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PyrrhicVictoryGuy

Balancing Advisors
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Posts posted by PyrrhicVictoryGuy

  1. On 06/07/2021 at 2:05 AM, hopeless-ponderer said:

    I had some time to code a patch for this this weekend. All it took were a few tweaks to TechnologyManager.js and ProductionQueue.js:  tech_triggers.zip

    With this patch you can add "triggers" to each technology.json. I added @wowgetoffyourcellphone's Epigamia tech as an example:

    {
    	"genericName": "Marriage Pact",
    	"specificName": {
    		"sele": "Epigamia"
    	},
    	"description": "Form a marriage pact with the Maurya Empire. Receive a one-time gift of 20 War Elephants, in exchange for reduced territory push for Civil Centers.",
    	"cost": {
    		"metal": 600
    	},
    	"requirements": {
    		"all": [
    			{ "tech": "phase_city" },
    			{ "civ": "sele" },
    			{
    				"entity": {
    					"class": "SeleucusNikator",
    					"number": 1
    				}
    			}
    		]
    	},
    	"requirementsTooltip": "Unlocked in City Phase. Requires training the hero Seleucus I (Nikator).",
    	"icon": "sibylline_books.png",
    	"researchTime": 40,
    	"tooltip": "Receive a one-time gift of 20 Maurya War Elephants, in exchange for reduced territory push for Civil Centers.",
    	"modifications": [
    		{ "value": "TerritoryInfluence/Radius", "multiply": 0.7, "affects": "CivCentre" }
    	],
    	"triggers": [{
    		"systemComponent": "Trigger",
    		"func": "TechSpawnUnits",
    		"args": [{
    			"researcher": "{{ researcher }}",
    			"player": "{{ playerID }}",
    			"unitTemplate": "units/maur/champion_elephant",
    			"count": 20
    		}]
    	}],
    	"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    }

    There are three elements to each trigger:

    1. The component name. A component is basically one of the elements in a template like "ProductionQueue" or "Health". There are three types of components you can use: entityComponents, playerComponents, and systemComponents. Entity components are components of the structure or unit that researched the tech, player components are components contained in player.xml, and system components are global, gamewide components like Triggers. This particular example uses a custom-written trigger function in Triggers~tech_triggers.js.
    2. The function name ("func"). The available functions for each component are in simulation/components/<Component>.js.
    3. The args: an array of args to feed to the function. Certain properties can be parsed into the args if they are contained between double brackets, like {{ playerID }}. Currently, researcher (the entity that researched the tech) and playerID are the only properties that can be parsed like this.

    You can make your tech spawn any units you want by replacing the value of unitTemplate in the example above.

    I'll try to submit this for A26. You can add the code directly to your mod as well, but I can understand not wanting to maintain a lot of js code in a faction-based mod like this. In the meantime I'm going to add it to Mare Nostrum, if you want to play around with it there.

    You're brilliant  mate!!

    hoplite.thumb.png.0a8fef6a4a19ae5eb936e25821d1636a.png

     

    Would it be possible to make the hoplite unit something like this?

    • Like 1
  2. 3 minutes ago, Yekaterina said:

    We shall consult other balancing advisors whether these should be removed. 

    But there is a problem with that, I mean someone had to make these models, textures etc... And it would be really bad to throw their work in the garbage, so that is  why I think nobody will ever agree to mess with the rosters.

     

    • Like 1
  3. 20 minutes ago, Yekaterina said:

    Those are quite useless units for mauryans. They have sword cavalry and plenty of infantry archers already, the few champions won't make much of a difference. Having them just makes Maury too OP because you get more choices and backup plans. 

     

    A lot of civs have bloated rosters

  4. 7 minutes ago, Yekaterina said:

    He is not as OP as one of the Carthaginian heroes but he is not weak neither. Phillip is useful for champion cavalry team and Demtrius is useful for siege attacks. 

    Never claimed he was weak, but he is never seen kinda like that one spartan hero. And you know, he is probably the most influencial Hero in-game. Being able to capture a CC is meh i think, sure you can capture the enemy's secondary CCs, if they make any, so from the get go, half of his bonus is dependent on a thing which you can't control. And besides the only  truly valueable CC is the starting CC, games end before you get to it or.... you send 5 rams around the map.

  5. 17 minutes ago, Player of 0AD said:

    That is kinda weird, because they can get almost 50% stronger than other champ spearmen if you combine silver shield tech with Philip. Maybe the players would use them more often if they would be aware of that.

    The silver shield upgrade's description does not  say by how much they are improved. If it is like you say then its indeed powerfull, but the combined train time of both champion unlock technology and the silver shields is 2 min flat, and that is concerning.

    Furthermore is 50% worth it? Only if you make enough of them i say, now how much is enough of them? Considering it  requires the 600 food 600 metal plust the cost of philip and 2 min from p3.

     

     

  6. 3 hours ago, Yekaterina said:

    Why not Rhomphaiaphoros? 

    I don't understand, aren't Rhomphaiaphoroi thracians?

    3 hours ago, Yekaterina said:

     I use champion spearmen to deal with enemy cavalry 

    Why? Pikemen do that and they are cheaper. And making the macedonian champion spearman means you aren't making their champion swordsman which is way more usefull in my eyes as pikemen fill that role neatly 

    3 hours ago, Yekaterina said:

     Citizen cavalry is not bad at dealing with rams. 

    More or less, they aren't nearly as fast as sword cavalry so thats why I said that they aren't fast enough.

    • Like 1
  7. Just now, BreakfastBurrito_007 said:

    @wowgetoffyourcellphone  It is a cool feature to have the units hop off the chariot when the horses die, but I was talking about having the unit in the back of the chariot launching projectiles even if the chariot is moving, just at some decreased stats from when told to attack a particular target.

    Perfect for a scythian or sarmatian civ

  8. 11 minutes ago, alre said:

    I don't think it's fair to say that persian infantry was inferior to any other, they were different, not inferior. Persians fielded light infantry, that is represented in the game by archers. Of course if archers meet heavy infantry in close combat, without possibility of retreating, they lose badly, so I don't think there is need to penalize them further (not only persian archers anyway). On the other hand, persian shield bearers should probably be differentiated from greek hoplites, having more pierce resistance, but less hand-to-hand proficiency. They could also be made faster, so that they can move along archers, as they historically did.

    But I think we could have much more variety in melee soldiers stats in general.

    Well I think persians can afford having slightly weaker meatshields because of archer of course but also because they have all cavary types, elephants and rams. 

  9. 7 hours ago, wowgetoffyourcellphone said:

    In DE, Mauryan spearmen cost about half the resources and train time and half population (infantry are usually 2 pop, but Maur spearmen are 1 pop). Consequently, they gather half as fast, have 30% less attack, and have about 42% less health. So, it's so easy to mass them, but they melt like butter. The benefit is that with double the men, that gives the player perhaps some more tactical abilities, even if they're weak. 

    Its the type of stat changed that should be implemented but I think we will never see them since tweaking every single pop count and cost in the game would be a nightmare.

    I would just make their infantry weaker.

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