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LetswaveaBook

Balancing Advisors
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Everything posted by LetswaveaBook

  1. Going off topic, I would like to comment that in Italy there were some units that had the sword as their main weapon. So a swordsmen would not be totally unhistorical, but it would be uncommon. The Rhomphaia also seems to be a little to long for being a side-arm. I understand that the idea is that the spear cavalry is the counter unit, but the gap is bigger than it needs to be. I would advocate giving the spear cavalry an attack of 3.5 hack and 2.5 pierce per 1 second and giving sword cavalry 6.0 hack attack per 0.75 seconds. On top of that I think it would be acceptable if both units had the 4 hack and 3 pierce armor (Also I think most ranged units need a 10% decrease in attack as a DPS of 12.8 seems disproportional). That would still allow the spear cavalry to function as a counter, while the sword cavalry would be superior in most cases.
  2. I just continued the habit of posting very mediocre youtube content about 0AD. I hope this strategy gives some food for thoughts on team game strategy.
  3. infantry Swordsmen have 10% metal cost and have 33% more attack than infantry spearmen and similar armor. Sword cavalry has only 6.7% metal cost and do 55% more damage and have better armor. I guess 10 metal can't justify the difference and on top of that, CS spear cavalry are fairly useless. Any faction that gets spear cavalry in p2 might as well not get them in 99% of the games.
  4. We have been talking about melee cavalry, but there is something that strikes me as odd and I have mentioned it earlier. If we want to get a proper feeling of balance, it would help if spear cavalry was decent, such that we have something to compare sword cavalry too. On top of that, better spear cavalry gives a decent counter to sword cavalry. On top of better attack, sword cavalry has better armor but cost 10 metal. So why do have spear cavalry a DPS of 5.6 (9.8 against cavalry) and sword cavalry a DPS of 8.66?
  5. A rank 1 spearman has 48 HP remaining and promotes after fighting a rank 1 swordsman. In many RTS games issues like this arise. What players could do is to mix ranged units with their spearman, so that the ranged units can do damage from afar and the cavalry can't engage. Also mounted counter (spearman cavalry) could theoretically do something. I want to clarify on this. I ran tests with ranged skirmishers. If we tightly pack the units together, then 40 advanced skirmishers are equivalent in strength to 48 rank 1 skirmishers. I also mad a little mod that removes the accuracy boost and then the 48 rank 1 units defeat the 40 rank 2 units and have 14 units remaining (Though some have low HP). This shows that for skirmishers, there is really some benefit for lower accuracy in massed fights. I haven't tested for other ranged units, so I can't comment on that. In these test I would estimate that the reduced spread is equivalent to roughly +15% attack. As @Dizaka just said, I agree that they must excel on the strategy and that it should remain viable. Though Carthage has its weaknesses and strengths, I think both need to be less extreme. I hope we can get a situation where both units are viable. However as @vinme said, it is not always just a sword cav merc problem, it is a problem that needs to be addressed on the entire roster.
  6. With low vision it is also almost impossible to react timely against cavalry rushes if there are no men around.
  7. Oh, this is a serious misconception. When a male villager and a female fight in AoE2, the male has the advantage.
  8. A city that is well defended is defended by men, not by walls. So it does not need walls.
  9. I do not really like AoE4s farms. for me they look like they are made out of paper or something.
  10. Moving some champions to p2 would be a fairly easy thing to do, so now the question is which champions should be moved to P2. I could give suggestions myself, but I would first give other community member the chance to put a suggestion. I hope that this approach makes it more interactive.
  11. I would like to give him the benefit of the doubt and assume it was a connectivity problem. However rating disputes will be needed to be judged by somebody else.
  12. I tried the res gestae mod and showed some of it on my youtube channel. So if you do not check the mod out yourself, you can get an impression here: https://wildfiregames.com/forum/topic/56618-res-gestae-mod/
  13. If I interpret the code correctly, the pyramid will be a p1 building and does not count towards the buildings you need for p3. The price reduction does make it easier, but I doubt if the pyramid will be overly good. The pyramid has still 120 seconds build time and that you could also use that time for chopping wood and getting the wood upgrade.
