably not even exist as independent units, they should just be actors that shoot bolts from walls and siegeworks, because they were never ever employed in the field. -
very nice. elephants are not countered by swords though, quite the contrary: ranged damage is best against them.
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that would be easy, if you only count ranked. the discord bot records all the lobby chat, which includes all the rating bot messages, which in turn includes all the nicknames that play a ranked game. second accountd ofc would be recorded as separate players.
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my ideal would be: - rams are cheaper - rams can be built on the battlefield - rams are much slower - rams are fairly easy to counter with any melee/short range assault this could or could not be integrated with @Darkcity's proposals. I think rethinking the pierce/hack differentiation would help with that, but I guess it's not necessary if they are convertible like Darkcity proposes.
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every now and then someone cames up with this concern. it's funny because currently rams are quite out of the meta actually. the problem, I think, resides in the unintuitive counter system based on the pierce/hack differentiation. noone seems interested in rediscussing it though, because of the "small incremental changes" line of action.
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How to make your Units run instead of walk?
alre replied to Frederick_1's topic in General Discussion
can't you see they move at the same speed, and also they don't actually drop the res, they just "hide" them, and take them out again when they stop. ranged infantry units always move faster than melee, irrespective of resources carried. edit: by the way that hotkey works for everyone (I hope) as it's very important for high level play. it's called attack-move. -
How to make your Units run instead of walk?
alre replied to Frederick_1's topic in General Discussion
yeah that's not true -
I remember my SP days. I downloaded the game, installed it, tried it one time, uninstalled it shortly after.
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yes. and by game settings I mean the one for starting a new game, like the map etc.
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also the the game settings reset every time is a bit tedious.
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most of the work, for what I get now, is on the engine. modding support is pros-and-cons, but where the game is really lacking for me is spectacularity, among the three points that first video elists. by the way, those were good points, I also liked the videos on game design by the general gentlemen, that were posted by @Lion.Kanzen some time ago.
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I agree with the principle that, when trying to make something unique, we should rather risk making it weak than OP.
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what about roman siege walls?