  14. A very important aspect of multiplayer RTS gaming, is how quickly you can produce units. That is something you can practise on single player. So some general advices are: Keep the ammounts of resources in the bank low by spending them on useful things on the field. It is better to have 20 more infantry than having 1k wood and food in the bankt. Also keep your production buildings working as much as you can. Also learn some basic hotkeys/use of control groups. Specifically for 0AD, use batch training (when a building is selected, press shift on the keyboard) for batches of less than 10 units. If you have resources for larger batches, you should probably prioritize making more buildings. Also as sarcoma said, you can spectate games to see how other people develop their economy.
  15. Side effect: Shooting a volley with 20*35 damage at a single woman.
  16. In the diff you see that at line 15 it reads: <VisibleClasses datatype="tokens">Village Pyramid</VisibleClasses> So it does not count towards p3.
  17. Special things don't mean diverse game-play. Kushites had their pyramids for a while, but it did not affect their game style. So here comes the example of https://code.wildfiregames.com/D4280 which is something that affect the style of kushites. Not by adding something special, but by empowering what we all ready have. There are more examples like this: Naked fanatics: They are totally unique and you can produce them. There is no reason to produce them though. Gauls also get the trumpeter. Athenian Council chamber: You get an unique building to produce heros (I admit, somewhat similar to Gauls, Spartans, Persians and Mauryas). However you only touch the building to train the heroes and maybe you get a tech there. So it is a building with hardly any meaning in the game. Maybe allow it to train (some) champions would be nice or give it a territory root as the Persian and Mauryan palaces have. All helenistic factions get the Theatron: Not that anyone really would consider building them. I would suggest adding them to p1 with cheaper cost and lesser effect (10% territory boost). Once you get to p2, you would be able to do an upgrade to get the full territory boost. It might also open some possibilities for theatron related bonuses. Colonization: This is a unique tech, that you most often don't find any place for in your games. Reducing the price of this technologies to 15ow,150m might create a nice option. Pillars of Ashoka: This could help to diversify the Mauryas, but unfortunately there is currently no reason to build it. An idea would be that if would increase the speed of traders and grant experience to healers withing the range of the pillar. Mauryas: They get something unique of their champions and it deals a lot of crush damage. It is not the the elephant, but mace champion. It is unique, but nobody bothers making it. I think this is because human units have to much crush resistance (Reducing crush resistance might also mean that other units need to be rebalanced. Note: Kushite macemen also suffer somewhat from this problem). Temple of Vesta: When I play Romans, I tend to forget that it exists. If we made it more potent (larger aura range), it would be more of a defining feature Cavalry diversity of Persians: The persians have an amazing number of 6 different cavalry types in their stables. The fact that this diversity is not really used makes this a shame. So balancing all cavalry to give each of them an unique place could help. It would also help if Chariots and Cataphracts were unlocked with the same upgrade (also goes for Seleucids). Finally Kushite mercenary camps: If you want to double down on diversity, you might want to reduce to cost of these camps to 100w,50m to put an emphasis on their uniqueness. So there you find a way to diversify all factions but Britons and Iberians. For britons the was a woad technology proposed in A24. Certainly the Iberians are all ready diverse. I think we could do better in terms of diversity if we only used the thing that we all ready have. Also we could improve our heroes and I welcome any suggestions on
  18. Also, there are stances as in most RTS games. If you want your ranged units not to move, you can set them on stand ground. If you want your units to move a little but not chase the enemy all the way, you can use defensive stance.
  19. Disappointingly, for most people it is reversed.
  20. There is no need to accuse people without serious suspicions. If it wasn't an accusation, I would say that there is no need to post something that could be seen as an accusation. Yeah, how does someone new to the forum know this big secret?
  21. I saw that in the mod selection menu, there is the option to chose for cute ponies with ponies ascendant or for the mod delenda est. Especially Delenda est seems good if you want diversity. In a25, civs are a little more unique than in a24. However they are mainly the same. Every faction is now affected by their own team bonus, which has substantial impact on some of them. Athens and Sparta received a technology for hoplites. The real benefit of A25 is that suddenly mercenaries and cavalry become very viable. One disadvantage is for me that units tend to stack a lot and it is difficult to see how many there are in a certain spot.
  22. I totally agree with this. What I think is probably the worst is that a group of javilineers can now occupy a very condensed space and launch death from a super small area.
  23. On top of the minimap is an N for north. How is that N useful? It is just a waste of space.
  24. Well. that does not really look sweet to me. But I have to admitt that I thought Age of Empires 2: DE would fail because pathfinding initially left something to be desired.
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